Advanced Search

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - SickSadWorld

Pages: 1 ... 9 10 [11] 12 13 ... 19
151
Help & Editing / 3D Floors in MM8BDM
« on: April 06, 2011, 02:25:44 AM »
So, I've got this pretty much happening thanks to DTD.

The problem is that I've seen inconsistent results from people I've sent this to in terms of what they experience. I need help trying to figure out what potential issues are with this in terms of deployment.

3D floors are such a great feature in Doom/Skulltag and not currently used in MM8BDM. The problem is that it forces people to use OpenGL. I much prefer software myself (for MM8BDM), and currently with our v.98d-2999 build that MM8BDM uses it doesn't work right.

That's why I need any helpful OpenGL user to help me out with this. What do you see when you load this wad? Can you complete the rudimentary challenge it poses to you?

http://wadhost.fathax.com/files/3dflor.zip

Code: [Select]
Load the 3dflor.wad in the launcher
The mapcode is the same as the wad name so press '~' for a console then type
]map 3dflor

(click to show/hide)

(click to show/hide)

The best solution in my mind is for MM8BDM to somehow support 3d floors in software mode. People have said this is possible in a newer skulltag? Is that true? What barriers exist to having software renderable 3d floors in MM8BDM?

Thanks to anyone who feels like offering constructive input on this.

152
Quote from: "Ivory"
A good map maker should be able to separate themselves from his or her work and look at it objectively. Also try spectating a match on your own map. Follow people, go see where they keep running into problems and see how to fix them.

My best advice is to separate yourself from your work and learn to look at it objectively and to accept listen to what the players have to say. You obviously can't please everyone, but if you are getting this many complaints for similar reasons, it's worth looking into.

Great advice

153
Quote from: "Ice-IX"

SSW's map is pretty good so I'm not gonna say much. The reliance on item-1 to get saku/other powerups is a bit annoying. You CAN reach the corner towers from the window/fence but that's frustrating.


I will respond as a player

I've actually never been able to jump from the window/fence to the corner towers myself lol.

This is how I intended it to work
(click to show/hide)

Thanks for your feedback

154
MM8BDM Discussion / Re: Bot Apocalypse
« on: April 04, 2011, 07:54:59 AM »
Quote from: "Shade Guy"
Also, would an actual mod for this be able to recognise the skin the leader is using and spawn bots that are the same skin (if the leader uses a custom skin, I guess the bots would just be Mega Man)?

That would definitely be the best solution, but I'm not sure this is possible using the string handling available in ACS.

155
Quote from: "Asd967"
To anyone interested, I made a version of classes that has all Megaman Killers and most classes with bugs fixed, including Quickman and Bombman one.
In case anyone is interested, PM me.

Wow, these are really great. Hopefully YD uses some of these techniques to improve on the classes

156
Help & Editing / Re: How do "I" do THAT in Doom Builder?
« on: April 03, 2011, 08:58:05 AM »
How do I do:


Reflective floors like this

(click to show/hide)



These weird sectors where the middle floor is invisible in software but look like sector above sector in OpenGL

(click to show/hide)

157
Projects & Creative / Re: [Mod] Rage Roboenza
« on: April 02, 2011, 11:32:16 PM »
Part of the fun of the original though was overcoming the speed disadvantage to victory as a zombie.

Health regen is ok I guess, I will have to see it in action to know for sure. In general though there's two things that have diverged from DOOM's original formula that ruin modern FPS games.

Those are
    Regenerating health
     Sniper rifles

For zombies it's probably ok. There's probably better ways to balance this mode though than regenerating health. Things like climb speed and the now increased knockback being reduced come to mind.

Yes, a slight side effect of the zombie speed increase is a bit of an increased knockback. No one has yet pointed this out so I figure I ought to.

158
MM8BDM Discussion / Re: Let's talk about Roboenza
« on: April 02, 2011, 03:47:04 AM »
Quote from: "tsukiyomaru0"
I would join Duel servers if there was a way to allow everyone to enjoy the map, instead of shifting after X duels.

There is. Just bug the host or vote to increase the winlimit  (read: distinct from fraglimit). Generally most duel servers are set up as winlimit 1, fraglimit 5

159
MM8BDM Discussion / Re: Screenshots
« on: April 02, 2011, 03:42:39 AM »
Quote from: "Vortale"
God those Airmen...how did we end up winning that?
Still got the demo. If I ever feel like making another video I might include some of this chaos.

Lol that match Rose crouched in a relatively safe spot and ploinked them all off one at a time. I used the same technique and we won the series that map.

160
Projects & Creative / Re: [Mod] Rage Roboenza
« on: April 01, 2011, 08:07:44 PM »
Quote from: "TailsMK4"
1. Do not, AND DO NOT, host on mediafire. I cannot stress this enough. There are much better places to host files that do not give out pop-ups and they do not pose a security threat (I once had someone try to attack my computer trying to download a file from mediafire).

100% agree on this.

Does wadhost.fathax.com rub people the wrong way or something? I have no idea why people just wouldn't use that. Especially for integrated Doom Seeker support. I can understand for testing to not post it on that site, but now that it's released I don't see why it wouldn't be there... all it does it make it more accessible.

tl;dr I agree mediafire sux, for different reasons than TailsMK4 said.

161
MM8BDM Discussion / Re: Screenshots
« on: April 01, 2011, 01:43:01 PM »
Muzaru running away from a swarm of gyro attacking Air Men

(click to show/hide)

162
MM8BDM Discussion / Re: Bot Apocalypse
« on: April 01, 2011, 12:52:30 PM »
This mode is cool.

It needs real ACS and to be a real game mode though. Players should maybe join a queue like in a Duel to be a leader. Alternately it can use the same algorithm Roboenza uses to select someone at random.

Adding bots to a specific team is somewhat dicey but probably possible. There's some AI issues that could be resolved with more testing.

163
Projects & Creative / Re: [Mod] Rage Roboenza
« on: April 01, 2011, 05:16:19 AM »
The "____ has gone berserk" message doesn't fade until the round ends

The survivor equivalent to NOHOPE is meh, could probably be changed to a number of better things; what's there doesn't really fit the style

The speed increase doesn't feel balanced with the reduction in health in the right way.

I agree with Kapus that it is fun. However, I still prefer the original. Hopefully the bug fixes (read: server crash fixes) can make their way into CMM's version.

164
MM8BDM Discussion / Re: Problems with MM8BDM Skype Family
« on: April 01, 2011, 03:09:36 AM »
Quote from: "Mr. X"
Well, my problem is when I load Skype, it starts trying to load like 600 messages that I don't care about.  Will do not disturb keep it from doing that until I actually click on the chat?

No. Do not disturb only prevents notifications when you have skype open and people are talking

The "trying to load" part of it probably has something to do with the client model of skype, where if you say something it withholds the line until both the speaker and recipient are online. That's why you can get messages days later

I'm not going to claim skype is good, but it's definitely a tool that people use to communicate about MM8BDM/ GvH/ Skulltag related stuff. Using IRC just for the sake of using IRC doesn't make sense at all if all the developing minds are on skype. I tried cutstuff IRC once and I think the only person there was DTD. IRC for the most part is just idle city anyway

The best way to use skype is to avoid the "general chats" and make smaller group chats with invited people specifically for development projects. Each little project is seeming to have its own little chat and I really like that aspect of it. The GUI and bloat of skype seems unnecessary though.

165
MM8BDM Discussion / Re: Problems with MM8BDM Skype Family
« on: April 01, 2011, 01:25:08 AM »
Quote from: "tsukiyomaru0"
Quote from: "SickSadWorld"
Quote from: "Mr. X"
I've wanted it to stop sending me messages from a group once but there was no way I could find unless I completely left the chat.
Next to your name, use this

It is the "Do Not Disturb" status. It wont send you notifications but you'll still be in the chats
But you still receive messages, no? And THAT is the problem. Skype's chat takes loads of bandwidth. In that very day, I saw my ping fly from 200 to 700 in few seconds.

Oh, yeah that is a problem. I actually have that same problem

(click to show/hide)

Pages: 1 ... 9 10 [11] 12 13 ... 19