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Messages - SickSadWorld

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196
With care and precision?

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9000 hours in mspaint

197
MM8BDM Discussion / Re: What has brought you here?
« on: February 16, 2011, 03:09:36 PM »
For years I was developing a Megaman X total conversion on top of the Quake 1 engine (id tech 2.. MM8BDM is based on id tech 1) posting gradual results on quakeone.com and Inside3d. The response from the community was lukewarm at best because it felt too much like a "kiddie game".

During the development of this mod, I got sucked into an MMO (read: Minecraft's "sister game" DON'T PLAY IT) and eventually I got banned.

Looking for something to fill the void left from the MMO eating away at my soul I got back into working on my MMX expansion on Quake 1. To my surprise through some Google search related to my work on this I noticed someone (read: Cutman Mike) had already created a FPS Megaman variant but using the classic series on top of the id tech 1 engine! This was immediately fascinating to me. I had a lot of experience doing Doom mapping and Hexen mapping/ ACS/ PolyObjs from my teenage years before I got into Quake but DECORATE and some of the newer Skulltag features were foreign to me. In Doom's golden age I always used DeHackED for DOOM2.EXE engine modding but this was limited in a number of ways. I thought it a strange coincidence that I found this game and had experience with id tech 1 from an unrelated context. I never dreamed that possibilities like those implemented in Hexen using ACS are trivial in MM8BDM.

Once I started playing I got hooked, like all of you lol.

198
Quote from: "DoomThroughDoom"
I already have Metriod tiles but I have no idea how to make them textures. Look at this:
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I can't make sense out of it.

All you need to do is cut them up using THE GIMP or Paint.net or whatever using the region select tool. Select different parts of your composite image (that you posted), make a new image of that small section and save it as a .png

Then in SLADE or Slumped or whatever just import lump from file and put it between either TX_START/ TX_END or PP_START/ PP_END lumps depending on how you plan to use it in the map's context.

It's probably a lot of "busywork" but you have it lucky nowadays that MM8BDM supports .png. As you may or may not know, back in the golden era of Doom you had to make indexed .bmp images that used a 256 color WINDOWS palette (yes, the original doom rendering engine developed on NeXT and ported to MS-DOS used this palette and it was a pain to deal with using the tools available at the time). So count your blessings you whippersnapper

199
DECORATE and ACS Modifications / Re: [RELEASE] Energy Balancer
« on: February 16, 2011, 01:38:18 AM »
Quote from: "DoomThroughDoom"
-snip-

Thanks, DTD. I know that. You're starting to get close to where I left off with thinking about this. If you had looked at it, you'd notice that it's already implemented using global ACS.

I realize the way to do this is to check if the player has the weapon AND how much corresponding ammo. But here's a question (and a challenge for you, since you know)

Which weapon should get the ammo if multiple weapons are depleted the same amount? A "random" solution is probably not appropriate.

Examples (separate scenarios):
Magnet Missile and Skull Barrier both have 0 ammo.
Star Crash and Mirror Buster both have 20 ammo.
Mirror Buster and Magnet Missile both have 50 ammo.

I will probably use the LMS string tables unless I see someone post some other suggestion.




In response to YD

Quote from: "Yellow Devil"
In game the E. Balancer fills up the weapon with the least energy, no matter what weapon you're using.

In your weapon, the E. Balancer fills up every weapon, although it only works with the buster.

In the version where the Energy Balancer properly adds the entire weapon energy amount to the lowest weapon I will not implement behavior like the bolded text unless I see a convincing argument otherwise.

The reason being is that if you have a weapon selected you should be allowed to fill that weapon, as it is active. I dislike a scenario where you have a weapon selected but the weapon energy you picked up is transferred to another weapon.

This text from the MMKB reinforces this (relevant text bolded)

Quote
The Energy Balancer (??????????, Energy Balancer), also known as Energy Equalizer and E. Balance, is an item that recovers energy from the Special Weapons with less energy when the player takes a Weapon Energy item without the need to select a weapon before taking it. However, if the player wishes to refill a specific weapon, equipping that weapon will cause the obtained weapon energy to fill that weapon instead of other weapons.

In the Megaman games, Megaman mostly uses his buster unless there is some special situation. I do not think it is unreasonable to do this also in MM8BDM. Because of this, it will probably also work only with the buster(s)/ slot 1 equipped unless someone suggests alternate behavior that makes sense.

200
cool weapons

concrete shots should probably stack on top of each other and stick to walls though. also, their firing rate is quite low given their power (or lack thereof)

in MM9 it was quite a versatile weapon... I noticed it had a freeze/ translation effect on enemies. That might be interesting to put in in some way, even if it just does the translation

201
Projects & Creative / King Yamato's Metal Gear Mode
« on: February 15, 2011, 12:51:18 PM »
KING YAMATO'S METAL GEAR MODE

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

Code: [Select]
Download the wad file, add to launcher
AND LOOK FOR A SERVER HOSTING THIS GAME MODE
Trying to connect to servers not hosting this game mode with this wad will probably not work.

This game mode is played as Instagib Team Possession.

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In response to some playtesting feedback and ideas from the eponymous character we have arrived at this. The problems that this mod addresses have two primary goals (listed below). King Yamato himself didn't ask me to do this, but it seemed like this mode was his idea so I figured I'd add in his namesake.

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KNOWN ISSUES
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202
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203
MM8BDM Discussion / Re: Rules for Deathwind's Servers
« on: February 14, 2011, 03:58:31 AM »
btw ever since the rules were posted people using GYRO/ SUPER ARM CANCELLING, swearing, and zombie apathy have gone through the roof

204
Help & Editing / Re: Tweaked Roboenza WAD
« on: February 14, 2011, 01:15:06 AM »
Well Ok

Here is more specific

You can't call it Roboenza version 3 unless you have included a fix for the SERVER CRASH that happens sometimes. This cannot be version 3 unless you have addressed these issues in ACS. Your inability to use ACS is not any excuse for this. The visual claw is a poor addition and the range changes affect gameplay in a negative way.

205
Help & Editing / Re: Tweaked Roboenza WAD
« on: February 13, 2011, 11:11:27 PM »
Claw doesn't feel right  :?

Needs more ACS

206
MM8BDM Discussion / Re: Rules for Deathwind's Servers
« on: February 13, 2011, 09:59:21 AM »
lol guys were climbing on the ceiling in Dive Man earlier

I've never seen that before and it's somewhat haxploitation but I thought it was neat

207
MM8BDM Discussion / Re: MM8BDM: DUEL TOURNAMENT - FEBRUARY 2011
« on: February 13, 2011, 06:31:29 AM »
OJ vs. Muzaru

2nd match - Gyro Man

start [00:07:19]
end [00:23:14]

almost 20 minutes

Logs (speccing mostly Muzaru and some OJ)
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208
MM8BDM Discussion / Re: MM8BDM: DUEL TOURNAMENT - FEBRUARY 2011
« on: February 13, 2011, 06:30:55 AM »
OJ vs. Muzaru

1st match - Heat Man

start [23:24:18]
end [00:05:27]

41 minutes!

Logs (speccing mostly OJ and some Muzaru)
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209
DECORATE and ACS Modifications / Re: [RELEASE] Energy Balancer
« on: February 11, 2011, 11:08:09 PM »
Yeah I went mostly on the description of what it says in the MMKB. Right now it gives you less ammo but spread out over all weapons. Of course this benefits those with more weapons but it is also more cumbersome to switch between them. With the way it is now you also get more benefit from switching weapons and filling them up individually.

I originally wanted to do it so it calculates the least weapon energy and adds the entire amount to that but I can't think of a good way to do this that's not unnecessarily CPU intensive. Any suggestions?

210
DECORATE and ACS Modifications / [Special Item] Energy Balancer - v2c
« on: February 11, 2011, 08:37:14 PM »
ENERGY BALANCER

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This special item was created by Dr. Light and synthesized by Auto the helper robot. The Energy Balancer (??????????, Energy Balancer), also known as Energy Equalizer and E. Balance, is an item that recovers energy from the Special Weapons with less energy when the player takes a Weapon Energy item without the need to select a weapon before taking it. However, if the player wishes to refill a specific weapon, equipping that weapon will cause the obtained weapon energy to fill that weapon instead of other weapons. If the player has a specific weapon selected and that weapon's energy is full, weapon energy pickups function the same way as if no weapon was equipped; going to the other weapons with the least amount of energy. It appears in Mega Man 6 and 7 as a hidden item, and can be bought in shops. In the Mega Man X and Mega Man ZX series, the function of the Energy Balancer is part of the characters as default.
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Get Version 2c

http://static.best-ever.org/wads/energybal-v2c.wad

Changes in v2c:
    Fully compatible with MM8BDM-v2b release - Now works with MM7 weapons!
     Updated SBARINFO definitions
     Updated GLOBAL ACS
     Includes ACS source code

Special thanks
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Note that this is the "mapper's version" where the item itself does not appear in game outside of a summon command but including this wad in your custom maps allows you access to this item. A test map is included. To see an example of this in a game mode check out the Game Modes!

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DEPRECATED RELEASE NOTES


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