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Lat' does bullshit~

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Hopefully you realised Inu was actually informing us why Silver's telekinesis was desynching the game (as well as providing a fix), right? That means Silver's telekinesis doesn't have to be scrapped now!
 
You... you do realize... that Inu just posted a fix to the problem, right?

It's right there. Just under the faulty code line. It's... right there, and yet, as of usual, you felt the need to make a pointless post with an unfunny joke.
 
EDIT: Also, in the final release, is he going to be able to stomp on enemies with his regular jump, unlike someone like Rosy?

Yes he will! Despite having other ways to harm enemies (telekinesis), I never liked the logic of getting hurt by a small blue tank because you aren't a spinball. Or actually getting hurt by Crawlas in general, how the hell do they even hurt you? They stomp your toe?!

犬夜叉;778323 said:
cough

Code:
LUA_TELK:445
- local z = p.viewz + t.tkdistance / FRACUNIT * sin(p.aiming) - t.height / 2
+ local z = mo.z + (mo.height / 2) + t.tkdistance / FRACUNIT * sin(p.aiming) - t.height / 2
player_t viewz (and viewheight) is only calculated locally, and thus isn't network safe. it's one of those things that shouldn't have been exposed to Lua in the first place, but too late now.

This issue sounds as dumb as my previous monitor crash issue with the script lol. Thanks a lot, I'm pretty happy about the fact that it's just a dumb error than me being the worst scripter ever or the game not liking all this.

tl;dr Release happening soon! ...Maybe. I hope. Maybe not. Blame exams.
 
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Will Silver be capable of lifting multiple objects at once? Or just one? Can he only throw them or would he be capable of doing something like standing on a monitor and lifting it off the ground to use as a platform like he could do with crates in 06?
 
Yes he will! Despite having other ways to harm enemies (telekinesis), I never liked the logic of getting hurt by a small blue tank because you aren't a spinball. Or actually getting hurt by Crawlas in general, how the hell do they even hurt you? They stomp your toe?!

I hate to be that guy, but you've already given Silver access to spinning in the air by sliding and then jumping. Letting him bounce around on enemies while not curled up would be jarring visually seeing as non-spining frames such as ones used after hitting a spring usually indicate vulnerability with every character. Since he has the ability to spin in the air alongside telekinesis I don't see the point in letting Silver be able to body check enemies with his torso. Having an absence of a spinjump by default would also help balance him overall considering his already strong primary ability and having a unique way to deal with enemies, as well as give your ability to spin another niche use outside of squeezing through tight spaces.
 
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I hate to be that guy, but you've already given Silver access to spinning in the air by sliding and then jumping. Letting him bounce around on enemies while not curled up would be jarring visually seeing as non-spining frames such as ones used after hitting a spring usually indicate vulnerability with every character. Since he has the ability to spin in the air alongside telekinesis I don't see the point in letting Silver be able to body check enemies with his torso. Having an absence of a spinjump by default would also help balance him overall considering his already strong primary ability and having a unique way to deal with enemies, as well as give your ability to spin another niche use outside of squeezing through tight spaces.

I agree. This is good.
 
Even though Jasper has a really good point, I rather stomp enemies without being a spinball. My point being that, judging from the .gif of Silver turning into a spinball, he jumps higher than normal. This would make killing normal enemies like Crawlas a real pain; for me at least.

I'd use the technique to bounce on enemies, though. My suggestion would be that either make his normal jump or his spinball move deal no damage, and instead bounce off.

EDIT: Extremely hyped for this. Good luck with Exams, though.
 
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BowedSkeletalCurlew.gif


brb kms
 
That game had long loading times due to malicious coding. It"s not like the developers thought it would be a good idea to screw with impatient players. Lol

Malicious coding implies that the intention was to screw with players. Might wanna reconsider some of your word choice.
 
The real reason for its unbearable loading times is that the game loads literally everything from one area at once everytime it needs to load something, whether it needs it or not. There was no effort put in optimizing the code and reducing loading times. Heck, it even takes about 10 seconds+ to load when playing this game off my PS3 hard drive and thats a relief considering that it takes about half a minute+ to load from the disc. But what do I expect from a rushed game? I only bought this game for 5 bucks (in a like new condition) just to see it with my own eyes how broken that game is. I don't regret anything though, it is amusing to mess around with the games physics.
 
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although I have no idea how even I'd make slopes "physics" apply to it.
Use linedef types 700-705, 710-715, or 720-722. They don't work in 2.1.14, but I'm pretty sure they'll work in 2.1.15, and the page I linked to does explain two ways to test them out before 2.1.15 releases.
Edit: And then you should probably tweak the player's friction when snowboarding, so they won't stop too quickly.
 
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This was intended to be an unfunny joke for a Silver battle thingy, but my motivation has been crumbling, lately.

BlankAnxiousDassierat-size_restricted.gif

Here is some snow / casino-ish themed level I started out of boredom. Snowboarding sounded like a good gimmick, although I have no idea how even I'd make slopes "physics" apply to it.
default sprites were looking better before I pasted FSonic's head on them.

All of my yes. You keep developing more and more awesome additions to this game. First Miles, then Silver and now SNOWBOARDING. I always loved to play around with RiderSonic.wad, and having a snowboard; even if limited; is great imo.
Keep it up, this looks to be fun.
 
While yes, going uphill fast is hillarious, and this in itself is amazing, could we have one with something like the SA2 physics where your speed builds as you go down a slope and slows down when you go up?

sorry if that's already implimented, the gif doesn't show it very well if it is. If there's no plans to do this, then that's fine too.
 
While yes, going uphill fast is hillarious, and this in itself is amazing, could we have one with something like the SA2 physics where your speed builds as you go down a slope and slows down when you go up?

sorry if that's already implimented, the gif doesn't show it very well if it is. If there's no plans to do this, then that's fine too.

What you said here is what I meant by "proper slope physics".
Sadly, there doesn't seem to be (and there probably won't be for now IIRC) any Slope Lua documentation for such things (Checking for a player running up/down a slope...).
 
Perhaps check if the player is moving up or down and not jumping or in the air, and then try changing the player's momentum based on that?
 
I'm kinda in an unability to check that right now (no pc), do slopes actually give z moentum?
 
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