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Old 02-02-2010   #981
Wombatwarlord777
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Quote:
Originally Posted by D00D64 View Post
Launcher :P

I'm sure the old launcher can be downloaded somewhere...
What might be even better would be a launcher that's a standard part of the game, and maintained by the staff as such. Is the person who created the 1.09 era-launcher still about?

EDIT - Disregard the above. I downloaded the launcher, it works fine, and I love it. I would recommend that it is put in an accessible place on the website, though, and is regularly maintained by the staff.

Last edited by Wombatwarlord777; 02-02-2010 at 05:43 AM.
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Old 02-05-2010   #982
Majro
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Prehaps there could be a command that would be the opposite of forceskin that would prevent you from using a character (And would most likely get rid of those thokfest whiners)...

And maybe something like a flight time for character wads so that flying characters don't have to be Tails clones...
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Old 02-05-2010   #983
glaber
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Quote:
Originally Posted by Majro View Post
Prehaps there could be a command that would be the opposite of forceskin that would prevent you from using a character (And would most likely get rid of those thokfest whiners)...

And maybe something like a flight time for character wads so that flying characters don't have to be Tails clones...
Banskin? (We don't have this, but I assume that this would be the command)
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Old 02-05-2010   #984
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How about a Supervirus Tag mode?
Here's how it would work:
Players spawn. Random player gets supervirus(auto-runs, no brakes),timer ticks down.
Whoever has the supervirus when time runs out dies and the game picks another victim.
Scoring would be similar to normal Tag mode.
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Old 02-06-2010   #985
mamaluigi
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I'm gonna tell my ideas for SRB2, I guess. Sorry if I suggest stuff wich were suggested!

-Super Emeralds, an ability to go hyper, Tails could go super.

-More character making flexibility, like supercolor, waterskip, and maybe custom character abilities.

-Less difficulty: Maybe just I'm a bad gamer, but it took me 45 minutes to complete Egg Rock Zone Act 2....

-More enemies: In GFZ, we have blue crawlas, fishes. Hope to see them in future versions! :D

-Maybe a Domination mode, which is practically a mix of Match and CTF.
There are multiple bases in the map, 2 teams own 1-1 of them. Players can capture neutral bases, as well as the other team's bases. The goal is to have the most bases until the time limit expires.
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Old 02-06-2010   #986
D00D64
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Quote:
Originally Posted by mamaluigi View Post
-Super Emeralds, an ability to go hyper, Tails could go super.
AKA, remove all gameplay. S3&K only added hypers to make people collect a second emerald set. Hypers were OVERKILL.

Quote:
Originally Posted by mamaluigi View Post
-More character making flexibility, like supercolor, waterskip, and maybe custom character abilities.
Those were removed for a REASON. Thank SMS for the majority of it!

Quote:
Originally Posted by mamaluigi View Post
-Less difficulty: Maybe just I'm a bad gamer, but it took me 45 minutes to complete Egg Rock Zone Act 2....
Do keep in mind that two zones and 2 more acts for previous zones and MAYBE a 1 act zone are yet to be put in.

Quote:
Originally Posted by mamaluigi View Post
-More enemies: In GFZ, we have blue crawlas, fishes. Hope to see them in future versions! :D
There are super simple enemies in GFZ for a reason.

Quote:
Originally Posted by mamaluigi View Post
-Maybe a Domination mode, which is practically a mix of Match and CTF.
There are multiple bases in the map, 2 teams own 1-1 of them. Players can capture neutral bases, as well as the other team's bases. The goal is to have the most bases until the time limit expires.
You mean CP? Well, I dunno how that would work in SRB2. SRB2 is a game based on moving around a lot you know, and standing still or being in a small space makes you a giant target. Though, that and KOTH might be possible...
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Old 02-06-2010   #987
Neo Chaotikal
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Quote:
Originally Posted by D00D64 View Post
Those were removed for a REASON. Thank SMS for the majority of it!
Character creation is ridiculously nerfed in the current version. Jazz has publicly stated this and explained Mystic wanted to get rid of the overpoweredness, but nobody implemented a more balanced system to replace it.
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Originally Posted by D00D64 View Post
You mean CP?
No, he means Domination. Contrary to most beliefs, first person shooters had already established themselves as a genre before TF2.
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Old 02-06-2010   #988
D00D64
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Quote:
Originally Posted by Neo Chaotikal View Post
No, he means Domination. Contrary to most beliefs, first person shooters had already established themselves as a genre before TF2.
Well, they ARE the same thing. It's just a different name. But I forgot about the Unreal series :P
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Old 02-06-2010   #989
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No, D00D, they're not. CP is linear, Domination is not, among other differences.
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Old 02-06-2010   #990
Neo Chaotikal
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A flag to make a Rising FOF wait a bit before falling back down. Rising FOFs which you have to spindash on are currently useless because you need to jump to stop spinning, making the FOF fall back down.
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Old 02-06-2010   #991
Flame
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If the player is "Springing", the player should change back to his "Springing" state if traveling upward if previously being in their falling animation.
Code:
if ((player->mo->state == &states[S_PLAY_FALL1]
        || player->mo->state == &states[S_PLAY_FALL2]) 
        && (player->mo->momz > 0))
     P_SetPlayerMobjState(player->mo, S_PLAY_PLG1);
The same thing should apply for when the player is upside down. Also the player should be given the correct spring frame when "Springing" upside down.
Code:
if ((player->mo->state == &states[S_PLAY_FALL1]
        || player->mo->state == &states[S_PLAY_FALL2]) 
        && (player->mo->momz < 0) && (player->mo->eflags & MFE_VERTICALFLIP))
     P_SetPlayerMobjState(player->mo, S_PLAY_PLG1);
else if (player->mo->state == &states[S_PLAY_PLG1] 
        && (player->mo->momz > 0) && (player->mo->eflags & MFE_VERTICALFLIP))
     P_SetPlayerMobjState(player->mo, S_PLAY_FALL1);
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Last edited by Flame; 02-06-2010 at 10:37 PM.
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Old 02-07-2010   #992
glaber
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Quote:
Originally Posted by D00D64 View Post
Those were removed for a REASON. Thank SMS for the majority of it!
Oh we know, we just want them back.
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Old 02-09-2010   #993
Ezer.Arch
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Bi-directional conveyor belt

It's a conveyor belt that changes its direction (invert direction in 180 degrees) every X tics. Likely LD-510, the linedef length controls the speed; the direction the flat will scroll is the linedef direction; A linedef flag sets the conveyor as bi-directional; front side X-texture offset defines the time in tics that conveyor belt inverts its direction.

EDIT:

Transfer line working for X-texture offset

I'm testing the "Transfer line" flag in a FOF-conveyor belt, I discovered that "Transfer line" can transfer Y-texture offset very well, but can't do it with X-texture offset. I'd like to "scroll" a bit THZCONV1 and THZCONV3 textures.
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Last edited by Ezer.Arch; 02-09-2010 at 02:05 AM.
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Old 02-12-2010   #994
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Leaves particles

I just found it nice: Leaves particles (movie 0'24'' - Project Mettrix). Pay attention to the leaves that fall off the branches.
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Old 02-13-2010   #995
Fawfulfan
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We need a few more Trigger Linedef Executor conditions. Here are some suggestions:

1. Trigger Linedef Executor - Sector Overlap: The concept is simple: if an FOF is within the floor and ceiling limits of the sector (or a sector or FOF is inside another FOF), the Linedef Executor is triggered. This could produce effects such as a gateway in which a pole rises, touches the top, and sets off a pole right next to it, which does the same thing, and repeats itself.
2. Trigger Linedef Executor - Has Powerup: This linedef executor trigger will activate if a character with a Shield or something enters it.
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Old 02-13-2010   #996
Ezer.Arch
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Quote:
Originally Posted by fawfulfan View Post
2. Trigger Linedef Executor - Has Powerup: This linedef executor trigger will activate if a character with a Shield or something enters it.
Complementing fawfulfan's idea:

Quote:
Originally Posted by Ezer.Arch View Post
1) New Sector type/Linedef: Trigger Linedef Executor - Shield Check

Maybe I'm crazy. This idea came from this post (about Attraction Shield):

Quote:
Originally Posted by Ezer.Arch View Post
We could think of interesting gimmicks/effects for Attraction Shield: a player with Attraction Shield can turn on electric traps and electrocute other players on multiplayer maps, and turn on lights or move doors or machines if he steps on a socket [or dynamo], on single player and coop.
Some traps and effects could be triggered depending on the shield you are using.
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Old 02-13-2010   #997
SpiritCrusher
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The problem with this is: How would a player guess that he needs a shield in order for a trigger to work, especially which shield?
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Old 02-13-2010   #998
Demyx
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Lightdash is actually very useful in some places when there is a string of rings leading to another platform you have to use it a ot in some wad levels like Sa2 an SRB2U so i wouldn't exactly call it useless just not really used much cause no one ever thinks about that.
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Old 02-13-2010   #999
Neo Chaotikal
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Quote:
Originally Posted by SpiritCrusher View Post
The problem with this is: How would a player guess that he needs a shield in order for a trigger to work, especially which shield?
That's up for the map designer to create some sort of giveaway. How would you know you you have to collect rings for a linedef executor to run without some sort of instruction telling you to do so?
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Old 02-13-2010   #1000
Demyx
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Well if you play it an have to skip levels by multiplayer cause of that ringline you have to use lightdash for. but most people i play there levels some add scripts to bring lightdash back.
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