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Author Topic: TMK4's Workshop (News regarding grad life and, oh, Saxton Hale too)  (Read 145552 times)

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August 11, 2013, 11:17:30 PM
Reply #150

Offline Linnie

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Re: TMK4's Workshop (Saxton Hale Rebirth Building Phase)
« Reply #150 on: August 11, 2013, 11:17:30 PM »
They can still climb walls for a very long time.

But, the only maps where such would be an issue are hugely vertical maps like MM2DW1.

August 12, 2013, 09:16:34 PM
Reply #151

Offline TailsMK4

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Re: TMK4's Workshop (Saxton Hale Rebirth Building Phase)
« Reply #151 on: August 12, 2013, 09:16:34 PM »
Code: [Select]
- Busters now have their own damage types (Ex. BassBuster, ArrowBuster etc)
Ugh...I got some work to do. I will not host the Overhaul as is, so I will upload a fixed version of the Overhaul once I can get around to it. This will be the final version of the Overhaul, cause from here on out anything SH related will be with the Rebirth project. Expect it up on BE fairly soon. In case you were wondering, this means TKing will happen in the current version because now with weapons like Bass Buster having a different damagetype.

I know you guys dislike having to do another download, but bear with me on this. I was not expecting to have to do another update, but so be it. The blame this time is on the Cutstuff staff, but hey, it's a new version, so this will be worth it in the long run.

August 12, 2013, 09:50:46 PM
Reply #152

Offline The Killer Nacho

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Re: TMK4's Workshop (Saxton Hale Rebirth Building Phase)
« Reply #152 on: August 12, 2013, 09:50:46 PM »
Quote from: "TailsMK4"
Expect it up on BE fairly soon.

The Overhaul or Rebirth? If you mean the Rebirth, I'm pretty sure a good amount of people would like that more than work being put into the Overhaul at this point.

August 12, 2013, 09:55:21 PM
Reply #153

Offline TailsMK4

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Re: TMK4's Workshop (Saxton Hale Rebirth Building Phase)
« Reply #153 on: August 12, 2013, 09:55:21 PM »
The Overhaul. The Rebirth mod will probably take a while to do, since the gameplay will...be changed considerably. That is all I will say at this time.

The server with the fix is up, btw.

August 14, 2013, 07:06:33 AM
Reply #154

Offline MrL1193

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Re: TMK4's Workshop (Saxton Hale Rebirth Building Phase)
« Reply #154 on: August 14, 2013, 07:06:33 AM »
Just a minor issue I noticed today...Weak Mirror Buster shots still can damage allies. Apparently, each level of shot was given its own damagetype, and while "MirrorBuster1" and "MirrorBuster2" are covered by the player immunities, "MirrorBuster" isn't. Fortunately, it's not too common for someone to get their hands on the Mirror Buster at all, and allies can just avoid shooting at any would-be Mirror Buster trolls. It's not an urgent problem, but I thought it was worth mentioning.

August 19, 2013, 09:20:37 AM
Reply #155

Offline Zomo.exe

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Re: TMK4's Workshop (Saxton Hale Rebirth Building Phase)
« Reply #155 on: August 19, 2013, 09:20:37 AM »
I'm just curious, but seeing as you say that Saxton Hale gameplay will be changed a lot with Rebirth... would any other tester requests be considered at all (should it be deemed necessary)? I probably should throw out that I have Skype if it matters at all. Besides, I could use a good excuse to start getting into playing 8BDM with some voice chat, and while I don't know jack shit about coding/mapping at the moment, I feel at this point that maybe I can still help. I'd understand if this came too late or you simply won't allow any more people.

Also, I don't blame you for not joining the classes hype. You obviously cannot handle the true power of the buffed Hardman. :D

That and the fact that these two mods together cause more crashes than any other server I've ever played on. I probably should mention that MrL is definitely doing his best to balance what needs balancing and nerfing the hell out of stallers. But yeah, I understand why people hate these two mods together. I just play for the sake of everyone else is doing it and the fact that there are funny antics that can be pulled (tower of Hardmen using their alt attack on top of each other is not something to be scoffed at; they WILL make you cry).

August 20, 2013, 09:06:00 PM
Reply #156

Offline The Killer Nacho

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Re: TMK4's Workshop (Saxton Hale Rebirth Building Phase)
« Reply #156 on: August 20, 2013, 09:06:00 PM »
Basically echoing Zomo.exe's notion; even a while back I posted to say I could beta test stuff and that's also applicable to Rebirth.

August 21, 2013, 07:45:01 AM
Reply #157

Offline TailsMK4

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Re: TMK4's Workshop (2 Projects Underway)
« Reply #157 on: August 21, 2013, 07:45:01 AM »
First post got a much needed update. Anyway, just a couple of things I wanted to point out:

1. Regarding Endless Attack, should I implement the Mission Mode Classes, or stick to regular gameplay? Regardless of whatever option, I will be using enemies from Mission Mode.

2. Progress is slow on Saxton Hale Rebirth, but that is also because the current tasks are not being done by me, so I have no idea how those are coming along. I will, however, stress something that I have said earlier in this thread: I am concerned with the predictable effect of combining Classes with Saxton Hale. I have made my decision on this issue, and it is final: this mod in the future will be made incompatible with YD's Classes. All of the current talk about the combination of the two mods has solidified my beliefs that Classes breaks the intentional gameplay of Saxton Hale by bringing in classes that can stall matches and cause havoc on the hales, and overall an imbalance in classes, with some being significantly better than other classes, when the true intention of Saxton Hale was to make it team-focused. Rebirth will be more team-focused than SilverSin's/Balrog's version, while keeping the balance between the players and the hales better than Lego's version.

August 21, 2013, 12:49:39 PM
Reply #158

Offline Hallan Parva

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Re: TMK4's Workshop (2 Projects Underway)
« Reply #158 on: August 21, 2013, 12:49:39 PM »
Quote from: "TailsMK4"
Regarding Endless Attack, should I implement the Strength in Numbers Classes, or stick to regular gameplay?
fixed that for you :ugeek:

August 21, 2013, 01:12:29 PM
Reply #159

Offline -Daiki-TheOni

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Re: TMK4's Workshop (2 Projects Underway)
« Reply #159 on: August 21, 2013, 01:12:29 PM »
Make a poll for that... but In my opinion...better without classes

August 21, 2013, 02:21:46 PM
Reply #160

Offline FTX6004

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Re: TMK4's Workshop (2 Projects Underway)
« Reply #160 on: August 21, 2013, 02:21:46 PM »
Yeah or tell the guy who hosted the server to close it.

August 21, 2013, 03:52:57 PM
Reply #161

Offline Linnie

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Re: TMK4's Workshop (2 Projects Underway)
« Reply #161 on: August 21, 2013, 03:52:57 PM »
Welp, at least we have MrL to make it compatible with classes again.

August 21, 2013, 03:56:24 PM
Reply #162

Offline Hallan Parva

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Re: TMK4's Workshop (2 Projects Underway)
« Reply #162 on: August 21, 2013, 03:56:24 PM »
Quote from: "Linnie"
make it compatible with classes again
did you even read

August 21, 2013, 04:02:30 PM
Reply #163

Offline Rozark

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Re: TMK4's Workshop (2 Projects Underway)
« Reply #163 on: August 21, 2013, 04:02:30 PM »
Quote from: "Linnie"
Welp, at least we have MrL to make it compatible with classes again.

I recently decided to try Class Saxton Hale once more/MrL version because i'm too forgiving in life.

I understand Gyroman had a long flight and that probably needed a nerf, but for it to last not even a second then it recharges over 10 seconds? What? Quickman wasn't even touched; it's like it's purposely being made bad. It isn't balanced compatibility it's unnecessary broken compatibility that shouldn't even exist.

For everything that is good and amazing do NOT even touch this with classes.

August 21, 2013, 04:07:36 PM
Reply #164

Offline Ceridran

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Re: TMK4's Workshop (2 Projects Underway)
« Reply #164 on: August 21, 2013, 04:07:36 PM »
Hey guys, "Megaman" is a class. Have fun playing Saxton Hale Classes, you always had it after all!

.. Right, I'm aware it doesn't count.

Anyway, it's nice to hear that this will be happening.
It would be considered as "not tolerated" to make a compatibility fix,* yes? All that'd be doing is screwing with some lines of code making everybody have to redownload what is essentially the same WAD but with classes compatibility, wasting precious harddrive space if you're like me and you're down to 4,000 MB.





*Fix, in this case, means "ruin everything again"