|
Post by Dashe on Jun 8, 2011 21:23:09 GMT -5
Now it feels like the Hellevator just got worse. 100% of the time he hasn't been able to stay on the lift for any more than a quarter of the way to the top. I just gave up after falling through and landing in static forty times. :-\
|
|
|
Post by Santa Melty on Jun 8, 2011 22:27:54 GMT -5
Whether or not the elevator rises just from walking over it (and not actually being on it) may vary with which version you're playing. There are a ridiculous amount now, but I think 0.3d would be the only one that might do that. But in all versions, the elevator should work fine while shocked. If you want to try, it's low enough that you should actually be able to jump directly onto it from the electric tiles below, with a couple of attempts. Really? I found it impractical to do any way other than with the dash. It takes a little bit of timing, granted, but I've had a pretty good success rate playing around in that room. Arm guard is probably safer, but you're putting the explosion farther from the wall, so I imagine it would take a lot more tries before an explosion makes contact. Anyway, many thanks for the thoughts, Mikey. RHAGHAFRHGAH. Let's try this again. This version is just for you, Dashe. It'll put you right into the electric room, and all the hazards are turned off. Tweaked the elevator a little more. I honestly have no idea what's going on on your end... if you were able to get on the lift in the first place, there should have been no way to fall through without you telling it to fall through. At least in theory. But that clearly isn't happening. I am baffled.
|
|
|
Post by Mikéy on Jun 8, 2011 23:01:57 GMT -5
Hmmm. You sure about that, MLT? It seemed to be just another version of d. With all the hazards and starting at the entrance and stuff. (granted, that was still the smoothest Hellevator ride I've ever taken, but anyway.)
|
|
|
Post by Dashe on Jun 8, 2011 23:08:47 GMT -5
Yeah, that link just gives me another Version E. Starts at the beginning, all hazards are intact, Hellevator is still awful.
|
|
|
Post by Santa Melty on Jun 9, 2011 3:25:25 GMT -5
Oh, bloody hell. I'm sorry, wrong link again. This is what happens when I've been up for 30+ hours. Proper link this time, I promise.Also, I guess I should say, you really don't need to try 40 times. If it fails to work once, it's broken. Feel free to stop right then and come yell at me about it.
|
|
|
Post by MegaTuga on Jun 9, 2011 3:34:39 GMT -5
gee, version F in a matter of weeks. Things are getting busy for ya Anyway, let's download this and see if I find myself playing this better. If this is taking time with only one class imagine when you get to code all classes :06: But if the few programming I know serves anything a mere copy-and-pate of several aspects should do it. XP
|
|
|
Post by Mikéy on Jun 9, 2011 10:41:14 GMT -5
Tuga, make sure you download version D or E. Version F is a Hellevator test for Dashe, as she's been having problems riding it, and I can't fathom why. The only way to fall off the elevator would be by jumping or pressing the down arrow... Hmm. :12:
|
|
|
Post by Dashe on Jun 9, 2011 10:47:38 GMT -5
The elevator's still dumping me off. It's dumping me off far less, but it's still dumping me off.
|
|
|
Post by Avegodro on Jun 9, 2011 12:58:01 GMT -5
Encountered a glitch, if I try to shoot while dashing my shoot goes in the opposite direction I'm facing.
I'm not having any trouble with the hellevator at all. Even downloaded version F and it dosen't act up.
I did however get stuck in the falling position when I landed on another elevator and was able to scoot off of it without any problem.
Other than that it works fine.
|
|
|
Post by MegaTuga on Jun 9, 2011 17:46:31 GMT -5
Tuga, make sure you download version D or E. Version F is a Hellevator test for Dashe, as she's been having problems riding it, and I can't fathom why. The only way to fall off the elevator would be by jumping or pressing the down arrow... Hmm. :12: Strange.. because I just hop on it and the elevator moves up and down on it's own.. I can't control it no matter if I press UP or DOWN keys.
|
|
|
Post by Dashe on Jun 9, 2011 18:05:29 GMT -5
That's how it's supposed to work, Tuga. I downloaded E on my dad's computer and the elevator works normally. I wonder if mine's dropping frames or something.
|
|
|
Post by Santa Melty on Jun 9, 2011 19:25:00 GMT -5
Yeah. Like I said, that's what it's doing. This stops it from running slowly, at the expense of you not being able to see some of the frames. I have no idea how MMF2 is handling that under the hood, but apparently it's in a way that is screwing up the logic. This is not desirable. There are a few other options I've tried playing with to get it to run at an acceptable rate, but they all seem to mess up the game logic in some other way, sometimes when not even under stress. :11: I am so angry. This was intentional. Yeah, I'm aware of this one. Not entirely sure what's causing it, though. Thankfully, it's not a game-breaking one as far as I can tell. Have made a note to go looking for it. Anyway, finally realized I could just force the game to run at ridiculous speeds in order to create some lag and see the same glitch you were seeing, so that helped. Went and dug through the movement system to see if there was anything I could change to improve the (hell?)elevator. Long story short, recursion saved the day. Probably. I might have just opened up a whole new can of worms, but I think I got the elevators mostly usable. You'll still lag through them, but now you should just land on them again if that happens. Worst-case scenario, you may end up continuously falling and landing throughout the whole ride. Which is annoying, but does get you up there. Still trying to figure out why this all worked perfectly in 0.2 but not in this one, despite being just about exactly the same. (I also just noticed that some settings are refusing to work on certain objects, for reasons I can't fathom. Not sure if this one is my fault just yet, but what the hell. I blame MMF2.) Version number G.
|
|
Trege
Poh
oro?
Meddling with Legends 1, Legends 2 and Mega Man 64 data.
Posts: 463
|
Post by Trege on Jun 9, 2011 19:49:54 GMT -5
So I tried the first version where all the stuff is turned on and it ran perfectly fine on my PC no glitches and just a slight slowdown on the grass area but inside the ruins it ran fine elevator and all, and I gotta say this games way more fun now even though I keep getting owned by Zakobons.
I dunno if posting my specs will help you figure out whats wrong or not but.
OS Windows 7 32 bit Home edition Latest updates including the latest Microsoft packages if they matter.
RAM 2GB CPU AMD Athlon 64 X2 Dual Core Processor 4000+ 2.10GHZ
GPU ATI Radeon HD 4350 600MHZ 1.73 GB Video RAM
|
|
|
Post by Mikéy on Jun 9, 2011 20:15:24 GMT -5
This may sound completely stupid, but I went back in time and tried out version B due to random inspirations by Trege. I can see why you were so reluctant to dim down those beautiful graphic effects, MLT. As far as the effects go, The Glare from the entrance door tickled the speed ever so slightly, but everything went smoothly from then on until... the water room. When the water room came up, Everything was slowed down. Beautifully slowed down, it reminded me of the good ol' days in Legends 2. and the wall? It was cake. With the reaverbots slowed down at THAT speed, using the dash was made almost too easy to dodge them and break it. The darkening effect of the water was pretty cool too. From then on I discovered the game goes further into a stair room, a long jump room, etc. My guess for that is 'cause I would always go through that door that led back to the top of the water room, which was apparently a 1-way trip. Was that meant to be a trick for us? Anyway, I'll see about defeating your little Foo-Roo...
|
|
|
Post by Dashe on Jun 9, 2011 20:16:42 GMT -5
G actually works. Yay, crisis averted! I even made it to the yellow refractor room. Seriously though, your level setup IS really sadistic. Even after getting tipped off I was unaware that SPOILER; the 10-HP Reaverblocks can work sideways too. Getting through the water room would be much easier if there were only one level of blue blocks for the fish to break through. As it is now, I keep having to sacrifice most of my HP luring the fish to the wall.
|
|