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Author Topic: [Expansion] Mission Mode V1D Released! (v4 working)  (Read 112863 times)

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March 31, 2013, 08:15:12 PM
Reply #135

Offline CutmanMike

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Re: [Expansion] Mission Mode (Singleplayer/co-op)! DEMO RELE
« Reply #135 on: March 31, 2013, 08:15:12 PM »
I'll probably just post here what I need here and people can chip in at their leisure. Like the good ol days :P

Ah yes I forgot to mention, the pk3 includes an example map you can copy and paste and use to create your own singleplayer levels. The scripts include a crapton of comments to help you understand what the heck is going on.

March 31, 2013, 09:17:38 PM
Reply #136

Offline Beed28

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Re: [Expansion] Mission Mode (Singleplayer/co-op)! DEMO RELE
« Reply #136 on: March 31, 2013, 09:17:38 PM »
I noticed three issues so far:
    There was no skull marker for Heat Man's boss room on the automap.
     Bosses don't have visible health bars. Was this intended?
     Probably related to the above, but, it took ages for Heat Man to die from Toad Man's weapon (I was Bass, and had infinite ammo on), but Needle Man died in a few seconds to Cut Man's weapon (he didn't even get a chance to go overdrive). Is there a definite weakness pattern here? It's hard to tell because of a missing health bar.

March 31, 2013, 09:41:03 PM
Reply #137

Offline Emmanuelf06

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Re: [Expansion] Mission Mode (Singleplayer/co-op)! DEMO RELE
« Reply #137 on: March 31, 2013, 09:41:03 PM »
The beginning was so epic "I" Facepalmed....when i see Capcom's project....

Good job, need to try it now =)

March 31, 2013, 09:46:25 PM
Reply #138

Offline ice

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Re: [Expansion] Mission Mode (Singleplayer/co-op)! DEMO RELE
« Reply #138 on: March 31, 2013, 09:46:25 PM »
Quote from: "Beed28"
    Probably related to the above, but, it took ages for Heat Man to die from Toad Man's weapon (I was Bass, and had infinite ammo on), but Needle Man died in a few seconds to Cut Man's weapon (he didn't even get a chance to go overdrive). Is there a definite weakness pattern here? It's hard to tell because of a missing health bar.

Try talking to auto with each weapon

March 31, 2013, 09:59:28 PM
Reply #139

Offline CutmanMike

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Re: [Expansion] Mission Mode (Singleplayer/co-op)! DEMO RELE
« Reply #139 on: March 31, 2013, 09:59:28 PM »
Quote from: "Beed28"
I noticed three issues so far:
    There was no skull marker for Heat Man's boss room on the automap.
     Bosses don't have visible health bars. Was this intended?
     Probably related to the above, but, it took ages for Heat Man to die from Toad Man's weapon (I was Bass, and had infinite ammo on), but Needle Man died in a few seconds to Cut Man's weapon (he didn't even get a chance to go overdrive). Is there a definite weakness pattern here? It's hard to tell because of a missing health bar.

I derped for the skull marker, I'll note it down thanks.

Health bars should be working just fine. They might not appear if you're using the horizontal health bars, and if so that's my fault again. Double derp!

The four bosses have a weakness chain but it's not final.

March 31, 2013, 10:11:54 PM
Reply #140

Offline Balrog

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Re: [Expansion] Mission Mode (Singleplayer/co-op)! DEMO RELE
« Reply #140 on: March 31, 2013, 10:11:54 PM »
I managed to get Protoman weapons as Bass. You probably need to set some guard scripts to make sure that players get a clean slate between respawns; check Samsara, they had problems like that. Also, add some kind of "d'oh, i missed" notification when there are more than 4 players in-game, as idiots will set sv_maxplayers 32 and this mod is simply not fun with that many players.

March 31, 2013, 10:15:50 PM
Reply #141

Offline tsukiyomaru0

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Re: [Expansion] Mission Mode (Singleplayer/co-op)! DEMO RELE
« Reply #141 on: March 31, 2013, 10:15:50 PM »
Sadly, things still can break...

March 31, 2013, 11:09:15 PM
Reply #142

Offline CutmanMike

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Re: [Expansion] Mission Mode (Singleplayer/co-op)! DEMO RELE
« Reply #142 on: March 31, 2013, 11:09:15 PM »
Quote from: "Balrog"
Also, add some kind of "d'oh, i missed" notification when there are more than 4 players in-game, as idiots will set sv_maxplayers 32 and this mod is simply not fun with that many players.

All the scripts allow up to 64 players, if that's what the server wants. Of course this is insane, but hosts may want this for some reason (see all the cheat servers that get put up) so I won't implement anything to shout at people to turn the player count down and leave the responsibility up to the server hosts. There were a few up at the time with limited amount of player slots, nothing stopping people migrating to those.

Not completely sure why classes are getting weapons they shouldn't, there are things in place to reset what weapons you have. I'll look into it.

March 31, 2013, 11:49:06 PM
Reply #143

Offline Orange juice :l

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Re: [Expansion] Mission Mode (Singleplayer/co-op)! DEMO RELE
« Reply #143 on: March 31, 2013, 11:49:06 PM »
Remember that Speed Runner medal that hardly exists anymore? With the release of a stable demo, it seems like a decent opportunity to hold another contest :ugeek:

March 31, 2013, 11:52:22 PM
Reply #144

Offline ChaoticChao

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Re: [Expansion] Mission Mode (Singleplayer/co-op)! DEMO RELE
« Reply #144 on: March 31, 2013, 11:52:22 PM »
Quote from: "Orange juice :l"
Remember that Speed Runner medal that hardly exists anymore? With the release of a stable demo, it seems like a decent opportunity to hold another contest :ugeek:
:? I don't know that  :?

April 01, 2013, 12:25:26 AM
Reply #145

Offline CutmanMike

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Re: [Expansion] Mission Mode (Singleplayer/co-op)! DEMO RELE
« Reply #145 on: April 01, 2013, 12:25:26 AM »
Quote from: "Orange juice :l"
Remember that Speed Runner medal that hardly exists anymore? With the release of a stable demo, it seems like a decent opportunity to hold another contest :ugeek:

Hmm possibly! I'll think about it

April 01, 2013, 12:45:21 AM
Reply #146

Offline leoalex50

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Re: [Expansion] Mission Mode (Singleplayer/co-op)! DEMO RELE
« Reply #146 on: April 01, 2013, 12:45:21 AM »
Quote from: "Orange juice :l"
Remember that Speed Runner medal that hardly exists anymore? With the release of a stable demo, it seems like a decent opportunity to hold another contest :ugeek:
how do u get it in the contest?

April 01, 2013, 03:38:53 AM
Reply #147

Offline Laggy Blazko

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Re: [Expansion] Mission Mode (Singleplayer/co-op)! DEMO RELE
« Reply #147 on: April 01, 2013, 03:38:53 AM »
Someone should host Survival.

April 01, 2013, 04:00:46 AM
Reply #148

Offline Colonel ServBot

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Re: [Expansion] Mission Mode (Singleplayer/co-op)! DEMO RELE
« Reply #148 on: April 01, 2013, 04:00:46 AM »
Well, I just ran this with several classes mods...
...
IT WORKS!
I only tried it with TeaParty Classes and a couple more, the only thing I found wrong with the TeaParty Classes were that the colour didn't change from the Blue/Cyan, but that's okay.
And when I went against CutMan, I died and he disappeared.
Time for some more Danmaku Gun Mayhem :twisted:

April 01, 2013, 06:29:33 AM
Reply #149

Offline Emmanuelf06

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Re: [Expansion] Mission Mode (Singleplayer/co-op)! DEMO RELE
« Reply #149 on: April 01, 2013, 06:29:33 AM »
I don't know if it was showed. But

The 3th little boss on toadman stage...when he attacked with the eyes...the eyes was stuck on the part where i came from. I mean the thing like the door (sorry i doont know how say).
And i wasnt killed in the hole :/
Sprites bug? :v