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Hi! After a long while, I released a new update of this silly mod.
Some more details are on the OP. Have fun!
CHANGELOG:
Spoiler:
r05
* New CVAR: sv_megabounce_bouncestrength. Determines how high things are kicked into the air. This also affects how hard the screen bounces and how loud the "THUD!" noise is. Defaults to 32. Not even the boots are going to help you much when this is set to higher values...
* Added ZDoom's sv_aircontrol CVAR to the settings menu as a slider. If you want to move easier in the air, turn it up. This setting does not save, so you'll need to adjust it each time you start the game.
* Descriptive text in settings screen now uses a different colour; as long as you're using the latest (G)ZDoom builds.
* Added "Reset to defaults" option to settings screen.
* When object displacement is on, the screen shaking now has a neat roll effect to it. (GZDoom only)
* Added "README.txt" file.
r04
* Submitted for 64k competition.
* Pretty much a near rewrite. The old method from r01 and r02 now works with any map in the latest ZDoom SVN revisions.
* New boots! These replace the radiation suit. Slip these boots on and you won't be bounced about as much while they're active. Besides that, they also offer the same protection from damaging sectors like the regular radiation suit.
* New settings menu, keybind to open it bound to 'K' by default.
I cannto get this to work for the life of me..... Is there something I have to type into the console first? I read your changelog and it says "k" has a settings menu.... But nothing happens when I press it.
I have tried this in Zdoom, GzDoom, and the dev version of GZ doom. Nothing.
Beed28 wrote:Are you loading it correctly? If you go into the controls menu, do you see Megabounce at the bottom of the list?
I don't know how I couldn't.... I am dragging and dropping the wad into gzdoom. Anyways, no. There is no "megabounce" option at the bottom of the list.
Also do you think you could include a readme? I see in your changelog that said you have included one, however there is nothing but a unzipped wad file.
*edit* downloaded link from your first post and it worked. Still would like a readme file though.
Anyways, now I can finally see what this is about first hand. Thanks
Glad you solved your problem in the end. The download link in the update post was was the same as the one in the first post, so I dunno what went wrong there.
Beed28 wrote:Glad you solved your problem in the end. The download link in the update post was was the same as the one in the first post, so I dunno what went wrong there.
Well the original file I downloaded was 24 KB and was not giving me any error messages in regular GZdoom or Zoom. After re-downloading the one on your first post, the file size is now 13.8 KB. And it gives me an error message in GZdoom. (Non Dev build.)
Anyways, this is certainly interesting and funny. Imps keep trying to shoot me with fireballs and I am jumping over them like Im Mario.
Very sorry to bump this, but I just think this is a really cool mod and a great addition to my amusement park level!. This will be great for a Bump 'N Jump ride where players can battle enemies while bouncing 'n pouncing all over the place.
Apologies to bump this, but, a brand new version has been released! The whole thing has been rewritten to work under ZScript, and thus, I'm renaming the mod to "Megabounce+". Please note that this new version has separate CVars from the older versions, as some of the CVars has had some changes done to them.
r06
* Complete overhaul! Just about the whole thing has been converted to ZScript. Due to the extensive changes to both the code and CVars, the mod is now known as "Megabounce+".
* A larger majority of objects are now affected by the bouncing; decorations, shell casings, gibs, and more!
* The boots have been made into a separate powerup. Instead of replacing the Radiation Suit, it now has a chance to spawn alongside other certain powerups.
* The boots are now known as "Anti-Bounce Shock Absorption Boots" instead of "Anti-Bounce Dampening Stability Boots".
* The camera tilting when object displacement is enabled has been replaced with horizontal shaking instead.
* Time freezing powerups (but not the freeze console cheat) now halts the bouncing.
* The Megabounce+ options menu was moved to the main options instead of a dedicated keybind.
* The "Delay Factor" and "No random delays" options were replaced with "Delay" and "Random Delay Offset", retrospectively, allowing for more flexibility.
* Due to how CVars work in ZScript, all user CVars from previous versions are server only now.
* The "Reset to defaults" option was removed (for now).
r07
* Fixed a bug where giving a PowerupGiver item directly to actors would often cause the boots to spawn either where the receiving actor was or at the map centre.
* The boots are no longer considered "dropped" on map start, allowing them to respawn if items are set to respawn.
* You can now jump extra high if you jump while on the ground if it's still shaking from a bounce (kinda hard to explain).
* Players can no longer take falling damage.
* Both "Delay" and "Random Delay Offset" sliders can now go up to 64.
* Added "Random Strength Offset" slider.
Been quite a while, but a brand new version is out! Several new features, as well as quality of life, have been added, such as presets and the air control option being completely reworked to no longer utilise the vanilla "sv_aircontrol" CVar, allowing it to now be saved whenever the game is closed.
Probably the biggest addition is the ability for the map to use its own bounciness settings, generated from the map's checksum in particular. Some maps might not bounce as much, while other may prove to be a very bouncy ride throughout. (note if you want to see what settings the map will provide, set the console value 'sv_megabounceplus_debug_mapsettings' to 1 and the settings will pop up in the console upon starting the map (but not when loading a save game))
r08
* Added presets, accessible through a new menu! Each one should give you a unique experience, so be sure to give them a try.
* The old "Reset to defaults" option has also been restored as a preset, for those that want the default bounciness again after messing with the options.
* Added a randomizer preset, which completely randomizes the bounciness settings to a certain degree (i.e. displacement option will never randomize to "everything").
* Added "Use map defined settings". When enabled, the current map uses its own values for the strength, delay, object displacement, and air control options, as determined by the map's checksum. Some maps may not bounce as much, while others may prove to be quite the rollercoaster ride. Buckle up. (note if you want to see what settings the map will provide, set the console value 'sv_megabounceplus_debug_mapsettings' to 1 and the settings will pop up in the console upon starting the map (but not when loading a save game))
* Added new options to "Object Displacement", which either affects the player and monsters but not items, or just the players only.
* The "Air Control" option is now its own CVar rather than being the vanilla "sv_aircontrol" CVar. As a result, it now saves.
* Slightly reduced player's bounce height when the boots are active.
* Tips in the Megabounce options menu have been overhauled to only display the relevant tip whenever an option is highlighted, using code from Nash. Thanks!
Yeah none of the downloads for this work as of 1/31/21. All of the PK3 files have been converted to useless php files. Well except for the last user entry, which uses a scam website and is utterly useless.
Setnakt wrote:Yeah none of the downloads for this work as of 1/31/21. All of the PK3 files have been converted to useless php files. Well except for the last user entry, which uses a scam website and is utterly useless.