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1
Tutorial Collection / Re: [TUTOR] Doombuilder and You: Mapping Essentials 20XX
« Last post by Rozark on July 13, 2020, 10:07:00 AM »
The year is 20XX.
I have updated the mapping tutorial to use GZDoombuilder and Slade.
I have revised earlier sections of the tutorial along with adding new ones, some of which are common topics that I get asked.
It is now a modular tutorial - if any other sections are to be added, with the exception of the first few chapters of "Core", they no longer require other sections to try and make sense.

Please warmly enjoy this gift.
2
Help & Editing / Re: Antivirus hit? A little help?
« Last post by subculture on July 12, 2020, 06:22:51 PM »
It's the in-house antivirus from Best Buy. 

Ok, I kind of figured it was an anomaly, just wanted to check.


Thanks!
3
Help & Editing / Re: Antivirus hit? A little help?
« Last post by bass44 on July 12, 2020, 11:11:22 AM »
I've personally never heard of Webroot, so I think it's your antivirus that might be false flagging it as malware or something.
4
Help & Editing / Antivirus hit? A little help?
« Last post by subculture on July 11, 2020, 09:13:50 PM »
Hey all, got a potential issue I could use some insight on-

I was just reinstalling v5d (got from the link on the main page) and my antivirus (webroot) says the MM8BDM exe is a threat.  Is there something in the exe that certain antivirus goobers don't like or something?

Thanks!
5
Projects & Creative / Re: Recreation - A Map Project
« Last post by fortegigasgospel on July 09, 2020, 05:00:03 PM »
Recreation-MP_v1.0 has been released, there is only 1 new map and it is the first non-CTF oriented map, hence the name change for the file. But thanks to Llama most of the maps have new music (only Illios is using a core song now)
As always, enjoy, and happy fragging
6
MM8BDM Discussion / Re: MM8BDM V6 - Development begins!
« Last post by hansungkee on July 09, 2020, 07:06:51 AM »
In both Mega Man 8 and Mega Man 7, Frost Man and Slash Man's graphics for Ice Wave and Slash Claw respectively are different from the versions that Mega Man uses. As such, the ones used by the Weapons Archive boss (which emulates the boss patterns) should be treated as the boss graphics, not the copy weapon graphics.

This is even supported by the way the MM10 graphics are drawn, which are much closer to the boss attacks than the copy weapon version.

Slash Claw:
(click to show/hide)

Ice Wave:
(click to show/hide)

Basically, MM10's Weapon Archive graphics are for the boss attacks, not the weapon attacks, like MM8BDM would be trying to recreate.
Robocop : IŽd buy That for a dollar.
7
MM8BDM Discussion / Re: MM8BDM V6 - Development begins!
« Last post by Pegg on July 09, 2020, 06:10:09 AM »
I noticed that the Ice Wave graphics haven't been changed. I thought for sure you'd have replaced them (along with the graphics for Slash Claw) with their canon 8-bit versions from Mega Man 10, just like how you made Slash Man's canon 8-bit appearance his default skin in V4A.

In both Mega Man 8 and Mega Man 7, Frost Man and Slash Man's graphics for Ice Wave and Slash Claw respectively are different from the versions that Mega Man uses. As such, the ones used by the Weapons Archive boss (which emulates the boss patterns) should be treated as the boss graphics, not the copy weapon graphics.

This is even supported by the way the MM10 graphics are drawn, which are much closer to the boss attacks than the copy weapon version.

Slash Claw:
(click to show/hide)

Ice Wave:
(click to show/hide)

Basically, MM10's Weapon Archive graphics are for the boss attacks, not the weapon attacks, like MM8BDM would be trying to recreate.
8
MM8BDM Discussion / Re: MM8BDM V6 - Development begins!
« Last post by NES Boy on July 09, 2020, 02:58:48 AM »
I noticed that the Ice Wave graphics haven't been changed. I thought for sure you'd have replaced them (along with the graphics for Slash Claw) with their canon 8-bit versions from Mega Man 10, just like how you made Slash Man's canon 8-bit appearance his default skin in V4A.
9
Bugs/Suggestions / Re: CoreAltfire/FuncFire recode
« Last post by Sonicfam1102 on July 08, 2020, 11:52:45 PM »
Just gonna bump this thread to show my approval and hope that this gets in. I actually realized it would be very useful for modding endeavors without needing to hackjob every weapon into your file. Realized this by trying to make a mod that keeps all classes using the core weapons, but wanted them to have unique altfires. Unfortunately as pointed out, weapons are not well equipped for this type of change. I find this of similar use to the weapon spawn functions that were seemingly approved earlier, so hopefully it's not that big of an ask to get in.
10
Projects & Creative / Re: [Game Mode] One Flag CTF to King of The Hill (v1a)
« Last post by JaxOf7 on July 08, 2020, 01:02:20 AM »
updated this

v1a->v1b
general updates

v1b->v1c
the point has an fx showing its radius
now an indication for being on the point (a black outline around it on the hud)
point no longer decays while being contested
merely contesting the point initiates overtime, overtime still also initiated by capture progress

https://allfearthesentinel.net/zandronum/download.php?file=1fctftokothv1c.pk3
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