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Messages - Russel

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76
Mega Man Discussion / Re: Suggest me some megaman like games for low end pc?
« on: September 14, 2016, 02:03:08 PM »
Rokko Chan is a flash game. It does fall under Mega Man-like, to the point where it's usually classified as a fangame.

It's also really good, I think.

77
MM8BDM Discussion / Re: Memory Loss
« on: September 14, 2016, 02:49:01 AM »
If you're having consistent loss of framerate, it would be a good idea to at least try.

How are you closing the game? Are you hitting the close button on the window or exiting from the menu?

78
MM8BDM Discussion / Re: Memory Loss
« on: September 14, 2016, 01:10:55 AM »
Don't attempt to shut down the computer when you're running the game. Make sure the game completely closes normally before shutting off your computer.
Try the software thing anyhow- that generally runs with more stability on weaker machines if you're having performance issues.

79
Help & Editing / Re: How do "I" do THAT in Doom Builder?
« on: September 14, 2016, 01:02:18 AM »
There are a few components to that action which I will mention.

First off, you need the prop. This prop can be any actor you want. You can make custom ones too.
If you wish for this prop to have talking frames, make sure to create them in a state called "talking" to make them easier to implement later.
Or, if you just want to use a core prop, you can do that too.
If you want your prop to use talking frames, give it a tag of 15 under action. This number can be changed in the script.

Add the following code to your script file:
Code: [Select]
#include "zcommon.acs"

script 15 (void)
{
    Log(s:"Here's where you'd wanna say something."); // feel free to change the text, it abides by \c color changes.
    AmbientSound("misc/chat",127); // play the chat sound.

    // optional - make the actor use its talking frames.
    SetActorState(15, "Talking");
    Delay(35*2);
    SetActorState(15, "Spawn");
    // Feel free to change the script number and actor number.
}
This script can be expanded as needed. You could just use if-else statements to separate the clauses.

Draw a sector around the prop. Place an actor hits floor object within this sector. In properties, under action, set the action to Script Execute. Make the script number 15 and the map number 0.


That's it, really. Any numbers presented here can easily be changed, and the objects in question can be expanded as needed.
This isn't intended to be used verbatim, but it should help get you on the right track at the very least.

80
MM8BDM Discussion / Re: Memory Loss
« on: September 14, 2016, 12:23:40 AM »
What happens before you find your game was reset?
Does the game crash? Does your computer crash?
Is the game simply not saving?

Do you have the game saved in more than one location by mistake? Check to make sure.


If the issue is game crashing, go to the configuration tab in the launcher and set the renderer to Software. The launcher will give you a warning message asking you to switch to Open GL when it opens again, but only do that if the problem continues occurring.

81
Help & Editing / Re: Any body,Can you help me?
« on: September 13, 2016, 03:44:57 PM »
So... if someone connected without knowing your info, then they must have connected through some browser such as DoomSeeker or Internet Doom Explorer.

Try connecting to your own server through DoomSeeker if you can see it. If you can't, check the port forwarding again.

82
Closed / Re: FPS drops on MM9MAG and MM7FRE?
« on: September 13, 2016, 03:40:03 PM »
Windows tablets exist

83
Help & Editing / Re: Any body,Can you help me?
« on: September 13, 2016, 07:41:17 AM »
Gonna need a little more information than that.
What information did you give the one person who could connect? Was that one person on the same network as you? Did they use DoomSeeker to connect? Did they use the MM8BDM launcher?

84
Closed / Re: [Suggestion] Laser Trident Ranged Damage Buff
« on: September 13, 2016, 07:36:36 AM »
My only real comment is ripping isn't a situational property.

The fact of whether or not a projectile should rip would logically be a design decision made based on what the weapon would do. Simply adding +RIPPER to something like Fire Storm immediately makes it stronger, even in 1-on-1 scenarios since said damage is then multiplied by the number of times that one projectile strikes the player as it passes through. The number of times it strikes a player is based on the player's speed, the angle of their movement, projectile's speed, its angle of movement, and its size.

This is why they tell you not to back into Metal Blades if you play duel. You'll take extra damage because the Metal Blades are simply hitting you more times.

Depending on what you attach it to, it could easily triple that projectile's strength.

In the situation of Laser Trident being ripper, it was a decision to attempt to keep the ripping properties it had in Mega Man 9 without giving it too much in terms of close range power. The problem with such a thought, however, is that it renders the ripping pretty much unusable in most scenarios simply due to how it works.


Laser Trident currently deals 20 damage. The reasoning behind this decision was because, theoretically speaking, it previously would have been stronger than Silver Tomahawk if put in the hands of someone who could use it correctly.
During testing, before a couple of hits to its speed and a buff to its ramp up, it was referred to as "delayed hitscan" and dealt 30 damage.
Needless to say it was ridiculous.

I really wish it wasn't brought down to 20 damage simply because that puts it below what Fire Storm used to be in terms of usability. If the damage were to be brought up by like 5 and the amount of time required to ramp up reduced, I think the weapon would be A-Ok.


I also modified both of Jax's posts because code in spoiler tags only shows one line at a time, which is fairly difficult to read.


86
At least for me, there's a button that says "add poll" under any topic. It's next to "Reply" for me.

87
Help & Editing / Re: Any body,Can you help me?
« on: September 12, 2016, 03:47:24 PM »
Try getting a friend to connect to the server directly. Have them use the launcher's connect tab to enter your external ip directly. [You can find that at https://www.whatismyip.com/]

If that doesn't work, make sure the opened port is properly routed to your internal ip, which is listed at the bottom of the server console.

88
Help & Editing / Re: Mass problem
« on: September 12, 2016, 03:23:59 PM »
APROP_Mass isn't in Zandronum 2.1.2.

APROP_Mass was added in ZDoom 2.6.0, Zandronum 2.1.2 contains all the features up to ZDoom 2.5.0.
This will work in the new Zandronum version that's still in testing. You can get it from their website.

89
Help & Editing / Re: GZDoom Builder is choking on MM8BDM-v5a.pk3
« on: September 11, 2016, 04:02:35 AM »
That was primarily for inclusion of Zandronum specific actors, such as flags and team spawns. I'm unsure if this applies to the issue Beed mentioned.

I haven't said anything because the solution isn't something I immediately knew off hand. It often varies from person to person and always is a result of their configuration.

90
Projects & Creative / Re: MEGA MAN ROCK FORCE
« on: September 10, 2016, 11:22:14 PM »
So far, the only bug we've encountered is getting players stuck inside the blocks when the script is in the middle of running.

If you used custom bridge actors that had a height of 32 and a radius of 16, you could easily create blocks that work in the way you'd want. This would prevent you from having to spawn two sets of bridges per set of blocks.

In addition if you call SpawnSpot and not SpawnSpotForced, you could wrap the bridge spawning logic into a do-while loop, checking ThingCount to make sure there's the proper number of bridge actors in the map. If there isn't, delete all the existing ones [assuming you're making use of specified TIDs] and attempt to spawn them once again. You'd also want to put a delay into the do-while loop to make sure the script doesn't overflow, and make sure the light bulbs cannot be triggered again until the script properly terminates.

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