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Messages - SickSadWorld

Pages: 1 ... 4 5 [6] 7 8 ... 19
76
Projects & Creative / Re: Screw Scramble - New team based game mode!
« on: June 21, 2011, 11:46:35 PM »
It should probably scale the number of screws needed for bonuses based on the number of players.

Great mode!

77
W.I.P Forum / Re: [Maps] The HiFN Mainstream Map Pack [6/16/11]
« on: June 20, 2011, 10:30:00 AM »
Quote from: "-RanRan"
Also, if people so wish to create a Duel Centered map, I ask that you add in the Energy Balancer so that players will be able to use it. The thread to download it is here. <<<<<<

I support this!

What kind of sizes are you looking at? Is 2000x2000 good? Bigger/ smaller?

This might be a good pack to put a map towards given the support of this special item.

78
MM8BDM Discussion / Re: Map Competition #2 - "Can you do better?"
« on: June 18, 2011, 10:59:25 PM »
Oh I didn't see you were supposed to post here

I'll do like a Slash man, Turbo man, or Freeze man.. probably Slash

79
Maps / Re: Super Mario Deathmatch - MM8BDM
« on: June 18, 2011, 10:16:53 AM »
Quote from: "ficarra1002"
Quote from: "ice"
I apologise for bumping but, any progress?
Other than permission, this should be very easy. Just convert weapons, and replace a few of the doom graphics.


Yep super easy from a technical standpoint. You'd also need to replace its default player class since it affects the scale of the Megaman sprites and some other properties (like the red screen tint on death).

No response yet re: permission.

At this moment, your choices are:
    Make an unauthorized version and host/ play it privately (you probably should not post about this on cutstuff if you choose this)
     Do nothing and forget about this

I pick the second one. I'd rather make my own maps than to worry about porting other people's work that they may not even want ported in the first place.

If you did decide to move forward with this, there's a couple problems. The jumping sections seem to be designed for aircontrol = 0.0 and the lighting is more dynamic than MM8BDM's typical static value of 255. A "good" port of these maps would involve addressing both of these issues in a way appropriate for MM8BDM.

80
MM8BDM Discussion / Re: RATINCAGE'S V.2 Roboenza Server
« on: June 15, 2011, 07:33:54 PM »
Nice!

It's good to see regular roboenza around still.

81
Projects & Creative / Re: Class based modification (V5C RELEASED)
« on: June 12, 2011, 08:48:06 PM »
Oh wow! You added the Energy Balancer here? I know we talked about it but man you're quick!

Congrats on another release!  :mrgreen:

82
MM8BDM Discussion / Re: Hosting With Flair: Hosting Knowhow
« on: June 12, 2011, 05:29:36 AM »
Quote from: "-RanRan"
Starting with: How to "give" players in a game a rune/sphere/wep, without having cheats enabled from the get go, and what all the lines mean?


Code: [Select]
#library "haxor"
#include "zcommon.acs"

script 29 (void) net
{
  if (CheckInventory("RuneDoubleFiringSpeed")==0) {
    GiveInventory("RageRune",1);
terminate;
  }
  if (CheckInventory("RuneDoubleFiringSpeed")==1) {
    TakeInventory("RuneDoubleFiringSpeed",1);
  }
}

Note the special 'net' type. This is required to use it without sv_cheats active.

Use 'puke 29' to enable rage rune and 'puke 29' again to disable.

The reason you have to check for "RuneDoubleFiringSpeed" is explained here
http://zdoom.org/wiki/CheckInventory

"The function will return the number of items the actor carries. Keep in mind that for active powerups, you cannot check for the pickup item. You have to check for the internal Powerup item. "

83
MM8BDM Discussion / Re: MM8BDM v2b released!
« on: June 11, 2011, 09:41:04 PM »
Nice work, CutmanMike and team!

Another great release of another great game.

Looking forward to all the new custom User-created content compatible with this release!

84
Projects & Creative / Re: [Game Modes] ?BOX MODE
« on: June 11, 2011, 08:55:06 PM »
Updated for MM8BDM-v2b!

85
MM8BDM Discussion / Re: V2B Changes
« on: June 11, 2011, 07:04:53 PM »
Quote from: "CutmanMike"
Please tell me if I've forgotten anything.

List looks perfect!

86
MM8BDM Discussion / Re: MM7 Weapons LMS Rotations
« on: June 11, 2011, 06:25:41 PM »
Okay, I caved on Scorch Wheel being in the Shield group.

Noise Crush is probably also better in the Power group as it makes the numbers in each group more balanced. Noise Crush in Ranged I still cannot accept though because if Noise Crush = Sound based weapon then I look no further than http://en.wikipedia.org/wiki/Inverse-square_law lol

87
MM8BDM Discussion / Re: MM8BDMv2a Released!
« on: June 11, 2011, 06:14:31 PM »
Quote from: "CutmanMike"
I have read every single post in this topic and took it into mind

You should read this post and consider it for MM8BDM-v2b!

88
MM8BDM Discussion / MM7 Weapons LMS Rotations
« on: June 11, 2011, 06:00:32 PM »
Since these were omitted from the actual release of MM8BDM-v2a I thought we could use this as an opportunity to discuss where you think the MM7 weapons fit in the LMS rotations!

These are my thoughts, based on FUNCTION rather than perception; determined through playtesting.

Ranged
"ThunderBoltWep",
"FreezeCrackerWep"

Rapid
"ScorchWheelWep",
"WildCoilWep"

Close Range
"NoiseCrushWep",
"SlashClawWep"

Power
"DangerWrapWep"

Shield
"JunkShieldWep"


To pre-empt what someone will probably say, I just can't see Scorch Wheel as a shield weapon. Sure it's drawn like a shield, but that doesn't make it a shield. I've chosen rapid because well, scorch wheel = turbo man = fast. It also hits rapidly and is unsustainable as a function of weapon energy (typical definition of a shield).

An approach using slot definitions as the basis for an LMS rotation is also too far removed from actual gameplay to be of merit IMO.

Feel free to argue here! If you like my selections then be sure to download the latest Energy Balancer release. Now updated for MM8BDM-v2a!

89
Bumping for MM8BDM-v2b release, Energy Balancer v2c release

MM7 weapons!

90
MM8BDM Discussion / Re: Extra MM7 details (and a little gift)!
« on: June 09, 2011, 06:14:49 PM »
Quote from: "CutmanMike"
Oh and just to get it out of the way, it's not the energy balancer either. I tried to put it in and make it compatible with the new weapons but came along some problems along the way that I could not figure out how to fix. Perhaps later.

Aw, that's a shame... it was a very important part of MM7 for me; maybe not for others though.

I'm sure there's a way to make it work. I'll shoot you a PM after the release and I've had a chance to look through it a bit.

I'm also open to any details you are willing to share about these problems either publically or privately but I understand if you feel the need for secrecy given the release is so close. Hopefully you haven't decided against this item's inclusion all together.

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