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Messages - Russel

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151
MM8BDM Discussion / Re: MM8BDM v5 Public Thread - MM9 Expansion
« on: July 21, 2016, 04:00:14 PM »
Quote from: "Orange juice :l"
My B, was referring to the change of music that occurs in Team LMS when only one player remains on a team (extending to FFA-LMS if applicable, I don't know the boss music criteria off the top of my head). Essentially it would be an extra variable to decide if it plays or not. It would pretty much be a matter of giving more options vs how difficult it would be to implement, as I don't really know how the music change is handled.

As a server-sided variable, an option to disable music changes would be really simple. However, an option like this would logically up to the player rather than the host of the server.
Implementation of such a feature on the client's side would be fairly difficult and inconsistent as it once again require mappers to update their packs to use a clientsided music script.


As a server-sided option, it would logically need to be reset on map or round change, and even then a music reset still occurs when a new round of LMS/TLMS/Duel/whatever other world-resetting modes there are begins. Which... to my knowledge isn't something we can control. [If I'm wrong here, please correct me]

I just don't think it would make sense for a server host to completely control something as preferential as whether boss or victory music plays.

152
Help & Editing / Re: How to make classes and how to fix skin errors?
« on: July 18, 2016, 02:07:36 PM »
Apologies for the late response
Korby's response isn't entirely correct, though it does provide a good start.

Sprites in Doom use a 6 to 8 character naming scheme. The first four characters specifies the sprite's name or code, as Korby mentioned.
The fifth character, which must be A-Z, [, , or ], specifies the index of the sprite.
Player skins always use the following frames in the same manner:
A - Standing
BCDE - Walking
FG - Firing
H - Pain and Death

Finally, the sixth character specifies the angle the sprite takes. Valid values are:
0 - Sprite appears the same from all angles.
1 - Front, facing the viewpoint
2 - Front angled, facing 45 degrees to the left of the viewpoint
3 - Side, facing to the left
4 - Back angled, facing 45 degrees to the left away from the viewpoint
5 - Back, facing directly away from the viewpoint
6 - Back angled, facing 45 degrees to the right away from the viewpoint
7 - Side, facing to the right
8 - Front angled, facing 45 degrees to the right of the viewpoint

That was a lot of words, but hopefully this gif will make it slightly clearer:



Putting all this together, the front standing sprite for your skin should probably be STHEA1
STHE is the four character name of the set of sprites, A is the index and 1 is the angle.

Finally, it's possible to specify an additional two characters in a sprite name. These two extra characters will specify another index and angle in which the sprite will show up. Additionally, the resulting sprite on that index and angle will be mirrored.

Seeing as you have a front-angled Shadow facing right, the sprite name for this frame would be STHEA8.
Also, since you didn't make 8 rotations for Shadow, you would want the sprite to be mirrored for the left rotation. Specifying the index and angle you want will tell the game to do that.
The resulting sprite name is thus STHEA8A2, where STHEA2 is generated by the game as a mirrored version of STHEA8.

The same can be done with other angles and even other indexes!

I hope this wasn't too much information to absorb at once.


As for classes... that requires a bit more information than a single post can supply. I'd recommend you get the skin working first, as classes are a good deal more difficult to put together.

153
MM8BDM Discussion / Re: MM8BDM v5 Public Thread - MM9 Expansion
« on: July 17, 2016, 04:43:36 AM »
(click to show/hide)
i'm gonna miss doggo

154
Help & Editing / Re: Slade3 Mapping
« on: July 14, 2016, 12:50:40 AM »
SLADE's mapping environment isn't exactly the best, I'd recommend looking into either Doom Builder 2 or GZDoom Builder if you're attempting to map, especially for the first time.

155
Closed / Re: [Suggestion] Weapon Tags
« on: July 11, 2016, 03:03:23 PM »
I did this quite some time ago, actually.
I didn't answer the question regarding it in the v5 thread because I figured it would be addressed in the same manner as any other questions in that thread.

Moved to closed.

156
Help & Editing / Re: Resources for learning how to code for MM8BDM?
« on: July 09, 2016, 06:21:27 AM »
To be honest, I had very little experience in programming when I first started.
I learned how to do it by reading the weapon template and the code contained in the core pk3 and bending it to do what I wanted it to.

The best things I can tell you to do is grab SLADE, crack open the MM8BDM pk3 and check out the ZDoom wiki and Zandronum wiki to help fill in the gaps.

Pretty much nothing is commented, so logicy bits won't always be the most obvious things to pick up, but you don't need to know everything to get started.


Beware that this will be a slow process and depending on your learning style could require a lot of practice before you get a handle for how all of this works, but here's a simple rule that could help you:

Everything that occurs in the game has a source that triggered it. Whether it be the predefined "Fire" trigger on the Mega Buster shooting the buster pellet or the simple existence of an actor that resides in its own file.

Couple more quick rules:
- Creating new actors, which are everything from props to weapons to items to even players, requires including code from the base DECORATE file. Actors can be in their own files or you can write code directly to the DECORATE file.
- ACS files can be found in the root directory of the MM8BDM-v4c.pk3 or, should this post be read after development of version 5 is complete, in the acs_source directory of the MM8BDM-v5a.pk3.
- ACS compilation requires a special executable, which can be found here. This version might not have all the Zandronum-specific features and I am unsure how to fully integrate them properly.
- Loading a compiled ACS file requires use of a LOADACS file, unless the file is already included by MM8BDM's core. [Included files as of v5a include GLOBAL, WEPACS, and SINGLEP. You are free to replace these files but be sure to include all of their contents as removal of some logic could compromise the stability of certain systems of MM8BDM.]

... I think that's all I got.
If anyone wants to correct me or add anything else, that would be nice.

I hope this helps get you started, Atticus. Just remember if you wanna make things ya gotta learn to do it and it could take anywhere from weeks to months to learn, so stick with it.
If you have a good sense of logic, learning should not be that difficult.
Good luck.

157
Given the video card seems fairly low-end, they probably wouldn't be able to run the game in Open GL consistently.

From the launcher, try entering the following into the "additional command line parameters" box:
+vid_renderer 0

then hit launch.
This will run the game in software mode, which generally runs better on computers that have issues running Open GL.

158
This is going to sound stupid, but did you try setting the game to fullscreen?

Could you provide more examples as to what's going on?
I'm having a bit of trouble figuring out your problem, aside from the missing letters in the menus.

159
Resources / Re: 2 things
« on: July 01, 2016, 07:34:19 PM »
1) There's a couple tutorials around the forums:
http://cutstuff.net/forum/viewtopic.php?f=44&t=9763 - This one is fairly comprehensive and describes most of the fundamentals related to using Doom Builder.

Adding custom assets requires use of a different editor, however. I would recommend you downloaded either SLumpEd or SLADE if you don't already have one of them.
Note that SLADE requires the Microsoft Visual C++ 2015 runtime environment to run.

I'd recommend looking at how MM1CUT defines its custom textures and copying that method, aside from texture names.


2) We have been working on the Mega Man 9 Expansion for a good while, so sit tight. It's on the way.

160
Tutorial Collection / Re: PLS HELP!
« on: June 29, 2016, 10:10:06 PM »
A map code must be 8 characters or less, when creating MAPINFO, it must be placed either BEFORE the empty marker containing the map's name or AFTER the last file created by the Doom Builder.

If you could, please provide a screenshot of what the wad's file list looks like in SLumpEd or SLADE.

161
Help & Editing / Re: Doom Explorer: Can't enter servers.
« on: June 29, 2016, 01:00:29 AM »
means it can't find the engine
More than likely you moved and/or renamed the folder in which your Zandronum.exe was located. Try reconfiguring the its location under options/programs.

162
MM8BDM Discussion / Re: weapon malfunctions
« on: June 29, 2016, 12:53:47 AM »
It was more than likely the manner in which the Zandronum version was built, but it could have been any number of things.

I've never tried running this game on any form of Linux or UNIX, so I wouldn't know for sure.

163
MM8BDM Discussion / Re: weapon malfunctions
« on: June 28, 2016, 09:26:47 PM »
what pwads are you running?
is it just vanilla MM8BDM-v4c or is there some other wad running alongside it?

164
Closed / Re: MM8BDM v5 - Altfires and Charge weapons
« on: June 28, 2016, 02:22:09 PM »
I'm down for putting this into play, but I'd prefer to wait until Zandronum 3.0 to put it in if only because it wouldn't require as much on the side of creation and maintenance of custom weapon sets.

If it's required, I'll do it. Though I would rather not because it would set a new standard for the weapon bases that would look redundant and be nullified in a few versions incoming... it'd be work for me and potentially others to put in that would just become obsolete as soon as Zandro updates.


I want to see this in action, but I also don't want to update 80-someodd text files again, especially in a manner that would just get undone for another version incoming.

165
MM8BDM Discussion / Re: MM8BDM Screenshots
« on: June 25, 2016, 01:18:37 AM »
In all fairness that corner looks 100% sane from the 2D designer in Doom Builder.
But I'm man enough to admit when I've screwed up.

I'm more amazed at the fact it a year and a half for someone to post about it here.

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