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Messages - Messatsu

Pages: 1 ... 36 37 [38] 39 40 ... 44
556
I agree with Korby.  I intend for this to be maps only, no weapons as I want all these to be compatible with all expansions.  BTW, this should be released any day now :D

557
*NEW*
Roboenza Swarm: v1a - http://www.mediafire.com/download/f4twaub3ww68auk/RoboenzaSwarm-v1a.zip
(click to show/hide)

Rage Roboenza: 5a Mediafire mirror - http://www.mediafire.com/?q4b6u2jg7ffxx4p
(click to show/hide)

Bot Apocalypse - v2a Mediafire - http://www.mediafire.com/download/adodlbjysbmfia0/Botapocalypse-v2a.zip
(click to show/hide)

The Hunted - v2b - http://remote.gouhadou.com/files/TheHunted-v2b.zip
(click to show/hide)

Screw Scramble MINUS - v1b - http://www.mediafire.com/?kyuu0nhmr2dy0uy
(click to show/hide)

558
MM8BDM Discussion / Re: Let's talk about Roboenza
« on: March 31, 2011, 05:24:32 PM »
One other side issue with the whole protobuster / bass upgrade thing is that the roboenza code explicitly checks for the megabuster to see if a player is unmorphed.  The code there would have to be modified to allow that.

On a side note, the PU expansion will have a buckshot modifier than I think you guys will like in regards to this :D

559
MM8BDM Discussion / Re: Let's talk about Roboenza
« on: March 31, 2011, 03:00:58 AM »
So after screwing around with the roboenza wad for a while, I think I may have 'fixed' some of the more obnoxious problems including some scenario's where a lone zombie can win.

Problem #1:
Zombies dieing after the round has ended
Solution #1:
Stop countdown timer script and make players invulnerable immediately after zombies win.

Problem #2:
Underwater in stages like Ice man and DW2 do not affect Zombies.
Solution #2:
Instead of giving all zombies the TID of 666, give them 666+PlayerNumber().  This required some other changes to maintain the timer countdown and the damage knockback on the first zombie after infecting a player, but it seems to be working well.  The only issue is centaur man's water still doesn't work right and I'm not quite sure why.  

Problem #3:
Roboenza weapon is obtainable via item1 trap
Solution #3:
Remove spawn state /shrug

I don't think I've eliminated all server crash scenario's, but in some testing it seemed to work well.  I dunno if this something worth putting out or not since it wouldn't be an 'official' release.  Anyone have thoughts on this?

560
MM8BDM Discussion / Re: Let's talk about Roboenza
« on: March 30, 2011, 01:33:46 AM »
I always thought Roboenza would be very interesting if the zombies were 25%+ faster but had normal player health.  It'd be more about dodging and trying to get into melee range rather than being a damage sponge.  Actually, the biggest issue I have is that many times as a player you just run out of ammo in certain weapon sets.  When you have only a megabuster and like 3+ zombies you are generally not getting away.

The two other items that pop up alot are the server crash when a zombie 'wins' and how a zombies TID is assigned (thus causing those weird underwater problems).  The server crash is a big one since I have to restart the freaking thing all the time.  I'd love to see that patched.  I don't care how.

Anyway, I do enjoy the mode because it isn't competitive.  That's always a plus when you wanna relax in an evening.

*Sorry about the double post.  Wasn't paying any attention and hit 'quote' instead of edit.

561
W.I.P Forum / Re: Custom Project : Upgraded Maps
« on: March 26, 2011, 01:46:07 AM »
Well, I'm working on putting this all together into CSCM.  Right now there's a combined total of 28 maps.  If your map isn't in the list please send me a PM as it's very likely I don't have it.

List:
(click to show/hide)

562
Skins & Bots etc / Re: MM9 AND 10 Music Pack! * Updated 1/26/11
« on: March 22, 2011, 03:37:27 AM »
Updated: MM8 Music added (8 bit)

563
Quote from: "CutmanMike"
...[*] I noticed Snake Man's snakes use the old snake code. I cannot stress enough (like, soooo many people ignore this) that these snakes lag like crazy. I was shooting them across a long corridor in a DM and everyone's ping quickly rose above 500. I.e it was noticeable.[/list]

Yea, I noticed a HUGE spike in my outgoing bandwidth.  My outbound limit is around 5mb yet when the game was going I saw it trying to send out 7mb of data.  A normal full game will usually top out around 1mb.  Strange thing though, I don't recall this problem in earlier versions which still used the old search snake code.  /shrug.

564
W.I.P Forum / Re: Custom Project : Upgraded Maps
« on: March 21, 2011, 04:58:34 PM »
No worries, the maps that are done will be released.  It's just a matter of how at the moment.  If anyone is still finalizing a map, please let myself or ASD know so that we can include it.

565
MM8BDM Discussion / Re: Rules for Deathwind's Servers
« on: March 19, 2011, 10:15:35 PM »
Lemme solve all those problems real fast.

VOTE KICK

It's enabled for a reason.  If someone is doing something that is clearly a violation of a rule and or is just generally being a jerk, vote kick them.  If the vote fails then clearly everyone is not bothered enough by that person for it to be an issue.  The rules are in place as a guideline so it's very clear to people why they are being kicked, even if they don't agree.

566
MM8BDM Discussion / Re: Playing as "cutmanmike" in deathwind's server
« on: March 16, 2011, 10:45:04 PM »
Quote from: "DTDsphere"
Lol I just got banned for "Number of reasons"

Damnit DTD.  Unbanned.  I saw ya goofin around and thought I just had a troll on my hands. (The name didn't help)  Been dealing with those by just banning them.  Didn't know it was you at the time.


Also, sorry about the V1 Ivory pack.  Hadn't updated my INI in a while and didn't check.  Fixed for the future though.

567
Projects & Creative / Re: [EXPANSION] Mega Man Powered Up
« on: March 07, 2011, 08:40:07 PM »
Quick 1 min video of a botmatch in DW2 Powered Up.
http://www.youtube.com/watch?v=VFLGRm7Isu4
(click to show/hide)
(That's NOT a 1up)

568
Projects & Creative / Re: [EXPANSION] Mega Man Powered Up
« on: March 07, 2011, 07:03:46 PM »
Quote from: "Korby"
...Will it have more than just the green bricks?
Maybe  :geek:
(click to show/hide)

569
Quote from: "DoomThroughDoom"
... Games are for fun but the actual point of the game is to win. A game with no way of winning is pointless.
I disagree with this statement DTD.  I believe the point of games are to have fun.  There do exist games with no winner and they are not pointless, they are fun.  I'd like to point that you cannot win at many Atari games as they have no ending.  You can merely achieve a high score, but you will always lose.  There also exist societies (3rd world I believe) where the entire concept of a winner is foreign to them as the social games that children play do not have such a thing.  Granted I'm recanting that last bit from someone else, so take it with a large grain of salt.
Then again, this is just my opinion, and well, we all know what they say.

570
MM8BDM Discussion / Re: Rules for Deathwind's Servers
« on: February 25, 2011, 11:39:30 PM »
I will change/alter them if someone presents me with a well though out and/or a valid argument.  I'm not setting out to be king douche by creating rules.  I want to make things better, not worse.  Just telling me you don't like the rules or complaining about how a rule doesn't suit you is going to fall on deaf ears and probably piss me off.

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