Recent content by LunarDestroyer

  1. LunarDestroyer

    Cosmo the Seedrian (Work in Progress)

    As a matter of fact, why don't I ago ahead and introduce myself! I've offered my services as a lua scripter to assist Shammah in creating Cosmo's abilities. As a slightly belated Christmas gift, how about I showcase a few of her abilities? (Note that many graphical elements are still...
  2. LunarDestroyer

    Does anyone know what thing type 11 from Final Demo 1.09.4 was?

    Since 1.09.4 mostly shares it's thing types with Doom, thing type 11 is probably the Deathmatch Start. You can test this out in game, any map that doesnt have thing type 11 (such as GFZ1) throws an error about missing deathmatch starts in the console, but any maps that do have thing type 11...
  3. LunarDestroyer

    SRB2Kart

    I'm getting this strange bug where sometimes the game will crash, but there won't be any kind of error message (either a window popup or any kind of console message), and it'll seemingly mess with the records data from that play-session. (erasing records and the associated medals, and causing my...
  4. LunarDestroyer

    SRB2Kart

    I've got to say, this is by far the best of the "SRB2 Racing Game Ports". It took me a bit to get used to it, but I'm already having a blast just going after the time trial medals. Also, I dunno if this is already known, but I managed to find a pretty big shortcut for Metal Sonic (although it...
  5. LunarDestroyer

    Games Done Quick

    Reminder that this is also a platformer game in which the default expected control scheme is WASD + Mouse. SRB2 controls so fundamentally differently to almost every other platformer out there (barring very early PS1-era platformers that used tank controls, most of which didn't have vertical...
  6. LunarDestroyer

    [Open Assets] Classic.wad - Classic Momentum and Gameplay (mostly) In SRB2!

    So, I took a quick little playthrough of some Subarashii levels with this, and I guess I'll throw in my two cents, for whatever that's worth. First, I'll say that this is pretty impressive, technically. I imagine it involves a lot of workarounds and fighting the game's natural physics. Beyond...
  7. LunarDestroyer

    Adding New Things to the HUD/Creating A Menu

    First of all, somebody already beat you to the punch, so, not to be rude or anything, but I would legitimately suggest changing your plans. But as far as adding features to the hud, you'll want to add something along these lines to the bottom of your lua script (you can technically put it...
  8. LunarDestroyer

    [Open Assets] In-Game Item Shop

    Maybe. If there's interest (and I'm able), I don't see why not.
  9. LunarDestroyer

    [Open Assets] In-Game Item Shop

    When I said no promises, I wasn't kidding. ... That being said, I also wasn't kidding when I said I had ideas for an update. Nor about putting them into action. Heavily inspired by Brilliant Pagoda or Haze Castle, the Upgrades screen has been completely changed, making it more of a focus...
  10. LunarDestroyer

    Crash in CEZ1

    Alright then.
  11. LunarDestroyer

    Crash in CEZ1

    As title states, game crashed while jumping over the fence at the start of CEZ1. Error log:
  12. LunarDestroyer

    [Open Assets] Roll The Dice (V8.3.0)

    While I don't think it's possible to properly fix the rankings/scores bug with HUD related rolls, it's actually rather trivial to make the "Blind" effect work on all resolutions. All you have to do is just remove the arguments to drawFill, as that causes it to fill the entire screen with black...
  13. LunarDestroyer

    Ticcmd, and overriding player input

    Well, that basically works for what I'm trying to do (that being forcing first-person). Having to check inside of a hud hook means having to do complicated workarounds, but whatever. Thanks.
  14. LunarDestroyer

    Ticcmd, and overriding player input

    This is a completely unrelated question, but I do want to bump this to make sure it doesn't get lost: Is there a way to check the current value of a given console command? For example, if I wanted to run a certain bit of code depending on if chasecam was set to on or off, or something like that.
  15. LunarDestroyer

    Ticcmd, and overriding player input

    Does modifying any of the ticcmd variables for a player actually do anything? I've tried it both in the thinkframe and mobjthinker hooks, and the most I've managed is half-preventing a player from moving forwards (they're still able to move slightly). Is there any means of completely overriding...
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