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Messages - SickSadWorld

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166
MM8BDM Discussion / Re: Problems with MM8BDM Skype Family
« on: April 01, 2011, 01:04:42 AM »
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


I like IRC and in most software projects IRC is the preferred method, but for whatever reason there's a huge community on Skype for MM8BDM/ GvH/ Skulltag. I got Skype just for this community and it's been cool since I can keep to IRC for other things. The Skype client isn't exactly lean (I prefer irssi for my IRC client) but I just roll with it. It's up to you guys whether or not you want to deal with Skype but I know that for a large portion of my development I won't post it on the forums or in PMs because I simply want immediate feedback of a very minor degree. I don't need someone to pick it apart using days of time, I just need a 2 minute test and a simple sentence of feedback or so to keep working.

167
MM8BDM Discussion / Re: Juiced!?
« on: March 30, 2011, 04:53:33 PM »
I'll be Pomegranite Juice lol

168
It's good to reconnect with what makes you enjoy games like MM8BDM and such.

Maybe what would help the most is for YD to tell us as the community what the best way to supply feedback to classes is. Specific code examples? Abstract descriptions of what should be changed? Non-specific subjective feedback like "this sucks" or "i love it"? Each of these has a place, albeit some probably more useful for development than others. Perhaps the key here is for YD to help us help him.

I've no problem if YD wants to hold full control of the reins. It's easy for me and others just to keep hands off this project. There's already a team involved and I'm sure it's a lot of effort just coordinating submissions from all the different people.

What of the average joe-schmoe that has input though? What's the preferred method for them to either get involved or submit specific thoughts on changes/ tweaks/ balances/ misc/ etc etc on the project? An answer to that might help put some members of the community at ease.

169
MM8BDM Discussion / Re: New Tournament??
« on: March 30, 2011, 04:38:08 PM »
4 team TDM sounds awesome and simple but then a thought occurs.

In considering things like special map considerations for 32 players/ 4 team play we're almost talking about the same level of scale in the map design process as those seen in GvH... it seems that the latter may prove to be an excellent source of inspiration moving forward to implementing effective and fun 4 team maps. I'm afraid many of the current maps may be considered too small in scope to handle 4 teams effectively. Is this incorrect? Do the cramped feeling stages work particularly well for 4 teams? Maps like Dr. Cossack or Cut Man?

Any tournament involving 4 teams I feel would be better appreciated when there has been established more of a map-base to support the format. But maybe I'm wrong about that. If I am I'd love to hear about it.


---


ALSO any future tournament needs more word of mouth rather than just a post here on cutstuff. I really need to see guys like Lonewolf and RanRan in the next tournament. Whoever organizes the next one needs to make it their job to include at least these people and more!

170
MM8BDM Discussion / Re: New Tournament??
« on: March 30, 2011, 01:39:41 AM »
4-Way 1f-CTF?

Quote from: "rtist"
Quote from: "SickSadWorld"
....only if SaviorSword hosts

What? You don't trust me?  :cry:


Oh, no I do it's just that SaviorSword likes the mode so much I wouldn't want to deprive him of any fun

171
MM8BDM Discussion / Re: New Tournament??
« on: March 29, 2011, 11:30:34 PM »
Other - Roboenza  :mrgreen:

But only if SaviorSword hosts

172
They all should have altfires. Consistency, you know? I didn't think Metal Man was plain in the games, he was one of the craziest with his scrolling floor

Just make Metal Man's a close up buzz cut similar to Cut Man's alt or something, lol

173
MM8BDM Discussion / Let's talk about Roboenza
« on: March 29, 2011, 10:33:43 PM »
Roboenza. Love it or hate it, it's there.

Some people intensely dislike this mode. Still others enjoy it as their favorite mode.

Let's talk about it.

---

One thing that really grates at people seems to be the speed penalty for zombies. If you assume that both players are of equal or approximately equal skill, a zombie can be evaded 100% of the time. Combined with knockback from an occasional Megabuster shot and some people might say it's impossible to keep up.

Is a change really needed though?

The only thing that should be changed about roboenza are the server crashes that can happen. One theory is that since crashes appear to be tied into a scenario when there's only zombies left and then a winner is declared, problems might be occurring in the "skulltag layer" which involves the 'engine' of MM8BDM (that is closed source). Maybe someone can pester the skulltag devs to open up their sources a bit more. This could help fix issues like the Hellstone falling in a pit during possession, and so on.

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For those that dislike roboenza, in what ways could roboenza be improved to you?


Is roboenza the worst game mode ever with no hope of redemption or is it the main reason to play MM8BDM?


(This is in the general section because I feel it's best to leave specific code out of the discussion)

174
MM8BDM Discussion / Re: Improving V1D
« on: March 29, 2011, 03:49:02 PM »
Tornado Hold should at least be able to be jumped over

It totally wrecks roboenza and CTF as-is

175
Quote from: "Ivory"
If you look at the current state of V4, it is currently a mess.

I think it's worth pointing out though, that while what you say is true there's definitely a lot of potential with what's there right now.

I'm a bit baffled by YD's stance on ACS because using some simple ACS to interact with the DECORATE code that's there now can really improve and polish things up a good bit. Although I'm strapped for time right now, I and many others also don't like to feel like we're spinning our wheels for no reason.

I may look into the powerup ignoring issue casually and submit my findings for your consideration. No promises, though.

Also, nice work everyone involved. Classes is great and it is already sort of solidified itself as one of the staple game modes. It needs a lot more polish and a bit of restructuring between what's handled on the client and server but what's there is great fun.

176
The only thing I don't like about this is how some players "ban" specific characters. Namely, Dr. Wily.

I mean c'mon... yeah Dr. Wily is like the best character. He should be the best character though since he's like the central antagonist of the whole series.

You should add some type of Wily Machine class as well as Darkman lol.

---

One thing you should have a look at from a development perspective is the spammy message log of standing on a specific item. Tsukiyomaru also mentions a solution like this in the post above, and that's not a good solution. It should not be checking every tic if something's being picked up or not.

Look at global script 984 for an example and use ACS_ExecuteWithResult in the DECORATE so as to avoid spamming pickups on classes that can't use them. You may even alter and overwrite script 984 itself to account for robot masters not being able to pickup weapon energy... this may make it more fair for Mega/ Proto/ Bass classes. Hell, you may even want to inherit and replace the existing weapon pickup classes to make this easier.

We've seen in the latest version that inefficiencies in the implementation can be costly in terms of performance. Steps should be taken to streamline the internals so more people will host this without crashing and "lag". Checking for things every tic adds to the problem. You may also think about rendering certain things like flames etc clientside by using 2 actors similar to how Dive missiles and Magnet missiles work. Separating the visual from the actual effect may help performance in some way.

177
MM8BDM Discussion / Re: MM8bdm Player Profiles
« on: March 27, 2011, 06:04:51 AM »
In Game Name: SickSadWorld
Favorite game mode: LMS/ Roboenza/ TLMS/ Classes
Favorite weapon: Mega Buster
Favorite stage: CSCM06! Or of the stock maps, Drillman or Darkman
Preferred skin: Flashman
Greatest Rival: Myself
Reputation: Terribad!
anything else?: Yes. Extra pickles hold the mayo

178
Projects & Creative / Re: Hub map for duels.
« on: March 18, 2011, 04:33:49 PM »
It would be hilarious if you made it so prior to exiting the level (during the UNLOADING phase??) you made it so that players teleported into a scrolling outer space star background with a "VS." plaque

If you wanted to go really nuts instead of making it teleport players to a hidden part of the map and changing the camera (would need to account for varying numbers of players) you could set up a "VS." display using Intermission commands in a MAPINFO lump...

From an artistic perspective it might be neat just to display some kind of specific image for each level using the Intermission features, to "set the stage" like in Megaman games when the robot master strikes a pose prior to you entering their level

If you aren't super eager about this type of thing I may end up doing it for my own amusement once this is publically released lol

179
Quote from: "DoomThroughDoom"
Cutmanmike, Ivory, SickSadWorld and myself.


Hey, wow

Thanks a lot broski that means a lot coming from you and all you have done

I know the DOOM engine (and HeXen) engines fairly well but all the new stuff that SKULLTAG brings is such a joy. Even "simple" things like 'Actor touches floor' etc etc are such a luxury.. people don't even know! I'm really happy people are still playing id tech 1. I heard about SKULLTAG in the 00's but it didn't interest me until hearing about MM8BDM.

(click to show/hide)


---

Also this is as good a place as any to get this off my chest RE: SKULLTAG.COM community

WHY THE FUCK IS SKULLTAG CLOSED SOURCE AND THEIR SVN REPOSITORY A PILE OF DOG SHIT

Seriously, there's so much that can be improved. Grahf Zahl banned me for even asking for the source code :cry: Specifically I'd really like to fix the Possession stone in a pit FEATURE in a way that isn't derp hax ACS. I posted something in one of the editing forums that allows you to shoot it once it has been picked up and is on the ground but I haven't received enough feedback or watched enough real playtesting to feel confident about this solution.


Anyway I hope CMM doesn't give up on MM8BDM it's one of the greatest masterpieces I've ever seen in an FPS

180
Quote from: "DoomThroughDoom"
Quote from: "Korby"
Quote from: "DoomThroughDoom"
A game with no way of winning is pointless.
Don't you play Minecraft?
I only play in PVP servers where I raid peoples shit :)

URL/IP address plz

Let's do this

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