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nyasudah![]()
Joined: 06 February 2005 Posts: 832 |
13 March 2018 06:31 (UK time)
Let's just celebrate the activity we have here now, lol. And might as well the 10th page of this topic too. ![]()
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nyasudah![]()
Joined: 06 February 2005 Posts: 832 |
13 March 2018 09:10 (UK time)
Ye we did have an irc long ago. And ye, a lot of stuff doesn't work here as intended either. I checked out your forum too, it really has a retro feeling to it. I made one too a few years ago, and it's anything but retro, so it needs a recent browser. ![]()
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Erik
![]() Joined: 16 August 2006 Posts: 423 |
13 March 2018 20:15 (UK time)
We are the veterans, the survivor that prospered ![]() I can only agree with your thoughts about recent posts. While it has its drawbacks such as letting other threads fall into the shadows of history, it is also the oasis around we gather. Perhaps the threads that become forgotten was destined to do so, while active threads have done something right. ![]() Anyway, the forum works brilliantly well for me. You need to login to create posts in this thread. |
Dthdealer
![]() Joined: 10 March 2007 Posts: 476 |
13 March 2018 22:31 (UK time)
@masuda Spinny cubes! My forum really isn't much of a traditional forum. Users can't create topics -- it's more of a comment system. I had written a user registration and authentication system, but found no-one went through with the whole process just to comment on my blog. So I disabled it and now anyone can post up on my site quasi-anonymously. My site's traffic is low enough that I've only had one bad human comment so far; but if my site ever gets any more popular I know I'll have to do something again. All the pages of my site are static .html files served directly by the webserver. The backend code (primarily just for comment support) updates these files when necessary. The biggest advantage this brings for me is the fact I can disable all site scripts (eg if someone is abusing my site) and my site will still "be there", comments and all, it's just that new ones cannot be added. Then I can fix it at my leisure. @Erik Some forum features are not working. For us registered users that can find our old passwords: things are mostly all there. I might contact James again and see if I can offer a hand on the backend. We are the veterans, the survivor that prospered We only survived by eating all of the other contestants. Even the map textures.
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ParaSait
![]() Joined: 26 June 2007 Posts: 1478 |
13 March 2018 23:52 (UK time)
You guys throwin' a party all of a sudden? Is there free beer, and if so, can I join?
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Dthdealer
![]() Joined: 10 March 2007 Posts: 476 |
14 March 2018 04:30 (UK time)
Possibly Parasait. On the note of a party: are you all polars bears from the northern hemisphere? ![]() ![]() ![]() ![]() ![]() ![]() I hail from the (now cooling) climate of Australia.
Edited: 14 March 2018 04:31 You need to login to create posts in this thread. |
Dthdealer
![]() Joined: 10 March 2007 Posts: 476 |
14 March 2018 04:57 (UK time)
If we're all back here all of a sudden we should think of something to do. Any ideas? The wackier the better. Sneaking Meteor onto work computers Add meteor to the startup folder (or equiv registry keys, depending on version of Windows). Photo of the most confused IT team staring at a room screaming the Last Ravechild wins. (No, not really. Ignoring what would happen to you, James would get all sorts of nasty corporate hate mail ![]()
Edited: 14 March 2018 05:01 You need to login to create posts in this thread. |
hirmuolio
Joined: 11 November 2008 Posts: 60 |
14 March 2018 16:45 (UK time)
@Dthdealer Inspired by this challenge I present you this level. Terrorist have attacked the facility you work at. you manage to get on the lift to the surface but you aren't out of danger yet. Fight your way to the exit. There are few scripted details so things may not work the same as they usually do in Meteor 2. One particular detail may suprise you but I'll leave it for you to find what it is. (hint: Death is not the end)
Edited: 14 March 2018 16:52 You need to login to create posts in this thread. |
Erik
![]() Joined: 16 August 2006 Posts: 423 |
14 March 2018 19:32 (UK time)
@hirmuolio Wow, that was a great map. Nice scripting with the doors man. Wish I would be half the modder you are ![]() Little question, the .bat file attached in your zip, why do we modders need it? How do I make one? You need to login to create posts in this thread. |
hirmuolio
Joined: 11 November 2008 Posts: 60 |
14 March 2018 19:42 (UK time)
The bat file just allows you to lauch the mod directly. Selecting mod from the main menu also tends to crash the game. You can see what it contains and how it works by editing it with notepad.
Edited: 14 March 2018 19:43 You need to login to create posts in this thread. |
Spy
![]() Joined: 05 October 2007 Posts: 1031 |
14 March 2018 20:15 (UK time)
I'm not sure what exactly is happening with everyone suddenly coming back at the same time, but heck I'll celebrate to it! ![]() I was thinking of doing a throwback let's play series for Meteor and/or Meteor 2. Perhaps a regular Youtube series, or I could livestream it on Twitch? Would first have to get recording software to work with it of course. ![]()
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Erik
![]() Joined: 16 August 2006 Posts: 423 |
14 March 2018 20:30 (UK time)
@hirmuolio Thanks brother, it works like a charm. Gonna try remember this one haha! @spy I suppose the stars aligned. How can we maintain this surge of interest? We need to strengten the community. That's for sure! You need to login to create posts in this thread. |
nyasudah![]()
Joined: 06 February 2005 Posts: 832 |
14 March 2018 20:59 (UK time)
Well Spy, ParaSait and me are in daily contact, so all it takes is for one of us to notice a new post here. Dunno where the others came from. ![]()
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ParaSait
![]() Joined: 26 June 2007 Posts: 1478 |
14 March 2018 22:11 (UK time)
Erik wrote: @James If you were planning on releasing updated gold editions of the meteor games, now would be a great time ![]()
Edited: 14 March 2018 22:12 You need to login to create posts in this thread. |
Dthdealer
![]() Joined: 10 March 2007 Posts: 476 |
16 March 2018 04:23 (UK time)
@hirmuolio Thankyou for releasing hirmolio. End game Sudden unwinnable odds at the end ![]()
Edited: 16 March 2018 04:27 You need to login to create posts in this thread. |
hirmuolio
Joined: 11 November 2008 Posts: 60 |
16 March 2018 07:50 (UK time)
I have thought of adding some waypoint-scripted behavior to units but the ammount of if-else statements explodes. I guess it may be a bit too easy if nobody has died enough times to notice the thing.
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Dthdealer
![]() Joined: 10 March 2007 Posts: 476 |
16 March 2018 09:08 (UK time)
hirmuolio wrote: Indeed. Having to manually hardcode everything is difficult and lengthy. I can dream of a world with OnWaypointReached(int waypointid, int objectid, const char *objectclass) { ... } I guess it may be a bit too easy if nobody has died enough times to notice the thing. Oh dear. I'll keep hunting ![]()
Edited: 16 March 2018 09:10 You need to login to create posts in this thread. |
Dthdealer
![]() Joined: 10 March 2007 Posts: 476 |
16 March 2018 09:33 (UK time)
Wow. (1) Persistent death sprites. Even across quicksaves/loads. I want to look at your code and see how you did that, but I'm afraid of seeing spoilers. (2) Numerically coded door (optional route) (3) At least one path where a soldier 'opens' a door and then closes it again. I should also add that your doors are a lot less buggy than vanilla M2 ones ![]() (4) A heartbeat object outside the play area. I'm guessing it's related to the sprite tracking, but it might be for more code, I have not learned yet. (5) Hint in the mission description textfile: an extra message about reaching the surface with another guy. Now I'm trying to win and keep some of the civilians alive. The door on the elevator appears to be damageable, but I'm not sure if I can get the tank up there, and I don't think the map has enough munitions otherwise.
Edited: 16 March 2018 09:34 You need to login to create posts in this thread. |
nyasudah![]()
Joined: 06 February 2005 Posts: 832 |
16 March 2018 09:37 (UK time)
Wow, you can do this much stuff? I guess I'll give it a try in the afternoon then.
Edited: 16 March 2018 09:39 You need to login to create posts in this thread. |
hirmuolio
Joined: 11 November 2008 Posts: 60 |
16 March 2018 10:20 (UK time)
The red thing in the black is the timer object. Every time it reaches the waypoint (OnWaypointReached_18) the following happens: *Teleport the timer object away from the waypoint and bind it back to the waypoint. This method makes it easier to adjust the speed of timer on the fly compared to runing in between waypoints. * Check if player is near door control. ** If yes create the door control toolbar and add door control button. ** If no and the toolbar is open then destroy the door control toolbar. * Save current player coordinate in StaticFlags ** StaticFlags contains both x and y coordinate in single number through some math trickery.
Had to replace the player object with preplaced object at map start so that the OnObjectDie_6 works on player. When the player dies StaticFlags[1] is increases by one to track how many times you have died. On map start a small script runs and spawn a dead player sprites for every death in all coordinates saved in StaticFlags. The angle is not actually saved but instead calculated from the coordinates so it is still same every time.
The map start briefing is suposed to be different on first run and other runs. But for some reason it doesn't show the second briefing (I swear it worked when I tested it). You can also try to guess the PIN code for the exit. It shouldn't take many attempts to get it right but don't expect to complete the mission that way ![]()
Edited: 16 March 2018 10:47 You need to login to create posts in this thread. |
nyasudah![]()
Joined: 06 February 2005 Posts: 832 |
18 March 2018 09:37 (UK time)
I finally got to play this, and I like it quite a bit. The details you added to it makes it more interesting than regular m2 maps. It also gave a little idea of a possible map, but I'm not sure I'll get to make it. ![]() Like you get xp for killing enemies, and then you can choose to spend it on buffing yourself, like with more hp, or to get hack levels, which you could use to hack terminals to turn the defense system on your side, like the more hack level you have, the stronger turrets you could hack or something.
Edited: 18 March 2018 09:42 You need to login to create posts in this thread. |
Erik
![]() Joined: 16 August 2006 Posts: 423 |
18 March 2018 17:35 (UK time)
@masuda How do you plan to go about it? Sometimes it helps the mind to articulate ones idea step by step ![]() You can also unlock doors that leads to a scripted area where you unlock a stronger version of Ash through an player object switching script. If it is possible ofc. ![]() You need to login to create posts in this thread. |
nyasudah![]()
Joined: 06 February 2005 Posts: 832 |
18 March 2018 18:03 (UK time)
Ye something along the lines like that. Hacking doors to get cool stuff or unlock shortcuts sounds good too, something that a buffed player would be unable to do. I imagined it kind of like how it is in RoT. You have these toolbars that let you select what you want your xp to be spent on, to kind of level up. Store your hack level in a static flag, and check that when you try to interact with a hackable object. Like hacking a small turret needs hack level of 1, while an uber cannon would need like 10. ![]() Maybe you could even spawn small drones to fight for you too, dunno if that's doable without much hassle tho. Ofc this would mean, that you'd still have low hp since you invest in hacking instead of buffing, so you'd die easily, hence your need to hack stuff for your survival. While buffed players would just get more and more hp as they'd interact with the enemies head on. (And I know that we're offtopic, but whatever, my moderator abilities are quite limited, and this place isn't that active anyway for it to be a problem ![]()
Edited: 18 March 2018 18:44 You need to login to create posts in this thread. |
Erik
![]() Joined: 16 August 2006 Posts: 423 |
18 March 2018 19:55 (UK time)
@masuda We are celebrating the activity ![]() I like your approach and potential solution. Why not run some small scale testing? Would love to check it out! Drone solution is a great alternative to brute forcers. Here are some ideas; Low hp, slightly faster than humans. Weapons are rotating turrets. To spawn, script in the creation of a new object, perhaps with following player as a default mode. Type of object could be hovercraft or helicopter, something that isn't getting stuck in walls. If you want the player to upgrade them you can use script to increase their movement speed for example. I'm going to try drones in my mod, gonna let you know how it works out. Edited: 18 March 2018 20:03 You need to login to create posts in this thread. |
nyasudah![]()
Joined: 06 February 2005 Posts: 832 |
18 March 2018 20:02 (UK time)
Like for example, I suck at level design? ![]()
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Erik
![]() Joined: 16 August 2006 Posts: 423 |
18 March 2018 20:04 (UK time)
@masuda Borrow someones map, you can use mine. It's barely scripted at all, got some single script commands in the map. ![]() You need to login to create posts in this thread. |
nyasudah![]()
Joined: 06 February 2005 Posts: 832 |
18 March 2018 20:18 (UK time)
Ye, I might give it a try, but don't expect much of it. Would be nice tho, if someone would make something like this. My idea isn't patented or copyrighted afterall. ![]()
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Erik
![]() Joined: 16 August 2006 Posts: 423 |
19 March 2018 01:26 (UK time)
@masuda Posted a drone sprite in my previous post, if you need the .pcx files let me know. The basic ideas of a drone are working at least ![]() ![]() Tonight I will post a screenshot ![]() ![]() Edited: 19 March 2018 20:20 You need to login to create posts in this thread. |
nyasudah![]()
Joined: 06 February 2005 Posts: 832 |
01 January 2020 05:01 (UK time)
Happy 2020 ![]()
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me_mantis
![]() Joined: 26 September 2003 Posts: 1152 |
12 January 2020 22:52 (UK time)
nyasudah wrote: Cheers! You need to login to create posts in this thread. |
nyasudah![]()
Joined: 06 February 2005 Posts: 832 |
06 February 2020 05:14 (UK time)
15 year membership lol Now, where's my M3? ![]()
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nyasudah![]()
Joined: 06 February 2005 Posts: 832 |
08 February 2022 06:28 (UK time)
17 years now, can't believe my acc is almost an adult lol.
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