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Messages - Russel

Pages: 1 [2] 3 4 ... 158
16
Help & Editing / Re: Missing WAD
« on: September 15, 2018, 12:22:31 AM »
That server isn't a server for Mega Man 8-Bit Deathmatch.
When searching for servers for this game, you should be trying to join servers with megagame.wad as their iwad, not Doom 2.

A link to Doom2.wad cannot be provided as that is a wad that is sold through consumer services such as Steam or GOG.

17
Version 1.2 released.
Prolly shoulda just called it 1.1.1 because 1.2 was actually a near-instant hotfix for 1.1 because when I removed the team colors I accidentally removed my plant barrier nerfs.

Oh well.
I didn't post this publicly, but I'll be trying to keep a server running on different map packs with different rotations for a while.
General premise is fewer maps in general so all the maps played can get a better light shone on them.
Servers running things like IX Pack were usually on baseline LMS and thus didn't really have weapon or item spawns. I'm curious on how these maps will play in this mode.

Have fun, folks!

18
Closed / [BUG] Projectile-shooting props don't properly take frags.
« on: March 15, 2018, 12:11:48 AM »
... Sometimes.

More specifically, If you're close enough to stick your dick into a crow or a force beam launcher, and die to their attacks, you don't lose frags.
Simple.

Easiest way to fix it would just be to make it so the projectile can't deal damage until after the projectile's target is cleared.

When I eventually go to fix this, I'll make a deep dive to see what all needs this change.

On the subject of Kyorowns, with the advent of things like A_RearrangePointers and the pointer option for A_GiveInventory, it's possible to make them taunt if you wanna readd that nifty little feature.

19
Maps / Re: [Mini Map-pack] LegoPack v2b
« on: February 23, 2018, 04:43:13 AM »
hoo it's been a while let's see if I remember how to do this.


HEY GUYS! THERE'S AN UPDATE!
Check out the front post for deets but here's the download link: Dropbox | TSPG

20
Events / Re: ROSE THORN DUEL TOURNAMENT EVENT!
« on: November 13, 2017, 03:26:11 AM »
I forgot to remove properly remove Time Stopper.
https://static.allfearthesentinel.net/wads/duelitempatch-v5c-2.pk3 if you wish to not have to deal with that.
Sorry for any inconvenience.

21
Events / Re: ROSE THORN DUEL TOURNAMENT EVENT!
« on: November 04, 2017, 06:26:15 PM »
I wanted to point out that the version of duel item patch presented in this tournament isn't the one created by King Dumb, who used to host the more played duel tournaments in years past.
duelitempatchj is the one made by Jax which fundamentally changes how certain systems work by introducing new items and pickups that veteran players may find themselves unfamiliar with. These changes also fundamentally change the balance of the core game and can thus heavily impact the experience of those participating.

I took the liberty of updating KD's duelitempatch-v5a-2.pk3 to function properly with v5c. There were no fundamental issues so all that was changed was the removal of the SkullBarrierWepGiver replacement since that was a change made in core, and added a credits file to properly list who made the file to begin with.

You can download this patch here should you wish to use it on the official servers for this tournament.
Thank you for your attention and best of luck to all those participating.

22
Events / Re: Cutstuff Mapping Jam 4: Jams Bond
« on: August 21, 2017, 11:55:31 AM »
https://allfearthesentinel.net/8bdm_jampack-v3a.pk3

Here ya go.
This was posted at a pretty bad time, immediately before TSPG updated its whole system.

23
Rejected / Re: [Oversight] Various pits not triggering Beat Call
« on: July 09, 2017, 03:32:10 AM »
It doesn't help that several, if not all maps with pits have been coded to deal no damage to players who have Beat Call active under the assumption that they'll be triggered by a sector action in the pit.
This is because some maps use Sector_SetDamage and others use SectorDamage.
They both do essentially the same thing but they have their own strengths and weaknesses.
It essentially boils down to the fact that SectorDamage allows for people to be rendered immune to the damage dealt by the function if they have a certain item, in this case, Beat Call.

However, development around version 3 resulted in a change that caused Beat Call to activate if the player takes damage from any type of pit hazard. This includes lava, pits, freezing floors, and the sludge in MM3SHA. This damage is healed instantly and Beat Call activates regardless of intensity. This allowed maps that didn't account for Beat Call and used Sector_SetDamage for their pits to work using Beat Call.

However, some people simply copy-paste the SectorDamage script in from other maps without reading into what all these lines of code do, in spite clearly specifying people who have Beat Call are immune to the damage, and then not setting the actor hits floor sectors to activate the script that actually triggers Beat Call. This results in many maps that have pits that do not trigger Beat Call.

If it weren't for the need to specify certain pits as having the "Spiney" damagetype, I would advocate for complete removal of our use of the SectorDamage function in maps entirely to make use of the more global change introduced somewhere around v3, but it seems the chance for that has long passed.

24
Mega Man Discussion / Re: My opinion on the Mega Man series. Yours?
« on: June 25, 2017, 10:02:31 PM »
Sure, I'll bite.

X: Only played Maverick Hunter X in full out of the main platformers, in addition to bits of X1-3. X Command Mission was what got me into the Mega Man series as a whole, with me thinking the NT Warrior TV show that was airing on 4Kids at the time was the same story as Command Mission. I found NT Warrior's theming to be way more interesting and started searching for more stuff labelled "Mega Man."
CLASSIC: The events above led me to the 15th anniversary collection on Game Cube, which introduced me to classic Mega Man. For those unaware, this collection contains Mega Man 1-8 and ports of the cooperative boss fighting arcade games Power Battle and Power Fighters. Through this game, I played a ton of the classics (admittedly with the weird B to jump, A to shoot mechanics I was already used to from Metroid Prime.) Mega Man 10 is probably my favorite game in the series because of how final it feels. It feels like a genuine attempt to wrap up the series as a whole and I really appreciate that. 3 and 4 are also really solid. I also appreciate 7, 8 and Bass for their different takes on the same formula.
BATTLE NETWORK: This is where I really got into the series. Because MegaMan.EXE was the poster boy for 15th anniversary Mega Man, I did a little research and eventually picked up the first Mega Man Battle Network on GBA. (Of course, I got it used from EB Games). I loved the first game so much that I played all the way down to the base of the Undernet and fought all of the game's bonus navis.
I don't think I would have the patience to do that again.
After finishing the first game, I looked up information about the other games in the series. I would constantly look up artwork of Mega Man fusing with other net navis, soul unisons and cross fusions and all that crap. I found this series captivating as a child. It wasn't for around a year after finishing Battle Network 1 that I was able to go to EB Games (or Game Stop, I don't remember. They were bought out anyway) and purchase Battle Network 3-6 all at once because that's what they had. They lacked 2, much to my dismay, but they had both versions of 6 so my brother and I both got copies of that to play through.
I really loved this series, with 6 being my absolute favorite.
Star Force: The thing I like a whole lot about this series is its setting. A distant future where the all technology relies on radio waves. Radioactive programs become sentient and life exists on other planets made of energy that can interact with the machines built in this time period.
It doesn't entirely make the most sense, but it's science fantasy so who gives a fuck? This Series Has Space Stands.
As far as gameplay is concerned it's basically trying to both simplify and one-up Battle Network and I whole-heartedly believe it accomplished both tasks. Especially as of SF3 because it improved on the system 1 and 2 set up that was already pretty solid. I liked this series a lot but lost my patience when trying to play 2 and got heavily distracted trying to play 3 so I lack experience there too.
ZX: Not a series I played as a child, and I never played ZXA, but holy shit this game. ZX1 has to be my absolute favorite Mega Man platformer thus far. It's got the non-linearity of a standard Mega Man title but it goes about it in an exploration style format. It even has character fusion systems! The same thing that got me so into Mega Man as a whole from the beginning! Its setting isn't as awesome to me as Star Force, but I still think it's super neat.

Mega Man is a cool series.

25
To change the save state for v5b back to having MM1GUT completed, open the console using the ~ button and type "mm8bdm_saveprogress 1002" and press enter.
If you already got to Guts Dozer, type "mm8bdm_saveprogress 1019".
If you beat Guts Dozer, same thing, except use 1020 instead.

26
Tutorial Collection / Re: [TUTORIAL] Creating new skins for MM8BDM
« on: June 09, 2017, 08:00:36 PM »
You need to rename your sprites. Make sure every rotation 1-8 is listed in the sprite names. If a sprite is facing left forward, it needs to have A2A8, if it's facing left completely, A3A7, back left is A4A6.
You reverse the numbers if your sprites are facing right. A8A2 for front/right, A7A3 for full right, A6A4 for back/r

27
Help & Editing / Re: How do "I" do THAT in Doom Builder?
« on: June 04, 2017, 04:33:28 AM »
I meant to post in the topic about this actually.

The v5b resource pack was not built to run the game. The way I believe you're intended to test maps using the resource pack is to run the game with the wad using the launcher.
I figured out a way to set things up to handle this, however.

When loading the v5b resource pack into Doom Builder, there's a check box that says "exclude this resource from testing parameters." When this is enabled, the resource will not be loaded when the game boots:


The other big step is to forcefully add the MM8BDM-v5b.pk3 with the command line parameters modifier under game configurations/testing:


I apologize for not posting this earlier, it's bothered a couple friends of mine. I hope this helps!

28
It would take a long while to compile a full list of changes and features Zandronum 3.0 brings to the table. Things previously just out of reach such as pointers for various action functions, pointer manipulation flags, on-the-fly scale changing, A_Warp, SetCVarString, GetCVarString, GetUserCVar, just to name a few.

If you really want to dig and find every little detail you can look through the Zandronum forum (http://zandronum.com/forum/viewforum.php?f=55) and the ZDoom wiki's version history through 2.7.1 (https://zdoom.org/wiki/ZDoom_version_history#2.7.1). Note that 2.7.1 does not contain every single change made to the engine. Zandronum is actually based on GZDoom 1.8.6, which contains "over a year's worth of changes since ZDoom 2.7.1" according to this thread: http://zandronum.com/forum/viewtopic.php?f=55&t=6334

As can be noted, Zandronum 3.0 has been in development for a long while, well over two years. This time has allowed many of Zandronum 3.0's features to be added and tuned to fit the needs of the community as a whole.

29
Well I mean, he's known to be incredibly helpful in desperate situations still.

[Spoilers for v5b Chapter 6]
(click to show/hide)

30
Help & Editing / Re: Where is Freeze Cracker in Cloud Man's stage?
« on: May 30, 2017, 11:57:35 PM »
Both, really.
The new 8BDM wiki was created so that random people couldn't sabotage it, since that's what happened with the old one.
Previously, the old wiki ran into disrepair from being out of date a number of times and had a few attempts to revive it.
It's been really out of the scheme of things when you take into account the fact it once attempted to document mods and skins back when there was a new skin every three days and a new mod or map pack every other week.

The 8BDM wiki has never had a good history and isn't exactly something that should be trusted in all cases.

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