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Messages - Russel

Pages: 1 ... 5 6 [7] 8 9 ... 158
91
Projects & Creative / Re: MEGA MAN ROCK FORCE
« on: September 10, 2016, 06:34:35 AM »
for the love of god please tell me those 3D swapping blocks use actors
I've experimented with instantly moving 3D floors in the past and they have never worked properly no matter what context. It breaks horrendously if there's a person in the way.

(click to show/hide)
the ice wave is sort of vague proof that there is indeed a floating structure there

If you do have a way to reliably make 3D floors that move instantly like that for blocks that appear and disappear or become solid and non-solid, that's fine.
I just haven't seen such a mechanic work reliably yet, so this concerns me in terms of stability.

92
W.I.P Forum / Re: 8 Bit Deathmatch Domination: Demo
« on: September 08, 2016, 05:46:57 PM »
This mode might not have a basis in a specific game.

- The script for the box screens use SetLineTexture. Simply give the lines surrounding a given control point sector the same tag as the sector.
- PP_START and PP_END shouldn't be used in root folders in pk3s. There are errors thrown when you load the game. Delete PP_START and PP_END, then move the patches into a folder in the pk3 called "patches."
- Might consider making the scripts for this mod global, using higher numbers. Merging the logic with the scripts of other maps is massive pain in the tail and can cause a number of issues. [This is where the issue in DOMHOR came from]
- Because of the low-numbered, map-based domination scripts, the scissor props execute the point manager script countless times on DOMHOR. Point counters move faster, and teams will continuously get points even after a round ends. Easiest fix is to simply change the script execution on those two linedefs to execute script 12, which you renumbered from the old script 2.

you could simply renumber the script to something absurdly high to prevent having the last two issues again if you're unfamiliar with how to handle global scripting, but a global approach would be ideal and reduce the amount of work required for converting a map into the dominion scheme.

93
Rejected / Re: (Suggestion) LMS time limit
« on: September 07, 2016, 05:22:06 PM »
Timelimit exists in Zandronum that automatically wins the person with the highest health value in LMS.

Additionally, a hard coded solution of this style could potentially make rounds feel arbitrary. If there is no victor, what was the point of the round? Nothing was accomplished.
Just forcing a round to a close isn't a good way to approach this situation, I feel. Such an approach feels arbitrary and meaningless.

I'll leave this where it is for now to keep a tab on discussion but I don't think this is going in.

94
Closed / Re: Add team spawns to DM maps
« on: September 05, 2016, 05:58:46 AM »
I could see this working in a case-by-case basis, but not 100% of the time.
See, not every map is symmetrical and it could be very easy for one team to spawn in a place that's advantageous in comparison to the other.

But I see merit to this.
Thank you for pointing out that sv_useteamstartsindm actually works. From my experiments prior, given the choice, the engine will use dm spawns instead of team spawns.
sv_useteamstartsindm overrides this behavior.

95
Help & Editing / Re: Revisiting this game, and re configuring my controls.
« on: September 04, 2016, 04:40:45 PM »
Under mouse options, make sure you have mouse enabled, make sure your sensitivity isn't too low, and always mouselook is on.

If all of that's set properly and you still can't use your mouse to play, make sure sv_nofreelook is set to false in the console.

96
Help & Editing / Re: I need help with loops.
« on: September 04, 2016, 04:36:18 PM »
Wow I'm late on this.
You need to start the value with a colon. The value on the above should be ":6.629", not including quotation marks.

Sorry about the late response.

97
Rejected / Re: Texture issues in MM8DW1
« on: September 03, 2016, 08:50:40 PM »
Most of these issues are more due to the renderer being bad. Software is horribly buggy and often unpredictable, which is why it's recommended to play this game using Open GL if you can, this can be changed under the Configuration tab in the launcher.

That being said, I fully agree that MM8DW1 could use some updates, especially on the visual side of things.
I'll leave this thread where it is so there's more ability to discuss it later.

98
Help & Editing / Re: Help in ACS
« on: September 03, 2016, 08:15:35 PM »
After a bit of experimentation, I uncovered the missing piece.

Encompass the structure in the following if statement:

If(PlayerNumber() == ConsolePlayerNumber())


if this doesn't compile, use this ACS compiler instead of what you have: https://www.dropbox.com/s/75agzkbp7uf1h13/acc_8bdm5a.zip?dl=0

99
Help & Editing / Re: Help in ACS
« on: September 03, 2016, 06:34:48 PM »
It isn't impossible, clientside scripts are primarily just a pain in the ass to handle.

How are you activating this script? Is it player activated or is it global?

100
Mega Man Discussion / Re: Mega Man 4 Remade
« on: September 02, 2016, 10:33:29 PM »
It's a series of VRC6 remixes of the Mega Man 4 [NES] soundtrack.
That's it, really.

101
Help & Editing / Re: Help in ACS
« on: September 02, 2016, 10:18:41 PM »
In order to test it fully, you could open two separate instances of the game.

102
I really like this, it's something I've been wanting to do for a while.

Moved to pending.

103
Help & Editing / Re: Edit boss music and victory music in core maps?
« on: August 31, 2016, 08:38:56 PM »
DECORATE and ACS are different languages entirely, the only interactions they have with each other are through specific functions and value modifications.

From SLADE, export the map wad file from MM8BDM-v5a.pk3.
Open the newly exported wad, and open MAPINFO. Remove the line that declares the Par.
Go down to Scripts, and add the scripts from this pastebin: http://pastebin.com/bEUQw1SU
Replace the necessary names [BOSSMUS and VICMUS], the click save.
Right click on the scripts file, then click "compile ACS."

If you cannot complete this last step you should either:
A) Open the map in Doom Builder and compile the scripts there or
B) download an ACS compiler and go into SLADE's preferences and set it as the script compiler under "scripts."

104
Projects & Creative / Re: Ghouls vs Humans NES
« on: August 31, 2016, 08:10:06 PM »
I dug around some of my older stuff and tracked down the posted at the start of this page.

download
It runs with version 4c, to my surprise. I don't even remember which version this mod was built for.
Do not expect this to run flawlessly. Expect crashes, especially in some of the ported maps.

Have fun!


I'm unsure if I'm willing to continue the mod at this time, though.
It was a grand old time a while ago and it could be fun to have it resurface, but for now I'll just let it have a quiet rest.

If a reboot does happen, however, I'm gonna be doing something about some of those gnarly texture updates to those ported maps. Not the best things I've ever done.

105
Projects & Creative / Re: MEGA MAN ROCK FORCE
« on: August 30, 2016, 04:54:51 PM »
A couple recommendations for the mechanic in Charademan-
Make the sounds of the swaps only apply to the rooms they're relevant in and make the roulette not last quite as long.

It's a really neat idea, but I could see the sounds being quite annoying if they're not executed correctly.

All the maps look really interesting so far and I can't wait to see this expansion completed.

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