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Author Topic: A quick heads up before I release version 2 of Meteor storm.  (Read 668 times)

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Offline ClubSyN-X-TReME

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    • Club SyN -X-treme
I am very close to releasing this but I wanna give small warning in advance about this project.

I am releasing two sets of patches, one will have the codes for the free falling mode before landing on the lower level and the other will be just a regular fall to the next level transition.

A small FAQ,


Quote
Q. SyN, why are you releasing two separate patches in the first place, you know almost everyone will use the one with air fighting support.

A. The funny thing about this entire thing in the first place was that it was supposed to be just an update with slightly better graphics and a cleaner debug free code. But knowing me I always have to push it to the next level, I guess you can call it a bad habit of mines. Anyway the free fall fighting part of this stage will work with MOST, not all, of the characters especially human controlled but some chars with retarded AI control like Reu's chars, Rare akuma etc will not work properly, especially Evil Ken, no disrespect to Reu, R.I.P.,  but WTF were you thinking when making his ai?! :P
Some other chars like Kunando which was reported by one of my testers may experience problems as well but still its stable enough to be used but if you experience weird behavior due to characters with crazy AI, you were warned from the beginning.

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Q. No Team mode support again? what is it with you and the Simul mode?

A. True, I really hate the Co-op mode but in all seriousness I wouldn't recommend it for this stage at all.

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Q. Well I am gong to use it on Co -op mode anyway.

A. Again you were warned, besides be prepared to hit esc. "insert evil laugh here"

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Q. Ok I just noticed something, Why does this stage have its own lifebars? And where is the timer?

A. The lifebars are optional and I coded the timer to freeze on this stage for that reason alone. In the installation thread I will make, I will explain how to remove the lifebar coding from the patch before patching.

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Q. Ok that don't explain the reason for having these lifebars from the beginning.

A. Many screenpacks that comes with lifebars or the lifebars themselves are not properly layer coded and my custom stage external sprites that I provide with these kind of works gets in the way by overlapping some lifebars. that is the reason why I supplied my own for my works alone. If used these will be the default lifebars for all of my interactive stages and they only have to be installed once and will only be used when playing on my stage only. This DOES NOT override your previous lifebars that you are currently using.

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Q. Ok, I undertsand the timer issue but how do we keep track of wins? You're "custom stage" lifebars doesn't say who won or not.

A. If everyone coded their chars in a similar fashion with reserved vars or whatnot then perhaps I could, not to mention some vars have to carry over from the previous rounds and alot of characters are not coded like that. Yes I make out of the ordinary stuff but there are some limitations I can't go beyond in order to make my works universal as possible.

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Q. Ok one last thing, Will this be compatible with the CS -X- screenpack, it really needs some attention.

A. Indeed, I will provide a patch for it.



Offline xPreatorianx

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Re: A quick heads up before I release version 2 of Meteor storm.
« Reply #1 on: July 07, 2009, 08:15:54 PM »
cheers Syn can't wait for the release. I understand the reason behind the 2 patches. Just sucks you have to continually make FAQs for every release because people can be so idiotic. But heh its to be expected I guess.

Again Can't wait!

Offline ClubSyN-X-TReME

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    • Club SyN -X-treme
Re: A quick heads up before I release version 2 of Meteor storm.
« Reply #2 on: July 07, 2009, 08:20:06 PM »
Yea, just wanted to get that out there before I make it official.

the regular fall to the next level without fighting is flawless.
the other one was the main reason behind this FAQ.

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