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Messages - Messatsu

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151
Help & Editing / Re: MM8BDM/Doomseeker is no longer working?
« on: April 04, 2014, 05:17:29 PM »
Whoopsie, kinda forgot about this thread.  Also, yea....kinda overreacting, not exactly enticing people to help out with that kinda language.  Anyway, I strongly suspect there's some firewall issue at play here.  It's unlikely that you would be unable to connect to a server that you can see unless something was blocking the ports you are trying to connect on.  If you say you have no antivirus, I'd strongly suggest getting Microsoft Security Essentials, or AVG Free or some other free antivirus as that's a problem in waiting.   Also would be wise to grab an anti-spyware tool like Malware Bytes.  Other than that, I'd be damn certain you don't have anything limiting your internet access in one way or another.

152
Help & Editing / Re: MM8BDM/Doomseeker is no longer working?
« on: March 31, 2014, 02:05:08 PM »
Nope, that's not a thing.  The most likely scenario is that some firewall software is blocking your outgoing communications on the ports needed for Zandronum.  However, few questions to look over:

- What Antivirus are you using? Is it an 'Internet Security' suite or something else?
- Where does this fail? Can you see a list of servers in Doomseeker or is it empty?
- Who is providing your internet? (Your ISP)

153
MM8BDM Discussion / Re: MM8BDM v4 Public Thread
« on: March 25, 2014, 07:36:37 PM »
You mean these icons?  Yea, problem is most icons aren't really that much different than what's in the game now.  Other icons aren't terribly helpful.  A lightning bolt for Thunder Beam isn't terribly indicative on the weapon since there are multiple electric weapons in the game.  Others like Air Shooter look quite a bit like Tornado Hold (different colors).  I think most icons are okay, with maybe 1 or 2 needing an upgrade.

154
MM8BDM Discussion / Re: MM8BDM v4 Public Thread
« on: March 23, 2014, 11:07:47 PM »
If I had to guess, it's Lightning Bolt + particles clipping through the ceiling in the second screenshot.  Stupid software.

155
MM8BDM Discussion / Re: MM8BDM v4 Public Thread
« on: March 21, 2014, 09:06:30 PM »
It actually is a 3 hit kill. Each stone is 45 damage. I've argued about lowering it to 35, but it is an unpopular opinion.

156
MM8BDM Discussion / Re: MM8BDM v4 Public Thread
« on: March 20, 2014, 09:34:09 PM »
That's not true.  You need to look down and JUMP ...and either not be moving, or angle it so you jump into the rebounded shot.  It's not exactly the easiest thing to do in the world when you're being shot at AND trying to hit another player.

157
MM8BDM Discussion / Re: MM8BDM v4 Public Thread
« on: March 20, 2014, 09:05:34 PM »
Eh, might as well take on the challenge
Quote from: "SmashBroPlusB"
Now Ice Wave can climb walls. You have completely outclassed Search Snake.
Eh, not quite.  Search snake has a much more rapid rate of fire than Ice Wave.  Each snake does 28 damage and thus is is easily a 4 hit kill.  Ice Wave CAN do a lot more damage, however it requires the player to walk into multiple icicles.  Right now, each one does 15 damage, but it's not uncommon for a player to walk into 2 of them.  So at this point, Ice Wave is a bit more powerful, but it also has a slower rate of fire.  Considering that wall climbing actually slows down the movement across a level, it's actually a nerf to the weapon, albeit a small one.
Quote from: "SmashBroPlusB"
Why is this such a problem? Older weapons are seemingly getting progressively worse, but the fact of the matter is that the newer weapons are getting progressively better and rendering other options obsolete. The most commonly used weapons in the core, both by players and by mappers who place them, are from Mega Man 7 and Mega Man 8. Thunder Bolt, Danger Wrap, Wild Coil, Slash Claw, Junk Shield, Homing Sniper, Water Balloon, Flame Sword. You'd be hard-pressed to find a map that doesn't prominently feature one of these weapons, and for good reason; they're the best at what they do (or close to being so).
Map designers tend to use newer weapons purely because they're new.  It depends on how they want the map to play out.  Personally I much prefer Ring Boomerang and Drill bomb myself from a design standpoint.
Quote from: "SmashBroPlusB"
Why use Needle Cannon when Water Balloon can lock someone down so much better? Why swing around Air Shooter when Homing Sniper's only a few damage points from an instant kill?
Needle Cannon does 12 damage per shot and has a rapid rate of fire and travels infinite distance.  Water Balloon does 8 damage + 5 explosive damage and has a shorter range.  Water Balloon is going to be slightly more powerful in close range combat with direct hits, but even then, most of the time it's going to do 10-11 damage.  It's a very small difference between the weapons honestly.
Quote from: "SmashBroPlusB"
Leaf Shield can block certain types of attacks, but Junk Shield reduces damage from all but three weapons in the game.

Can't argue this too much as Leaf Shield is kinda blah.  Honestly, that's more the fault of Leaf Shield than anything else though.
Quote from: "SmashBroPlusB"
Flame Blast is nice for filling an area with traps, but Danger Wrap's mines last for more time and can chain detonate for more explosion damage.
Can't really disagree with this, but I will say that some weapons are just better than others. Flame Blast is better in some situations though as it's a much faster weapon to fire and it can light oil pits.
Quote from: "SmashBroPlusB"
Heck, some of the changes in v3b ought to be proof enough; Top Spin, the former "big boss" of melee weaponry, reduced to a joke, a shadow of its former self.
It was OP as crap though before.  You didn't even need to be close to the person to kill them.  Though the nerf bat may have come down a little too hard here.  3b did adjust it back up a bit.  Haven't heard tooo much complaining?
Quote from: "SmashBroPlusB"
Star Crash lost its hitstun power, but it also lost a good part of its range, limiting it to up-close sneak attacks; and even then, Slash Claw and Homing Sniper do the job better. When absolute hitstun was removed from the game, Crash Bomb was designated as the only weapon to keep it just so it wouldn't lose out over Flash Bomb's higher ammo count, instant detonation, longer blast time, and higher damage output.
Star Crash was also kinda OP. A weapon with stun and AoE that didn't need to be aimed and could kill a person?  Yea, that needed to be brought down.  Slash Claw and Homing Sniper aren't quite good comparisons here though because you need to properly aim both those weapons whereas Star Crash doesn't require it.  (It's also still easy to kill with)  
Flash Bomb is actually OP, and we're working on a nerf to see if we can bring down the power a bit without making the weapon crap.
Quote from: "SmashBroPlusB"
Oh, and then there's the whole mess with Noise Crush, my favorite thing to complain about ever. Let's take the weapon with good damage output, a speedy charge shot for initiating, and rebounding shots for finishers, and give it Hard Knuckle's damage output of 70 damage. For free. Because charge shots don't cost anything. On the other hand, Hard Knuckle's still a seven-shot slow-moving projectile that has a firing delay and forces the user back a little bit when they shoot it. Hard Knuckle actually got nerfed twice for being too powerful for the metagame, and then you go and make Noise Crush's charge shot a free Hard Knuckle. Because that's fun, right?
Yea, I don't agree with this.  Noise Crush requires you to aim AWAY from your opponent in order to get the required 'free hard knuckle'.  Given the relative difficulty in getting the charge shot, it needed to have a high reward.  It's a fantastic weapon for a 'surprise attack', but beyond that it's not great in combat.
Quote from: "SmashBroPlusB"
Please. Stop and sit down somewhere. Think about what you're doing. 8BDM is being curved into an absolute trend of newer weapons dominating older ones. With in-game powerhouses like Spread Drill and Lightning Bolt being added to the mix, and things like the Ice Wave change where you go back on previous promises of balance, I can only fear what will happen to the overall weapon spread in Mega Man 8-Bit Deatmatch v4a.
You bring up some valid points, but I think you might be overstating the problems a bit.

158
MM8BDM Discussion / Re: MM8BDM v4 Public Thread
« on: March 05, 2014, 02:10:44 AM »
Well crap, you're right.  Ah well, shouldn't be too hard.

Edit: @#%, now I remember why I didn't implement it in the first place.  In 4 team games, it's possible for a team to be empty.  Uhhhhh, everyone enjoys constant victory music right? woooooooo.  :lol:

159
Not quite Lego.  Mike got a radar from someone (I think he said a friend, but I'm none too clear on it) and then showed it to me.  I then created a new version from scratch that took the concept but none of the code (ok, a single basic rounding function) from that.  Mike then took that, converted it to clientside and incorporated it into his mod.  However, at this point in time, clientsiding the script is a bit wonky so I'm looking at alternatives.  Obviously, something like this works in The Hunted so I decided to put it in there for testing purposes.  So, short version: It's something I wrote, based on something Mike showed me and then tossed back to Mike.  It's all part of the dev chat stuff of trying to improve the game on a whole.  But yea, if you see similar code etc pop up in multiple mods, there's generally a good reason for it.

160
MM8BDM Discussion / Re: MM8BDM v4 Public Thread
« on: March 04, 2014, 09:26:12 PM »
It's been fixed.  The problem was this line:
Code: [Select]
If(BlueAlive() == 1 || RedAlive() == 1 && BossMusic==0)when it should have read:
Code: [Select]
If((BlueAlive() == 1 || RedAlive() == 1) && BossMusic==0)Actually, try it in Powered Up, see if the problem exists, it should be fixed there.  (I think CSCC as well?)

161
Well, decorate is both simple and confusing as hell.  Lemme explain the one bit you mentioned.

Most graphics for weapons etc are represented by a specific naming convention. For example.  You might see WEAPA0.png.  Now, this is broken up as such.  WEAP A and the 0 means it has no rotations to the graphic.  So, if you wanted to display this graphic in the game, you'd need to put it in decorate:
Code: [Select]
Spawn:
WEAP A 1
loop
What this does is display the frame WEAPA0.png for 1 tic (that's 1/35 second) and then loops it over and over as part of it's spawn state.  Now, let's say you wanted to animate it?  Well, then you'd need more frames, so WEAPB0.png and WEAPC0.png let's say.  Now, for that example
Code: [Select]
Spawn:
WEAP AB 5
WEAP C 4
loop
In this example, we are animating frames A and B for 5 tics EACH (total of 10 tics) and then frame C for 4 tics and then looping the whole thing.  

Lastly, the TNT1 A frame you mentioned is a shortcut for an empty frame, it's why you see it everywhere, it just means display nothing.

Hope that helps a bit.

162
Help & Editing / Re: Can't play singleplayer without trouble
« on: March 02, 2014, 11:25:58 PM »
Huh, well, I was thinking of just skipping over the launcher entirely since the problems sound like it's an issue with sound from ZDR and not the launcher itself, but whatever works.  Before this gets locked, perhaps posting a solution that worked for you would be useful in case anyone in the future has a similar issue.

163
Help & Editing / Re: Can't play singleplayer without trouble
« on: March 02, 2014, 09:44:08 PM »
Have you tried using the native linux binaries for Zandronum? http://zandronum.com/download

164
It would probably help if you had a more specific question.  Right now it's rather broad and that makes it difficult to give any kind of answer.

165
Rejected / Re: [Suggestion] Ring Boomerang and Knight Crush Damagers
« on: February 28, 2014, 03:04:21 AM »
Quote from: "Fyone"
removing the ripper would completely change the way Ring Boomerang is played
1.) Er, no.  This is only the invisible damager when the boomerang returns to the player.  There would be no function difference to the player who fired it.  Only the player being hit would be hit once per damager rather than twice.

Quote from: "Fyone"
reducing it to 1 tic doesn't fix it since I was still able to get OHKO's with it when I was testing it with 1 tic and reducing the damage overall nerfs with weapon and keeps the possible OHKO. My solution prevents OHKO's (if not squashing them), it wasn't meant to nerf the weapon. As I've said you can buff the damage of the actual weapon itself while adding my fix and it theoretically shouldn't OHKO unless you buff it ridiculously
2.) Er.  TNT1 AA 0 and TNT1 A 1 should function roughly the same in this case.  It will apply damage once and disappear.  In theory, the weapon can not OHKO unless the player is hit by the boomerang right near the very end and doesn't move and then gets hit by it on the way back.  The damagers alone can't do it unless the player literally runs into 4 of them (which means they're quite deserving of death)

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