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Author Topic: [Old thread] Chaos Generator Upgraded Ver. M  (Read 142866 times)

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October 03, 2012, 09:49:38 PM
Reply #165

Offline Beed28

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Re: [Cryptic Updates] Chaos Generator Upgraded Ver. F
« Reply #165 on: October 03, 2012, 09:49:38 PM »
Quote from: "TheDoc"
Quote from: "TheDoc"
Maybe you could call it just "Invasion" and every map, there will be an invasion of one random enemy (kyorown, zombies, metools, etc.)

Was this looked at? Just making sure before it gets buried in pages.

Well, I keep saying I don't plan on adding more enemy effects. But you could get that same effect by choosing Kyorown Swarm, Dead Rising, and Gutsman G Rampage (there's no metools, FYI). The only downside is that you can't choose anything else.

----

I'm starting to make some progress again:

See, nothing to see here, folks. ;)

October 03, 2012, 11:30:44 PM
Reply #166

Offline TheDoc

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Re: [Cryptic Updates] Chaos Generator Upgraded Ver. F
« Reply #166 on: October 03, 2012, 11:30:44 PM »
Quote from: "Beed28"
(there's no metools, FYI).

I know. I was hoping you'd make a metool invasion, as suggested before.

Quote from: "T's Inventions"
So, when you pick effects in the hub map, I'm guessing the chosen effects are stored in vars that can keep their' values through multiple maps right?
Is this the way it works? If so, then this will come in handy for an important future feature in a mod I've been wanting to help with in development.

Anyway, looks like many people here have suggested there be a METOOL INVASION effect.
I was thinking the same too! It would probably be a good replacement for the dead rising effect,
as the zombies don't really seem to do much and isn't there enough MM7 effects as it is?
I know that replacing an effect might not be a good idea, but still think about it.

October 13, 2012, 07:45:27 PM
Reply #167

Offline Beed28

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Re: [Mirror Needed!] Chaos Generator Upgraded Ver. F
« Reply #167 on: October 13, 2012, 07:45:27 PM »
Okay, I'm gonna regret posting this here, but...

Does anyone have a mirror of Ver. F?

It's because sidkid12345 keeps PMing me to say that the Sendspace link doesn't work for him. So, if anyone can put up a MediaFire mirror or something, that would be very much appreciated. Thank you, and have a nice day.

October 13, 2012, 08:08:44 PM
Reply #168

Offline MasterXman

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October 13, 2012, 08:45:10 PM
Reply #169

Offline Beed28

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Re: [Dropbox Mirror!] Chaos Generator Upgraded Ver. F
« Reply #169 on: October 13, 2012, 08:45:10 PM »
Thank you very much! That will hopefully do.

October 14, 2012, 01:30:30 AM
Reply #170

Offline Russel

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Re: [Dropbox Mirror!] Chaos Generator Upgraded Ver. F
« Reply #170 on: October 14, 2012, 01:30:30 AM »
Here, have a more permanent mirror.

Just in case Kirbysonic takes down his dropbox link or it gets infected with a virus, as both are potential hazards when hosting files through dropbox.

While dropbox is nice for file hosting and sharing, it is not the best for permanently hosting files.

November 02, 2012, 09:31:38 PM
Reply #171

Offline Beed28

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Re: [New Mediafire Mirror!] Chaos Generator Upgraded Ver. F
« Reply #171 on: November 02, 2012, 09:31:38 PM »
Here's a quick patch I whipped up: http://www.sendspace.com/file/rab8o5

Load chaosgenerator-2.wad and chaosgenerator-2_upgraded_vF.wad as usual, and put this file on the end. Once you've loaded that, go to the hub and select Jelly World. I've made a change to how it wobbles and should be easier on the eyes. Tell me what you think!

I cannot stop it from affecting the skybox, however. Does anyone know how to help me with that?

November 08, 2012, 04:19:33 AM
Reply #172

Offline T's Inventions

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Re: [New Mediafire Mirror!] Chaos Generator Upgraded Ver. F
« Reply #172 on: November 08, 2012, 04:19:33 AM »
I myself and a few others might say keep it so Jelly World affects SkyBoxs.
It's more LOLZy that way.

Also, lately I hosted this on my server (with game mode on L.M.S.) one time and we found that
the Bouncy Terrain and Dark Lighting effects seems to not undo themselves on a new round.
So for the rest of the rounds of the map, we had the 3 normal effects + Bouncy Terrain and/or Dark Lighting.
It's probably a glitch that can be fixed.

Last, back to the global vars I was asking about,
They MUST be able to keep their values through multiple maps or else it will not work.
Are you sure about it?

November 08, 2012, 12:52:56 PM
Reply #173

Offline Beed28

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Re: [New Mediafire Mirror!] Chaos Generator Upgraded Ver. F
« Reply #173 on: November 08, 2012, 12:52:56 PM »
I dunno how I could fix the bouncy terrain issue. I could probably fix Dark Lighting (but then you'd get full brightness in maps such as SDM), but I don't know how to reset the sectors so they aren't bouncy anymore (I made the sectors bouncy by spawning Zandronum's hardcoded spring pad actors at players over and over).

The global vars (such as the use old Jelly world setting) are custom made Cvars (much like secret_devilunlock unlocking the Yellow Devil fight in the Unknown map), and I tried it out and it does carry over to other maps, but I'm not sure if it will work online.

EDIT: Oh right, I thought you were talking about the new Cvar settings comming in Ver. G. Do you mean this?
Quote from: "Beed28"
Quote from: "T's Inventions"
So, when you pick effects in the hub map, I'm guessing the chosen effects are stored in vars that can keep their' values through multiple maps right?
Is this the way it works? If so, then this will come in handy for an important future feature in a mod I've been wanting to help with in development.

Well, yes. They're stored in three global scopes. Like here:
Code: [Select]
global int 6:SelectChaosA;
global int 7:SelectChaosB;
global int 8:SelectChaosC;
Yes, it should keep between maps, but their value is lost when starting a new game.

November 10, 2012, 10:46:33 PM
Reply #174

Offline Beed28

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Re: [FOR SCIENCE] Chaos Generator Upgraded Ver. F
« Reply #174 on: November 10, 2012, 10:46:33 PM »
Yay double post.
(click to show/hide)
If you can guess the new feature at work here, I made it too obvious. :ugeek:

November 10, 2012, 10:49:44 PM
Reply #175

Offline tsukiyomaru0

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Re: [FOR SCIENCE] Chaos Generator Upgraded Ver. F
« Reply #175 on: November 10, 2012, 10:49:44 PM »
Also, could you consider (if not done already), adding a "Master Pick Only" option, to prevent people from randomly picking other effects after the Master chooses one or two?

November 10, 2012, 10:51:55 PM
Reply #176

Offline TheDoc

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Re: [FOR SCIENCE] Chaos Generator Upgraded Ver. F
« Reply #176 on: November 10, 2012, 10:51:55 PM »
You can choose to have less than 3 chaos choices?

November 10, 2012, 10:57:19 PM
Reply #177

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Re: [FOR SCIENCE] Chaos Generator Upgraded Ver. F
« Reply #177 on: November 10, 2012, 10:57:19 PM »
Quote from: "TheDoc"
You can choose to have less than 3 chaos choices?

Yes. It uses a customised cvar console variable "chaos_numberofeffects", so you can choose to have only one effect or two at a time instead of three. I'll find a way to make it configurable in the hub, but I'm not sure how it will do online with other people.

November 10, 2012, 10:59:33 PM
Reply #178

Offline -FiniteZero-

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Re: [FOR SCIENCE] Chaos Generator Upgraded Ver. F
« Reply #178 on: November 10, 2012, 10:59:33 PM »
Thank you so much. I would love just having the Zombies effect and nothin' else.

November 18, 2012, 07:26:15 PM
Reply #179

Offline Beed28

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Re: [FOR SCIENCE] Chaos Generator Upgraded Ver. F
« Reply #179 on: November 18, 2012, 07:26:15 PM »
So should I merge the files from chaosgenerator-2.wad then? The upside is that it will no longer require chaosgenerator-2.wad loaded first to run. But I'm not sure if Mike will agree to that. Should I?