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Old 06-25-2008   #361
glaber
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Quote:
Originally Posted by SSNTails
Quote:
Originally Posted by I'll Begin
Not possible in 1.1 because you can't combine rings anymore.
Actually, the rings are still written in a combinable-way..

i.e., with a little code editing you could have a scatter bounce grenade ring.
Uhh. does this mean that the WOP is still coded in?
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Old 06-25-2008   #362
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Don't worry if it is. Deathmatch Arena Zone proved that World of Pain can actually work in a level. It's almost impossible to get WOP in that zone, even for someone like Sb, but it has happened before. It requires extreme skill and luck to get the WOP in the level. It also is impossible to acquire in a two-player netgame.
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Old 06-26-2008   #363
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Quote:
Originally Posted by Blade T. Hedgehog
Ringslingerwait = time (in tics)

Determines how long you have to wait before firing again. If zero, it works like an auto ring.

Ringslingerdrain = 1,0

If one, firing drains rings. If zero, it won't.
Ringslingerwait = 0
Ringslingerdrain = 0
OVERPOWERED
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Old 06-26-2008   #364
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Quote:
Originally Posted by Chaos Knux
Quote:
Originally Posted by Blade T. Hedgehog
Ringslingerwait = time (in tics)

Determines how long you have to wait before firing again. If zero, it works like an auto ring.

Ringslingerdrain = 1,0

If one, firing drains rings. If zero, it won't.
Ringslingerwait = 0
Ringslingerdrain = 0
OVERPOWERED
The command can be simply changed to only affect players in Single Player mode. Match's system should be universal.
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Old 06-26-2008   #365
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Quote:
Originally Posted by Karuno
Quote:
Originally Posted by Chaos Knux
Quote:
Originally Posted by Blade T. Hedgehog
Ringslingerwait = time (in tics)

Determines how long you have to wait before firing again. If zero, it works like an auto ring.

Ringslingerdrain = 1,0

If one, firing drains rings. If zero, it won't.
Ringslingerwait = 0
Ringslingerdrain = 0
OVERPOWERED
The command can be simply changed to only affect players in Single Player mode. Match's system should be universal.
I find no reason to have such a variable. It's fine where it is.
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Old 06-26-2008   #366
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Quote:
Originally Posted by Karuno
>After three minutes, players should earn a Time Over. (on the official levels, since custom ones can be much longer)
The classic games had ten minute time limits. Three minutes is far too short to complete an offical level. Tails would never make it. >_<
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Old 06-26-2008   #367
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The levels are too short for ten minutes to pass, unless you get stuck. Isn't ten minutes a bit lengthy?
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Old 06-26-2008   #368
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RINGBOUNCE = 1/0 It changes if rings bounce off walls.
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Old 06-26-2008   #369
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Don't disable -force entirely., just from use with coop and ctf modes.
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Old 06-26-2008   #370
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Why not have it only available for DEVMODE? You can't use it in netgames, and people tend to abuse the -force command so they can hangout in Greenflower Zone.
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Old 06-26-2008   #371
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The time limit is intentionally not in SRB2.

The simple reason is that the last thing you want to do to the player when they're lost is to add insult to injury by killing them. If the player knows where to do, the time limit does nothing, and if the player is lost and frustrated already, THAT is when it triggers. Also, some of the single player stages are definitely large enough to encourage the player to explore, and I see no reason to arbitrarily restrict the player to 10 minutes exploring when they can easily spend a half an hour scouring the stage for stuff.

The reason behind the 10 minute time limit in the classic games is because it is possible to get stuck in the classic games because of occasionally shoddy collision detection. The 10 minute time limit allows the player to at least have a method of getting out if they somehow get stuck inside a wall.
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Old 06-27-2008   #372
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Quote:
Originally Posted by Mystic
If the player knows where to go, the time limit does nothing,
Fix'd Bold.
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Old 06-27-2008   #373
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Dunno if this goes here, but with 1.1's new match system, how will characters that have custom weapons use them? Will they be disabled?
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Old 06-27-2008   #374
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Quote:
Originally Posted by Blade T. Hedgehog
Dunno if this goes here, but with 1.1's new match system, how will characters that have custom weapons use them? Will they be disabled?
Probably not but most n00bs online make over powered custom weapons so I don't know ATM.
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Old 06-28-2008   #375
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Quote:
Originally Posted by sonicfreak94
Map texture alignment, please.
For walls and floors? That's already possible.
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Old 06-28-2008   #376
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FOFs can be aligned too, but only using the x alignment of the wall below it.
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Old 06-28-2008   #377
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Quote:
Originally Posted by Torgo
FOFs can be aligned too, but only using the x alignment of the wall below it.
Floor textures of FOFs can be aligned also.
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Old 06-28-2008   #378
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I meant actually use it in the SRB2 maps =P

Sorry failed to mention that.
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Old 06-28-2008   #379
Karuno
 
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You mean that when you play the game, they are aligned? Or during the game?
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Old 06-28-2008   #380
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Eh...

I mean, the textures in GFZ 1 get cut off constantly and personally I think it looks bad. So what I'm saying is, align the texture on the lindef using SRB2 DB or whatever you SRB2 people use for levels (lol).
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