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Messages - Russel

Pages: 1 ... 10 11 [12] 13 14 ... 158
166
Help & Editing / Re: How do "I" do THAT in Doom Builder?
« on: June 22, 2016, 05:59:07 AM »
Aye, that should work fine. The script can't be named, though. It would need to use a number.
Zandronum doesn't support named scripts yet.

I'd format it like this, though:
Code: [Select]
#include "zcommon.acs"

script X OPEN
{
    int chance = random(0, 1);
   
    if(chance > 0)
    {
        // Do things
    }
}

You don't have to format it like this, but it only requires one script instead of the wiki's example, which makes use of two and uses a switch statement when it isn't exactly necessary in your case.

Switch statements are generally easier for large structures with a large number of possible outcomes. In smaller instances, if/else works just as well. It's ultimately up to you which way you plan on going about it, though. Everyone's style is different in some way.

167
Rejected / Re: Bug:MM8BDM.exe and Zandonum not working.
« on: June 21, 2016, 01:43:09 AM »
That honestly sounds like an issue related to an antivirus. This would make sense because, while MM8BDM.exe itself is safe, it uses a method to download the banner at the bottom of its UI that causes a lot of antiviral software to flag it as dangerous and sometimes just straight up purge it.

If you have an antivirus software, try disabling it and attempt to run again. If this works, enable it again and add MM8BDM.exe and Zandronum.exe as exceptions.

168
Closed / Re: MM8BDM v5 - Altfires and Charge weapons
« on: June 20, 2016, 09:50:51 AM »
That depends entirely on if this is placed into 5a or whatever version we release to patch this game up for Zandronum 3.0.

If it goes in for v5a, that's +2 lines of code for each weapon:
Code: [Select]
weapon.ammotype2 "ammo"
weapon.ammouse2 ammouse
where the string "ammo" and the integer ammouse vary from weapon to weapon.


However, if this change is applied whenever we patch for Zandronum 3.0, all the new code would be placed on the actor BaseWeapon, which would handle all the functionality for us. This means that the only thing the people making their custom weapons need to bother with is inheriting from BaseWeapon instead of MegaBuster.

169
MM8BDM Discussion / Re: MM8BDM Screenshots
« on: June 20, 2016, 06:16:41 AM »
Quote from: "SmashTheEchidna"
bad spawn point in LEG07

(click to show/hide)


this is why you never see the map ever
i never add it to rotations and if i have contact with people who are hosting, i tell them not to host it

that, plus the map itself is sub-par compared to most of my other maps

170
Closed / Re: MM8BDM v5 - Altfires and Charge weapons
« on: June 17, 2016, 01:59:25 AM »
If one was willing to wait for version 3.0 to make this change, simply employing the following flags on the base weapon would suffice:

+WEAPON.ALT_USES_BOTH - Altfire now makes use of Ammo1 and the defined Ammo2 [if any]
+WEAPON.ALT_AMMO_OPTIONAL - Ammo is no longer required to enter the Altfire state.


I'm personally not fond of your method because it's roundabout and takes up the user1 button.

171
MM8BDM Discussion / Re: MM8BDM v5 - Weapon Tuning (Leaf Shield)
« on: June 16, 2016, 12:10:21 AM »
The thoughts on the Leaf Shield rework I mentioned were more like a BN-style HP Barrier where it has a set amount of health that it can tank, where the amount of ammo left shows how much health the shield has.
Ammo also gradually drains while its active and players can't pick up ammo to keep people from using it forever.

The wording was just jank.


I'm personally fond of the healing shield idea since it's thematically similar to Plant Barrier.

Quote from: "Bikdark"
What are the goals of this new leaf shield? What is trying to be accomplished and how will map makers determine whether or not to put this in their map instead of say, plant barrier? Treat this shit like a new League of Legends rework, try and sell it to us!
I was putting forth what a few randos and I discussed in a larger group chat. That was not what we decided within the development team to do with the shield.
Additionally, if anyone was going to try and sell you the new shield, it certainly wouldn't be me as public relations are probably my weakest point [as evidenced by the poor wording on my shield proposal summary.]

172
MM8BDM Discussion / Re: MM8BDM v5 - Weapon Tuning (Leaf Shield)
« on: June 15, 2016, 12:48:34 AM »
Was talking stuff over Skype, here's another idea we came up with:

- No longer blasts projectiles away.
- Using Leaf Shield doesn't cost ammo immediately.
- Ammo drains while active.
- While the shield is up, the weapon's ammo becomes an extension to your health.
- You cannot pick up items while active.
- Environmental hazards will still kill you.

173
Help & Editing / Re: How do "I" do THAT in Doom Builder?
« on: June 08, 2016, 06:03:14 AM »
it has to be in a graphics folder for it to work in a pk3

174
Help & Editing / Re: custom huds?
« on: June 08, 2016, 04:58:18 AM »
you'd need to just try aligning the graphics in question until you result in it all fitting accordingly
you can usually tell based on how far off they are, you just need to count pixels

if you got it as it currently is, I recommend you look at the page Korby linked in the second post for help

175
MM8BDM Discussion / Re: MM8BDM v5 - Weapon Tuning (Leaf Shield)
« on: June 08, 2016, 03:07:13 AM »
I think Bikdark's thing about it getting hit by projectiles would be pretty swag
just take a hit from any angle and fire a projectile out in the direction you're facing, but have it only last a short period and have a bit of a cooldown associated with it... or have the thing stop altogether after it gets hit once.

    Lasts a short period of time.
    Self-rooting optional.
    When hit, shoot projectile, or projectiles forward.
    Power scaling could be clusters of projectiles or just straight power scaling [like Mirror Buster], or it could not exist at all.
    Shield dying after the hit optional, getting hit could reduce the shield's duration charge.
    Shield could protect the hit or hits. Again, optional.

idunno. Just posting my thoughts.
Genji-style reflecting doesn't seem to exist in this engine natively tho
I mean there's probably a way to do it but it would be a pain in the ass to do so in the scheme I pictured.

176
Help & Editing / Re: How do i install a map?
« on: June 07, 2016, 02:46:52 AM »
There's an add file button. You click that and find the map in the new file explorer that should pop up, and click Open.

177
W.I.P Forum / Re: EMPX - GZDoombuilder strikes back
« on: June 02, 2016, 01:42:29 AM »
Seeing some good looking things here, can't wait to see the finished product!

178
MM8BDM Discussion / Re: Mod error when I start the game.
« on: June 02, 2016, 01:41:41 AM »
Could you post a log of the error with Justified Classes?

179
Rejected / Re: [Suggestion] Official Turbo Button bind + buffering
« on: May 31, 2016, 03:07:30 PM »
Ehhhhhhhh

I'm against this.
While a lot of emulators make use of a turbo button and it could be useful for charge weapons, I don't think it's necessary to add one to this game because most weapons autofire anyway.

The only things this would truly apply to are weapons that charge or fire slower when held, of which comprise around 12% of the overall weapon library as of v5a [11 weapons found that would benefit out of 93 weapons, including charge busters.]


I see no real reason to put this in.

180
Skins & Bots etc / Re: [HUD Mod] Minimalist UI - v1a
« on: May 31, 2016, 02:31:06 PM »
It must have been purged sometime ago, though either this or Korby's HUDShot would be a good place to start when learning custom HUD stuff.

In retrospect the name of this custom HUD is kind of lame and I've been meaning to release an update at some point to both better reflect what it is, but it should give you a good starting point if you want something easy to look at in terms of coding backend.


Good luck to ya!

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