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Author Topic: [Old thread] Chaos Generator Upgraded Ver. M  (Read 157698 times)

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January 06, 2013, 08:52:12 PM
Reply #195

Offline Hallan Parva

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Re: [News] Chaos Generator Upgraded Ver. F
« Reply #195 on: January 06, 2013, 08:52:12 PM »
I'M FROSTMAN
Image: A derpy Frost Man on a wave bike. Blame Brotoad.
Effect: Everyone is on a snowboard from Frost Man's stage. Forever.

"Why did I think this was a good idea again?" ~ Dr. Albert Wily

January 06, 2013, 08:53:21 PM
Reply #196

Offline The Torise

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Re: [News] Chaos Generator Upgraded Ver. F
« Reply #196 on: January 06, 2013, 08:53:21 PM »
Quote from: "SmashBroPlusB"
I'M FROSTMAN
Image: A derpy Frost Man on a wave bike. Blame Brotoad.
Effect: Everyone is on a snowboard from Frost Man's stage. Forever.

"Why did I think this was a good idea again?" ~ Dr. Albert Wily


Mandatory: JUMP! JUMP! JUMP! JUMP! JUMP! JUMP! JUMP! JUMP! JUMP!
The chaos would come in the form of all the players ripping their ears off.

Speaking of map resets-
I notice sometimes that when the map resets on a round of Last Man Standing, players will retain their "post-death invulnerability" throughout the next round, which means that unless they voluntarily do themselves in somehow (for example, popping Skull Barrier on a pit) they'll never die or take damage.  Makes for a pretty boring round.  I don't think this is a chaos generator problem specifically but I've only noticed it occur when running this mod

January 06, 2013, 09:13:17 PM
Reply #197

Offline Beed28

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Re: [News] Chaos Generator Upgraded Ver. F
« Reply #197 on: January 06, 2013, 09:13:17 PM »
Quote from: "SmashBroPlusB"
I'M FROSTMAN
Image: A derpy Frost Man on a wave bike. Blame Brotoad.
Effect: Everyone is on a snowboard from Frost Man's stage. Forever.

"Why did I think this was a good idea again?" ~ Dr. Albert Wily
This is praticaly just a clone of Wave Bikes.

Speaking of Wave Bikes, I did add the new movement method to it at one point, but it was too hard to control and hit your opponents (you could only move forward, you couldn't strafe left or right and you couldn't "reverse" either), and even I didn't find it fun, so now they use the old movement method like they always did.


EDIT: Whoops, I almost forgot:
Quote from: "The Torise"
Mandatory: JUMP! JUMP! JUMP! JUMP! JUMP! JUMP! JUMP! JUMP! JUMP!
The chaos would come in the form of all the players ripping their ears off.
I could maybe add something like that, that a second after the sound cue, all players automaticly leap into the air. I could also do the "SLIDE! SLIDE!" thing as well, which forces all players to move foward while spawning the Charge Kick "projectile".


Quote from: "The Torise"
Speaking of map resets-
I notice sometimes that when the map resets on a round of Last Man Standing, players will retain their "post-death invulnerability" throughout the next round, which means that unless they voluntarily do themselves in somehow (for example, popping Skull Barrier on a pit) they'll never die or take damage.  Makes for a pretty boring round.  I don't think this is a chaos generator problem specifically but I've only noticed it occur when running this mod
I don't know why players are going invincible like that. Does that happen in vanilla LMS aswell?

January 06, 2013, 09:21:52 PM
Reply #198

Offline Hallan Parva

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Re: [News] Chaos Generator Upgraded Ver. F
« Reply #198 on: January 06, 2013, 09:21:52 PM »
Quote from: "Beed28"
now they use the old movements method like they always did.
oh okay then

in that case forget about the snowboards thing

January 06, 2013, 11:41:23 PM
Reply #199

Offline The Torise

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Re: [News] Chaos Generator Upgraded Ver. F
« Reply #199 on: January 06, 2013, 11:41:23 PM »
Quote from: "Beed28"
I don't know why players are going invincible like that. Does that happen in vanilla LMS aswell?


Well the invincibility, as far as I can tell, is normal.  At the very least, I can say that the game has behaved this way since I began playing it.  In Vanilla LMS, after a round ends, a countdown to the next round begins during which all the players respawn.  For the duration of the countdown, the respawned players are invincible and so the only person who can take damage is the winner of the previous round (unless it was a draw).  Once the new round begins, players become vulnerable again as the map resets.

An interesting note about the post-round invulnerability is that if an invulnerable player activates a damage-reducing or damage-nullifying effect, they will be vulnerable again once the effect wears off.  So if you are invulnerable, then fire the Skull Barrier, you will be vulnerable once more when it wears off.

The problem I'm having is that the invulnerability does not wear off when the map resets.  I've done some testing and managed to produce this without Chaos Generator active, so I am thinking its a V3 problem.  

Another interesting note is that it seems to affect exactly half of the players in the game at once.  For example, I tried a game with 31 bots and the result was that 15 of them, plus myself, retained invulnerability - then I tried with 63 bots and 31 of them, plus myself, retained invulnerability.

January 10, 2013, 03:10:23 AM
Reply #200

Offline Shin Star

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Re: [News] Chaos Generator Upgraded Ver. F
« Reply #200 on: January 10, 2013, 03:10:23 AM »
I have a suggestion for the next version. Could you implement something that lets you disable certain effects so they don't show up in the roulette? When I play with my friends, we don't really like Earthquake/Jelly World so much. Main reason is one time we had Earthquake, it got so bad after awhile that the game was almost unplayable. It was funny at first, but after awhile some people's games crash sadly.

I noticed you said you've changed how Earthquake works, and there was that Jelly World fix (which I still need to check actually) so I hope it'll be more stable.

January 10, 2013, 03:26:53 AM
Reply #201

Offline GameAndWatcher

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Re: [News] Chaos Generator Upgraded Ver. F
« Reply #201 on: January 10, 2013, 03:26:53 AM »
He's going to implement that.

January 10, 2013, 03:32:55 AM
Reply #202

Offline TheDoc

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Re: [HALLOWEEN UPDATE] Chaos Generator Upgraded Ver. E
« Reply #202 on: January 10, 2013, 03:32:55 AM »
Quote from: "TheDoc"
If we're making suggestions for chaos generator...

Name: Wily Capsule
Icon: A picture of Wily in his MM7 Capsule
Effect: Just like Gutsman G, Except it'll be WILY going everywhere. He'll have the weapons he had in the chapter 7 campaign, but his advantage will be taht he isn't groud-bound like Gutsman G. Don't know if he'd disappear, then reappear or just fly around everywhere, then every 5 or so seconds target the closest person and fire.

In case we still ARE making suggestions

January 10, 2013, 03:35:49 PM
Reply #203

Offline BiscuitSlash

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Re: [News] Chaos Generator Upgraded Ver. F
« Reply #203 on: January 10, 2013, 03:35:49 PM »
Idea

Name: Anubis swarm
Icon: Anubis from Battle Network
Effect: Many different Anubis's fall from the sky and poison the area around them. The closer the player is, the more health they have drained. If an Anubis gets destroyed (they have a lot of health), then another one is spawned somewhere in the map.

January 10, 2013, 04:48:12 PM
Reply #204

Offline Hallan Parva

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Re: [News] Chaos Generator Upgraded Ver. F
« Reply #204 on: January 10, 2013, 04:48:12 PM »
Quote from: "Michael712"
Idea

Name: Anubis swarm
Icon: Anubis from Battle Network
Effect: Many different Anubis's fall from the sky and poison the area around them. The closer the player is, the more health they have drained. If an Anubis gets destroyed (they have a lot of health), then another one is spawned somewhere in the map.
already a thing

Best Maps Ever map pack
Poison Pharaoh actor



no really I'm being serious

January 13, 2013, 09:44:10 PM
Reply #205

Offline alan900900900

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Re: [News] Chaos Generator Upgraded Ver. F
« Reply #205 on: January 13, 2013, 09:44:10 PM »
Quote
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).

Well, this thing is happening to me EVERY TIME Evil Yashischi appears on the roulette, so much that I need to quit before it starts. :( I just NEED the hub because of it so if you won't fix it then don't delete the hub.

Also it seems to always give me the same 3 things unless I start a SP game.

January 14, 2013, 03:51:35 AM
Reply #206

Offline xColdxFusionx

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Re: [News] Chaos Generator Upgraded Ver. F
« Reply #206 on: January 14, 2013, 03:51:35 AM »
This bug happens because the spawners have the same ThingID as weapon pickups and tanks. Supposedly the dev team is in the process of fixing this.

Question re-answered, move along to the next one.

January 15, 2013, 04:28:03 AM
Reply #207

Offline The Torise

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Re: [News] Chaos Generator Upgraded Ver. F
« Reply #207 on: January 15, 2013, 04:28:03 AM »
Quote from: "xColdxFusionx"
This bug happens because the spawners have the same ThingID as weapon pickups and tanks. Supposedly the dev team is in the process of fixing this.

Question re-answered, move along to the next one.

I ACTIVATED WALKING DEAD AND ZOMBIES START APPEARING!?!!/ BUGS?!?! WHAT DO I DO?

January 22, 2013, 02:14:42 PM
Reply #208

Offline Beed28

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Re: [News] Chaos Generator Upgraded Ver. F
« Reply #208 on: January 22, 2013, 02:14:42 PM »
Some good news at last. I should be nearing release soon, just need to see if there are any more bugs to iron out. I'm still nervous, however, since it's now completely stand-alone, and won't be needing chaosgenerator-2.wad anymore.

January 22, 2013, 03:36:40 PM
Reply #209

Offline Zard1084

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Re: [News] Chaos Generator Upgraded Ver. F
« Reply #209 on: January 22, 2013, 03:36:40 PM »
Nice work Beed! i hope to see more madness in servers soon! :twisted: