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Messages - SickSadWorld

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136
Help & Editing / Re: The Bots won't choose teams!
« on: April 30, 2011, 02:01:46 PM »
You can supply an extra argument to the 'addbot' command.

Try something like this

Code: [Select]
]addbot flashman "dr. light team"
]addbot darkman4 "dr. wily team"
]addbot darkman4 "dr. wily team"

137
Help & Editing / Re: A Stupid Question
« on: April 29, 2011, 04:52:10 PM »
There's probably no way to make an "endless" attack. You could easily record screens though using global ACS variables and actor touches floor thing activated specials in certain sectors.

The problem would be creating an "endless" feel. It might not be that hard though if you use Hexen style Teleport to map actions instead of level exits.

138
Hope everything goes smoothly!

139
Quote from: "Korby"
Quote from: "SickSadWorld"
Useful codes.
I'll talk to YD about implementing this next update. It certainly looks like it'll work.

I did test the code above in scenarios with 32 bots and 4 real clients on a locally hosted machine. All it basically does is detects all team game modes and sets the translation manually.

Skulltag seems to reload the world between every match. It correctly shows red teams are red in the "pre-game" but when the match starts it doesn't show properly. The above script addresses that. If YD decides against it for whatever reason then just post here or PM me so I can release this as its own PWAD compatible with classes (and any other game mode) to address this issue regardless. I will leave it up to you guys though, by giving you the option of including this in classes itself before going ahead with an independent release. The reason for this is that I'm not sure at this time how prevalent the team color issue is outside of the classes mod.

140
MM8BDM Discussion / Re: Bot Apocalypse
« on: April 09, 2011, 06:36:45 AM »
Sure man

NOHOPE is one option, but don't you guys associate it with roboenza mode too much? I'm fine with using the actual NOHOPE from roboenza, but think about it. Do you really want that specific song?

Regardless, that's a really good idea to change the music when one survivor is remaining.

141
Help & Editing / Re: How do "I" do THAT in Doom Builder?
« on: April 08, 2011, 01:05:25 PM »
Quote from: "ficarra1002"
Quote from: "SickSadWorld"
    [*] Inherit from the buoy actor and give it +NOGRAVITY, then set its z-height in doom builder
That's the best way to do it.

Ah, but the topic is named "How do I do that in DOOM BUILDER"?

DTD's technically fits that description better and I find his method quite amusing. The DECORATE method might be simpler to some, but it doesn't use doom builder so it's kind of off topic I guess (lol)

142
Mega Man Discussion / Re: Mm8bdm Mega Man Game
« on: April 08, 2011, 12:07:21 PM »
Quote from: "Myroc"
I like how half of the suggested characters aren't even notable members.

Lol you just mad because you're not a robot master

143
Help & Editing / Re: Promotion of Custom Stuff. How to do?
« on: April 08, 2011, 08:31:54 AM »
To avoid overburdening one person or small team, why not just have the people who release mods have to write it up. After all, they would know the most about it.

To address Tsuki's question in the OP I think it's the gameplay itself that serves as the best promoter of custom content. Things like rage roboenza and classes have unique and engaging gameplay and it makes people want to play it. Then either through word of mouth or watching Doomseeker others get interested.

Naturally a side effect is how easily it is to get the custom content. Things like the classes mod or X-pack that aren't hosted on places that Wadseeker looks will be played less because no one knows where to get them without coming to the forum here.

144
MM8BDM Discussion / Re: The Cossack Citadel
« on: April 08, 2011, 08:17:50 AM »
There is a subtle irony here about "ownership" in that all of the MM8BDM game assets (like textures in the I-pack and X-pack from Megaman games, artwork, intellectual property and so on) are property of CAPCOM and we have sort of ignored that fact completely.

Just putting that out there.

---

Having said that though, there is some element of work we all put in to what we make and that should be respected in some way. I think this can be maintained while still fulfilling the mission of this proposed "cossack citadel" by putting content on wadhost.fathax. Using Doomseeker/ Wadseeker to get something like the X-pack or I-pack should not be considered something unusual. Actually my main gripe with the X-pack and classes mod is simply that they are not available on any of the sites Wadseeker looks for when attempting to locate PWADs. If that is intentional, then that is a bad move and only serves to alienate the playerbase. Tools like Doomseeker are what keeps the community alive.

Simply put, if your or anybody's work isn't easily available then no one can host it. If no one can host it, then no one will play it. If no one plays it, your work is dead; it's the same as if you never made it at all.

145
Version v4c retains the problem of having players not show which team they are on correctly during a match. This is a very big issue and should be resolved as soon as possible.

Here is my suggested fix. Append to the 'BUGFIX' ACS text lump and recompile to use.

(click to show/hide)



Hopefully this fix or something like it will make its way into the official releases. Not being able to accurately detect who is on which team (especially in TLMS) is a huge flaw in this mod at present time. Fortunately, it may be easy to fix depending on how YD feels about this.

146
Help & Editing / Re: How do "I" do THAT in Doom Builder?
« on: April 08, 2011, 03:10:20 AM »
Quote from: "Michael712"
Is there also a way to make invisible wall that you cannot pass but still hold things like vbuoys? I want to put them on top of water without a visible tower thing underneath them.


Hm, the way I'd approach this problem is to probably use DECORATE somehow

Some possibilities
    Inherit from the buoy actor and give it +NOGRAVITY, then set its z-height in doom builder
     Make an invisible actor inherited from the HeXen glitterbridge actor and put the buoys on top of them
     Something else?

I don't think it's a good idea to make invisible sectors that impede motion. Maybe someone else has input?

147
Quote from: "Shagg"

P.S. Wily's shots do tons of damage. It may need to be investigated further.

If anything his flight should use less weapon energy or he should regain weapon energy in his alien form as long as he's standing still and touching the ground.

The thing that makes Wily hard to use, is that you have to almost always have a full charged shot. It's hard in deathmatch on a lot of levels to find a place to escape to for recharging. It's part of playing the class. I think you can't use the top level abilities to base balancing on. You have to assume it's an average player.

So many times as Wily I would run out of weapon energy and have to escape. Most of the time it was quicker to give someone else a frag than wait to recharge. The class isn't for everyone and like I said before Wily should be one of the strongest since he is the central antagonist in the series.

Wily's damage output is fine and his health is fine.

148
Help & Editing / Re: How do "I" do THAT in Doom Builder?
« on: April 07, 2011, 03:06:22 AM »
I've gotten a lot of help here and no one answered this so I can try to give back to the community.

Quote from: "Michael712"
Dust crushers, but making it so that they crush when a player enters a sector?

Here's an example of my interpretation of what you described that uses

http://wadhost.fathax.com/files/DUST.zip

Code: [Select]
mapcode dust

(click to show/hide)

It might be a bit over-designed for a simple demonstration but I guess I got carried away.

The key feature of this model that addresses your question directly is using
http://zdoom.org/wiki/Ceiling_CrushRaiseAndStay

149
MM8BDM Discussion / Re: Bot Apocalypse
« on: April 06, 2011, 06:13:13 PM »
Duel wait list only works in duel. There is no queue, it selects a person for the level randomly and that person is the bot leader. The bot team is Wily and the human team is Light.

For now suiciding will remain disabled and the ragerune item will be given to the last player(s) alive. If the last player alive is human on the bot team they will also get the option. It will be able to be "unused" for now, but playtesting will determine whether or not that stays in.

Quote
Also if there are 5 or less humans, then couldn't ya use a simple boolean for a leaderless game? Also i someone disconnects during the battle, I hope that if the duel list method works, then the next person in line will be leader. If ya can't seem to get it right, then a random person will be chosen.

There is no duel list method. There's either me doing it from scratch (not sure it's worth it) or not. The duel list is made internally in skulltag for duel mode only. It is not compatible with TLMS modes. It might be hard or might be easy to make a queue but I'm not going to promise this or implement it yet.

"Simple boolean" for a leaderless game also doesn't work because bots are treated as players. Until I resolve the other issues it will need a minimum of 2 human players to start or continue a match.

150
MM8BDM Discussion / Re: Bot Apocalypse
« on: April 06, 2011, 05:18:55 PM »
I am about a day/week away from releasing an alpha mode for testing to gather feedback.

This will be compatible with classes, but classes will not be required. It will select random bots.

I'm still working on low-end game scenarios; having 2 or more human players at this time works fine. I need to figure out a better solution for 'single player' or 2 people playing and one disconnecting in the middle of the match. Right now it assigns the human player to the Light team and s/he fights a leaderless bot team.

Things to do before a release:
(click to show/hide)

Things already implemented in the mode:
(click to show/hide)

I will post in Projects when I get to releasing the alpha. Now is the time to provide your input.

Speak now or don't!

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