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Messages - Russel

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31
The story of Quint in this game is a tad tragic, and it's intended to be.

(click to show/hide)

I may have exaggerated a little bit, but that's what I gathered from the story.
Don't you feel good about yourself for beating this game's super boss?  ;)

32
Projects & Creative / Re: Lego's projects topic MM 8-10 Weapons v2d
« on: May 08, 2017, 01:12:07 AM »
This mod was released during v2 in an attempt to create a weapon set that mimicked the behavior of the games core had not yet covered. Since then, I have recreated a number of the weapons to be better both visually and mechanically to be implemented into the core game. I appreciate your feedback but there was absolutely no reason for you to post in this topic.

I would like this to be locked, please.

33
Closed / Re: [New Sprites] New Magnetman sprites
« on: May 07, 2017, 12:24:38 AM »
Objectively speaking yours is better, the idle and firing frames especially.

I liked what the old skin's walking animation had going for it, though. The original sprite work wasn't as good by any means, but the old tip-toe was neat.

34
I uploaded it to imgur and it seems to work fine there.
Here's the link: http://i.imgur.com/I77wTNR.png
My best guess is the image domain needs to be in a fixed position that has public access.

Yes, I tested it. My avatar was briefly set to that image while I rummaged my folder looking for my current one.

35
If you have administrator permissions on your computer, you should be able to click "allow access" when the game launches and it shouldn't bother you again.
If you don't have administrator permissions on your computer, you're kind of outta luck.

36
The WWW board / Re: The April Fools World Cup 2017
« on: April 02, 2017, 03:59:58 AM »

37
Closed / Re: [Suggestion] AoE Effects
« on: March 30, 2017, 07:08:34 AM »
I liked number 5 a lot. Korby said it animated too fast.
We have one set up for 5b already, but I personally liked the animation made for number 5 on here much more.

Again, I'll talk to the team about it. So far I've only got Korby's opinion but that's likely because instant messages are flighty when it comes to remembering things.

38
Closed / Re: Skull Barrier recode and User Variable implementation
« on: March 30, 2017, 07:06:35 AM »
This has my approval, I'll talk to Mike about getting it in.
We're leaving the hit shield script in if this goes in though, just in case people might use it for something.

39
Resources / Re: Finded Or Maked Sprites and Skins.
« on: March 30, 2017, 06:03:01 AM »
I'm having a hard time telling which content is original and which ones are not.
The dash sprites base for Treble Boost are clearly not the ones used in core, but other sprites on the exact same sheet are a different story.

In general the organization of the sprites could be better... and the images should really be .png in case other people wished to use them.

40
Closed / Re: Skull Barrier recode and User Variable implementation
« on: March 15, 2017, 02:09:19 PM »
I like this quite a bit. It's a good solution to the issue of the script abstracting too much from modder and forcing weird rules like "your shield is ignored if you're hit by Laser Trident."

That said, I don't think it should go in core, and here's why:

The way the scripts are handled makes things moderately difficult to track in terms of understandability. While I was able to pick up on what you were doing fairly quickly by browsing the files, I don't necessarily know if someone with little experience would be able to do the same reliably and replicate the multi-hit shield idea with as much ease without use of an easy to copy-paste example.
This could be mitigated if the weapon template were updated at all and had a shield in it, which it really should for 5b since all the shields use clientside actors that just spam A_Warp now.

Like that can be dealt with by communication within the discord and here on the forums but the real deal breaker... for me, at least... is the use of user variables. Not specifically the use of the at all, obviously you would need to store the health somewhere, but... the use of the user variables on the player class. On the player class they can be accessed and modified by any actor the player has access to. This opens up a world of new potential quirks that could come about due to either accidental or malicious modification of these values. Not to mention it makes the organization of the files even less modular and requires knowledge of all the little separate pieces of the weapon to fully take out one piece of tech one would truly want.

Also, we removed that stupid and arbitrary clause that states Skull Barrier and other shields should be pierced by Laser Trident... it has enough of an identity as being a fast projectile that's hard to aim. It did get buffs this version, though.


This is an awesome idea. I love it, I truly do. But I'm not keen on how it's implemented and that's like 90% because of where the user variables are.
What if... what if the variables were stored somewhere else? Like on the watcher or something? Zandronum 3.0 has a lot of neat tools, I'm sure there's something that'll let you do that somewhere.

41
DECORATE and ACS Modifications / Re: UnHoly Classes: TRUE ZETA!!!
« on: February 25, 2017, 04:14:10 AM »
That's due to the mod being out of date, if I were to guess.

42
Help & Editing / Re: HELP NO SERVERS
« on: February 25, 2017, 04:12:31 AM »
Use Doomseeker, the internal browser doesn't work.
You can download Doomseeker here: http://doomseeker.drdteam.org/files/doomseeker-1.0_windows.zip
Here's a topic that'll walk you through how to configure Doomseeker: http://cutstuff.net/forum/index.php?topic=728.0

43
Help & Editing / Re: HEEEEELP
« on: February 21, 2017, 04:49:47 AM »
You need to load justifiedclasses-v4a-hotfix4.pk3 before that wad. It'll run fine.

44
Quote
ALRIGHT MEN! YOU ONLY LIVE ONCE.
IT'S JUST YOU, YOUR RESOURCES, AND THE WORLD'S OUT TO KILL YE.
GET OUT THERE, PROTECT THOSE IMPORTANT SPOTS, AND DON'T DIE.
IT'S THAT SIMPLE PEOPLE.

SCORCHED EARTH is a modification that puts you at the mercy of the map's weapon layout.
In LAST MAN STANDING and TEAM LAST MAN STANDING, weapons, and weapon energy spawn in the map.
Small health does not spawn, placing additional pressure on zones where your team can heal.
The world around you determines more than simply how you move, but how you strategize and prioritize areas on which you want to protect.

SCORCHED EARTH MAKES THE FOLLOWING CHANGES:
Quote
    - YA'LL FOLKS THOUGHT YOU'D BE PROVIDED WEAPONS? NAH. GET YER OWN SET O' WEAPONS. - Self explanatory. Ya gotta pick up your weapons.
    - MAN UP AND USE YER SUPPLIES WHERE YA GET 'EM. - E-Tanks and M-Tanks are now replaced with Large health and Mega Health respectively.
    - PANSY-ASS PLANT BARRIER TAKES MORE TO HEAL YA - Plant Barrier's health to cost ratio is reduced from 4:1 -> 4:4.
    - YOU FOLKS GOTTA SHOW SOME SPIRIT - Mega Buster's HUD is now team colored.
    - YA'LL BEEN THROUGH TRAINING. YOU KNOW HOW TO GET OUTTA AN EARLY FIGHT. - This mod uses its own spawn invulnerability. Upon spawning, you are invulnerable for three [3] seconds. This is terminated early by attacking after the first half second. Spawning also blasts away projectiles. [Can be changed using SE_InvulnTime and SE_InvulnBlast]
    - YA SHOULD KNOW WHEN SUPPLY DROP BE COMIN' IN. - All significant pickups now have visible respawn timers.
    - ONCE YER OUT THERE, SPLIT UP. - Initial spawns use team spawns where available. All spawns after that use typical deathmatch spawns. [This can be disabled by toggling SE_OverrideTeamStarts to false]
    - YOU MIGHT SEE SOME NEWFANGLED TECH. DON'T LET THAT CONFUSE YA. - This mod should be compatible with most large scale gameplay mods similar to Rock Force or maybe even Classes. Note that compatible means "it'll run" in this instance. Not sure why you'd run it with Classes since health won't scale the same but hey, you do you. It works with Rock Force's full mod, but all orange team actors are red. Similarly, all custom pickups will not have respawn timers. This includes new replacements for health and assists.

That's it!
SCORCHED EARTH is a mod about picking up weapons and not dying.
In general, it can be summed up as "DM with lives" or "LMS with weapons"

It's a pretty simple mod, honestly.

[Current version: 1.2]
DOWNLOAD FROM TSPG|Dropbox

Changelog:
(click to show/hide)

45
MM8BDM Discussion / Re: I pass the master masters of ms two original
« on: February 16, 2017, 08:25:21 PM »
I'm not sure what you're asking for, a wad or information.
So I'm gonna post information.

http://megaman.wikia.com/wiki/Mega_Man_(PC)
http://megaman.wikia.com/wiki/Mega_Man_3_(PC)

Mega Man DOS is a pair of low quality games for the MSDOS. You can find the robot masters on these links.

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