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Author Topic: [Old thread] Chaos Generator Upgraded Ver. M  (Read 142868 times)

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November 18, 2012, 07:48:19 PM
Reply #180

Offline GameAndWatcher

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Re: [FOR SCIENCE] Chaos Generator Upgraded Ver. F
« Reply #180 on: November 18, 2012, 07:48:19 PM »
Do it! Do it for everlasting peace!

November 18, 2012, 08:06:38 PM
Reply #181

Offline tsukiyomaru0

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Re: [FOR SCIENCE] Chaos Generator Upgraded Ver. F
« Reply #181 on: November 18, 2012, 08:06:38 PM »
Do it, I bet he will be okay. He was with Roboenza

November 21, 2012, 08:27:59 AM
Reply #182

Offline T's Inventions

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Re: [FOR SCIENCE] Chaos Generator Upgraded Ver. F
« Reply #182 on: November 21, 2012, 08:27:59 AM »
But that was Messatsu.
Messatsu has become a little bit infamous for using code without asking first in his game mod(es)
while turning the original game mod(es) into unnecessary-feature-filled ones.

November 21, 2012, 03:58:44 PM
Reply #183

Offline Magnet Dood

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Re: [FOR SCIENCE] Chaos Generator Upgraded Ver. F
« Reply #183 on: November 21, 2012, 03:58:44 PM »
Actually, if you're talking about Roboenza, I believe Mike endorsed Mess' version.

Plus I'd prefer that over the original- games get a lot more exciting with the Rage included.

November 21, 2012, 05:24:26 PM
Reply #184

Offline Klemen702

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Re: [FOR SCIENCE] Chaos Generator Upgraded Ver. F
« Reply #184 on: November 21, 2012, 05:24:26 PM »
What the hell are you talking about there is no vf and ive been searching long but still cant find while other pepole do have give me the answers!  :evil:

November 21, 2012, 05:53:06 PM
Reply #185

Offline DarkAura

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Re: [FOR SCIENCE] Chaos Generator Upgraded Ver. F
« Reply #185 on: November 21, 2012, 05:53:06 PM »
It's right on the front page.

Quote from: "Beed28"
Latest Version Downloads:
(Sendspace)
(Mirror via Best Ever)
(Mirror via Mediafire)
Thanks Lego!

November 22, 2012, 02:05:00 PM
Reply #186

Offline Klemen702

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Re: [FOR SCIENCE] Chaos Generator Upgraded Ver. F
« Reply #186 on: November 22, 2012, 02:05:00 PM »
huh i thought that was normal chaos generator download thanks still :D

December 24, 2012, 04:51:04 PM
Reply #187

Offline Beed28

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Re: [News] Chaos Generator Upgraded Ver. F
« Reply #187 on: December 24, 2012, 04:51:04 PM »
Alright, so I have some news for you. I'm not entirely sure if the whole chaos_whatever Cvar system will work online. If not, I'll have to use the global vars, the same kind of vars that the chosen effects uses.

The update for v3a is coming along smoothly. The new weapon energy colour changing thing borked up the Kyorowns, Eddie and the Evil Yashichi, but it should be all fixed now. The wave bikes are still using the old movement method for now. Earthquake now uses a simple screenshake instead of moving the level physically. CTF map picking seems to be working in the HUB, although you can't change the gamemode directly from there. I'm also planing on adding at least two new chaos effects, both are planned to be in the weapon category.

December 25, 2012, 07:17:53 AM
Reply #188

Offline The Torise

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Re: [News] Chaos Generator Upgraded Ver. F
« Reply #188 on: December 25, 2012, 07:17:53 AM »
So one particularly interesting problem I'm having is with the Evil Yashichis.  For reasons I cannot begin to explain, I've only been able to produce this bug on Shadow Man's stage despite great effort in recreating it elsewhere.

Every now and again, the Evil Yashichis spawn out of control.  I'd say it's maybe one game in 30 or 40, but when it happens the screen is quickly littered with easily several thousand Yashichis all floating around trying to kill the only player in the match (me).  Try as I might I have yet to successfully produce a screenshot, because there are so many Yashichis multiplying so quickly that the game locks up almost instantly.  My current plan is to just take a picture of my screen with an actual camera (what is this, the 80s?) and use that as reference, but it happens so infrequently that it always catches me off guard.

My first theory was that it relates to Dead Rising, and that instead of zombies it was spawning Yashichis.  However, I've recreated this bug without Dead Rising active, and the Yashichis multiply into the tens of thousands within a few seconds.  The zombies certainly don't do that (though you wouldn't know it from looking).  I've seen it happen about 6 or 7 times now, always on Shadow Man and always with Evil Yashichi active (duh).  I don't doubt it can happen on other stages, but I have had no luck with Gyro Man or Charge Man so far.

Anyone else experience anything like this?  I think it's greatly amusing, to be honest.

As a side note, I've noticed that only about 40 or so will spawn at first.  It is not until I die at least once that the spawning gets way out of line.

EDIT:
Suddenly I've got screenshots out the wazoo.  Some of these I've had to take with my phone camera because the game locked up.  That last one is my favorite.
Maybe something is wrong with me, but reproducing this is kind of fun.  
(click to show/hide)

December 25, 2012, 01:59:59 PM
Reply #189

Offline GameAndWatcher

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Re: [News] Chaos Generator Upgraded Ver. F
« Reply #189 on: December 25, 2012, 01:59:59 PM »
What version of 8BDM are you using?
Also, Protip: "PrtSc" is the default key for screenshots, you can even press it with the console away.

December 25, 2012, 02:06:53 PM
Reply #190

Offline Beed28

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Re: [News] Chaos Generator Upgraded Ver. F
« Reply #190 on: December 25, 2012, 02:06:53 PM »
That's because of v3a; all weapon energy pickups and all tanks are assigned Thing Tag 999; the spawner scripts for the Kyorowns and the Evil Yashichi also uses Tag 999 and so it's now messed up. I've fixed this in an upcoming version by changing the spawner scripts to use Tag 990 instead.

December 25, 2012, 04:11:41 PM
Reply #191

Offline The Torise

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Re: [News] Chaos Generator Upgraded Ver. F
« Reply #191 on: December 25, 2012, 04:11:41 PM »
Got it.  Funny how those things work, right?

For curiosity's sake, any clues as to why it's Shadow Man specifically?  In all my time spent there, I can't remember weapon energy or tanks spawning faster than rabbits like these Yashichis do.  I spent all night trying this out on other maps (you know, like a normal person would) and was only able to pull it off on MM5DAR, but even then there were no more than 6 Yashichis and they certainly never increased in number.

December 28, 2012, 08:40:41 PM
Reply #192

Offline -Daiki-TheOni

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Re: [News] Chaos Generator Upgraded Ver. F
« Reply #192 on: December 28, 2012, 08:40:41 PM »
Beed, I have a sugestion, a zombie counter. In "Dead Rising" everytime a player kills a zombie get 1 point (you can call it how you want). The counter shoul show this on screen "Killed Zombies: 0001" for example....
I,m only suggesting...

January 05, 2013, 01:49:50 AM
Reply #193

Offline The Torise

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Re: [News] Chaos Generator Upgraded Ver. F
« Reply #193 on: January 05, 2013, 01:49:50 AM »
At the risk of sounding stupid (again), is there anything I can do about the fact that Dark Lighting appears to be permanent?
Or is that another fix that's coming along

January 06, 2013, 07:54:41 PM
Reply #194

Offline Beed28

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Re: [News] Chaos Generator Upgraded Ver. F
« Reply #194 on: January 06, 2013, 07:54:41 PM »
Dark Lighting has now been fixed for Ver. G. However, as a result, the darkness no longer "moves" in and out, so to speak.

I don't know how to fix Bouncy Terrain, however. It might be a bug relating to how Zandronum resets the map. I might have to end up disabling the effect altogether in Duel and Last Man Standing and any other modes that do map resets. If someone can submit the issue on their bug tracker, it would be much appreciated!