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Author Topic: [Old thread] Chaos Generator Upgraded Ver. M  (Read 142867 times)

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January 22, 2013, 10:35:14 PM
Reply #210

Offline -Daiki-TheOni

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Re: [News] Chaos Generator Upgraded Ver. F
« Reply #210 on: January 22, 2013, 10:35:14 PM »
I have a question: will the new version work with clases?

January 22, 2013, 11:59:07 PM
Reply #211

Offline Beed28

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Re: [News] Chaos Generator Upgraded Ver. F
« Reply #211 on: January 22, 2013, 11:59:07 PM »
Mostly. New Base Weapon doesn't work, and classes that uses rune effects (such as Skull Man) will override certain chaos effects (that also gives runes) such as Spread Fire, Double Firing Rate, Vampirism and such.

Oh and by the way; I'm going to try readding the "islobby" flag back to CHAOSHUB. I'm not sure if that still crashes, but if it still does, report it here and I will make a hotfix. Also, I will need people to report if Jelly World still blows up servers, since I changed the wobbling a little. If it does, would someone test the old Jelly World option (accessable in the hub if you're the Master) afterwards?

Anyway, I would very much appreciate it if someone would report the Bouncy Terrain issue in gamemodes that reset the map to the Zandronum devs. And if the "islobby" flag still causes crashes, especially report that one too.

January 23, 2013, 06:51:46 PM
Reply #212

Offline Beed28

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Re: [NEW RELEASE!!] Chaos Generator Upgraded Ver. G
« Reply #212 on: January 23, 2013, 06:51:46 PM »
New version is out, here's the changelog:
(click to show/hide)

January 23, 2013, 06:56:01 PM
Reply #213

Offline Zard1084

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Re: [NEW RELEASE!!] Chaos Generator Upgraded Ver. G
« Reply #213 on: January 23, 2013, 06:56:01 PM »
Nice work beed! i look forward to madness!

January 23, 2013, 07:18:12 PM
Reply #214

Offline tsukiyomaru0

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Re: [NEW RELEASE!!] Chaos Generator Upgraded Ver. G
« Reply #214 on: January 23, 2013, 07:18:12 PM »
Just a FYI: Seekermissiles and probably AutoAim works differently in CTF mode. It requires the target's hitbox touchs the absolute center of your crosshair and that they are within a distance. Then the autoaiming should ocur only with delayed firing (let's say: you press fire, but it takes X tics for it to fire) andand the missiles will only seek if the target was within the range specified before AT THE MOMENT THEY ARE SPAWNED/FIRED.

January 23, 2013, 09:18:00 PM
Reply #215

Offline Hallan Parva

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Re: [NEW RELEASE!!] Chaos Generator Upgraded Ver. G
« Reply #215 on: January 23, 2013, 09:18:00 PM »
Quote from: "Beed28"
- Removed Rollbrine.
May I ask what this even was, now that it's removed?

January 23, 2013, 09:24:16 PM
Reply #216

Offline Ivory

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Re: [NEW RELEASE!!] Chaos Generator Upgraded Ver. G
« Reply #216 on: January 23, 2013, 09:24:16 PM »
He's probably making a joke off the changelog I made for v3a, which ended with
- Herobrine Mike removed

January 24, 2013, 01:17:00 AM
Reply #217

Offline The Torise

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Re: [NEW RELEASE!!] Chaos Generator Upgraded Ver. G
« Reply #217 on: January 24, 2013, 01:17:00 AM »
Better not be a joke, now I'm playing with the old version just to see if I can find any eyeless Rolls.

The end result, of course, being my inability to sleep tonight...


At any rate I love the changes in Ver. G, great job.  Mad props for the music in the Chaos Hub switching off that annoying Light Lab theme

As a side note, is there any way going forward to disable certain Chaos effects from being randomly selected in blank reels?  Like if I want to never have to deal with reversed movement control, for example?

January 24, 2013, 01:43:40 PM
Reply #218

Offline Beed28

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Re: [NEW RELEASE!!] Chaos Generator Upgraded Ver. G
« Reply #218 on: January 24, 2013, 01:43:40 PM »
For disabling certain Chaos effects at your choosing, I have no idea how I'll be able to implement that. The ACS scripts is already in a mess, and trying to add that in would make an even bigger mess.

Rollbrine? I think I saw her a while ago, but I... I can't find the screenshot right now... but I'm fairly sure I removed her now.

January 24, 2013, 10:19:06 PM
Reply #219

Offline The Torise

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Re: [NEW RELEASE!!] Chaos Generator Upgraded Ver. G
« Reply #219 on: January 24, 2013, 10:19:06 PM »
Well I'll keep an eye out haha get it?.  Dark Lighting, Evil Yashichi, and Rising Dead should create a spooky enough atmosphere to conjure up the nightmare fuel.

January 28, 2013, 01:27:43 AM
Reply #220

Offline alan900900900

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Re: [NEW RELEASE!!] Chaos Generator Upgraded Ver. G
« Reply #220 on: January 28, 2013, 01:27:43 AM »
My problem is already fixed.
Oh and thank you for adding MM8 in the hub.

February 01, 2013, 10:34:31 PM
Reply #221

Offline Geno

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Re: [NEW RELEASE!!] Chaos Generator Upgraded Ver. G
« Reply #221 on: February 01, 2013, 10:34:31 PM »
wow

yay

This is fun!

May I make a suggestion?
(click to show/hide)

February 01, 2013, 10:35:55 PM
Reply #222

Offline FTX6004

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Re: [NEW RELEASE!!] Chaos Generator Upgraded Ver. G
« Reply #222 on: February 01, 2013, 10:35:55 PM »
Quote from: "geno"
wow

yay

This is fun!

May I make a suggestion?
(click to show/hide)

That is to much chaos we could have raining metools.

February 01, 2013, 10:37:35 PM
Reply #223

Offline Giantmega

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Re: [NEW RELEASE!!] Chaos Generator Upgraded Ver. G
« Reply #223 on: February 01, 2013, 10:37:35 PM »
ITS to much.

February 02, 2013, 12:54:06 AM
Reply #224

Offline Beed28

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Re: [NEW RELEASE!!] Chaos Generator Upgraded Ver. G
« Reply #224 on: February 02, 2013, 12:54:06 AM »
Okay, even by my standards, having a cake ton of Gammas stomping around squishing everyone and their pet rabbits to jelly is too much.