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Old 06-05-2010   #2081
BlueZero4
 
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Slider for SFX volume in the options menu.
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Old 06-05-2010   #2082
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Originally Posted by 犬夜叉 View Post
This exists in the code already. It's commented out.

Why?

Well, isn't Explosion already ungodly overpowered as is?
It's not ungodly overpowered, however it is slightly overpowered. I only suggested this because, well, if a bomb explodes and sends your opponents flying, wouldn't that mean that if you pointed the bomb under you and fire, you'd also get sent into the air?

I know this suggestion won't take affect, though.
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Old 06-05-2010   #2083
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Quote:
Originally Posted by BlueZero4 View Post
Slider for SFX volume in the options menu.
There already is one
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Old 06-06-2010   #2084
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Originally Posted by AlamGBC View Post
There already is one
No there isn't. "Sound Volume" controls the master volume for the entire game.
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Old 06-06-2010   #2085
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Quote:
Originally Posted by Fawfulfan View Post
No there isn't. "Sound Volume" controls the master volume for the entire game.
It depends on which Interface code it was compiled with:
the DirectX interface control the master volume,
While the SDL Interface would only control the SFX volume
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Old 06-06-2010   #2086
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Originally Posted by AlamGBC View Post
Can I be an asshole for a second? ok....
HAHAHHAHAHA

I really do not think changing the PLAYPAL/COLORMAP memblock while in level mode will work so well, but if someone want to try to code up the linedef, be my guest.
My turn!

I'd like to point out that the original proof-of-concept implementation of per-level pallets was the loading of an external wad with the desired pallet through a script-activating linedef, which could only be done once the level had already been loaded. In other words, the viability of per-level pallets was discovered precisely by loading new pallets in the middle of a level... so naturally, a linedef to switch between pallets in the new system should work fine.
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Old 06-06-2010   #2087
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Originally Posted by prime 2.0 View Post
my turn!

I'd like to point out that the original proof-of-concept implementation of per-level pallets was the loading of an external wad with the desired pallet through a script-activating linedef, which could only be done once the level had already been loaded. In other words, the viability of per-level pallets was discovered precisely by loading new pallets in the middle of a level... So naturally, a linedef to switch between pallets in the new system should work fine.
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Originally Posted by alam@irc
i know, but i stuck at messing with the play code, plus i am not a mapper, so i do not know how would a linedef trigger works
and yes, it would work in real time
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Old 06-06-2010   #2088
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A more fair Special Stage seven.
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Old 06-06-2010   #2089
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You do realize that the high difficulty level of the final special stage is completely intentional, correct? If we change the special stages, you can expect the last one to have the same extreme challenge level the current one has.
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Old 06-06-2010   #2090
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Special stage difficulty is fine; although something needs to be done about Special Stages in netgames, where just one player can screw up the whole stage. Instead of the stage ending, just have them unable to move with all their collected rings removed from the total.
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Old 06-06-2010   #2091
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A integrated addfile menu.
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Old 06-06-2010   #2092
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Forum: A way to easily identify links when they look like regular text.
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Old 06-06-2010   #2093
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Originally Posted by glaber View Post
Forum: A way to easily identify links when they look like regular text.
The solution is called: Don't use Ocean.
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Old 06-06-2010   #2094
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There's no reason to ignore users that use the Ocean theme.
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Old 06-06-2010   #2095
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Quote:
Originally Posted by SpiritCrusher View Post
The solution is called: Don't use Ocean.
More like "Don'f fail at using Ocean." I use Ocean because I hate all the other themes, and I don't have issues telling links apart at all.
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Old 06-06-2010   #2096
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Originally Posted by Titanium View Post
Special stage difficulty is fine; although something needs to be done about Special Stages in netgames, where just one player can screw up the whole stage. Instead of the stage ending, just have them unable to move with all their collected rings removed from the total.
Then the rings would be gone forever... so what would be the point? (If he has 70 rings, and the stage has 100)
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Old 06-07-2010   #2097
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Actually, it's even less than you think, Autosaver. Special Stage 7 requires 100 out of 120 rings. If a player fell with 21 rings, that would make the stage impossible to complete.
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Old 06-07-2010   #2098
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Maybe ring totals just shouldn't be removed. Also, each player should have their own timer as well, so that a player in the water doesn't screw up others either.
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Old 06-07-2010   #2099
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Well, this is all sort of a moot point considering we don't plan to use that special stage design in the final, regardless.
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Old 06-07-2010   #2100
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Quote:
Originally Posted by Titanium View Post
Maybe ring totals just shouldn't be removed. Also, each player should have their own timer as well, so that a player in the water doesn't screw up others either.
But... everybody else is supposed to represent Tails in Sonic 2!

(TAILS, DON'T RUN INTO THE SPIKEBALLS! NOOOO)
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