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Search found 1513 matches
- Wed Jul 01, 2020 9:55 pm
- Forum: By design
- Topic: "Aim" input lasts too long.
- Replies: 2
- Views: 2522
- Gender:
Re: "Aim" input lasts too long.
You're forced to be in manual aim mode for a brief time after entering it ("tapping" the aim button if you so wish). This is an enforced gameplay rule.
- Tue Jun 30, 2020 10:37 pm
- Forum: Superfighters Deluxe Ideas and Suggestions
- Topic: Limited movement and tricks fix
- Replies: 11
- Views: 6328
- Gender:
Re: Limited movement and tricks fix
1: I don't think we will bring back dive-into-corner-stunlock again. A thing in the past was that you could stunlock people by constantly diving them into a corner. If timed right your opponent couldn't do anything. 2: I don't know what you mean here with "gun cooldown skipping"? Skip cooldown betwe...
- Tue Jun 30, 2020 2:58 pm
- Forum: Solved Bugs
- Topic: Simple bug on HUD
- Replies: 2
- Views: 2911
- Gender:
Re: Simple bug on HUD
Fixed after v.1.3.6
- Tue Jun 30, 2020 2:17 pm
- Forum: Answered Technical Topics
- Topic: People can't join my game.
- Replies: 2
- Views: 3122
- Gender:
- Tue Jun 30, 2020 2:17 pm
- Forum: Solved Bugs
- Topic: gun cooldown applied to melee swings
- Replies: 1
- Views: 2723
- Gender:
Re: gun cooldown applied to melee swings
Fixed after v.1.3.6
Fixed a bug where you would remain in HipFire after dropping a weapon until your weapon cooldown was over, causing you to be unable to perform certain melee actions after dropping weapons with long cooldowns (like sniper rifle) just after shooting.
Fixed a bug where you would remain in HipFire after dropping a weapon until your weapon cooldown was over, causing you to be unable to perform certain melee actions after dropping weapons with long cooldowns (like sniper rifle) just after shooting.
- Tue Jun 30, 2020 2:02 pm
- Forum: Solved Bugs
- Topic: Equipping a Weapon Overrides and Disables Auto-Sheathe
- Replies: 1
- Views: 2718
- Gender:
Re: Equipping a Weapon Overrides and Disables Auto-Sheathe
Fixed/changed after 1.3.6.
Sheathing your weapon will now also cancel any queued weapon - making sheathing be prioritized over drawing a new weapon (noticeable for throwables and automatic weapons).
Sheathing your weapon will now also cancel any queued weapon - making sheathing be prioritized over drawing a new weapon (noticeable for throwables and automatic weapons).
- Sun Jun 28, 2020 10:19 pm
- Forum: Superfighters Deluxe Problems and Bugs
- Topic: Map editor loading
- Replies: 4
- Views: 2744
- Gender:
Re: Map editor loading
The map editor also have a feature that, when enabled, all objects using your selected tiles will be marked. This allows you to see triggers using your selected objects. This can take time to calculate and nothing you want to have active at all times. It's a visual aid in the editor when selecting t...
- Sun Jun 28, 2020 5:53 pm
- Forum: Superfighters Deluxe Problems and Bugs
- Topic: Map editor loading
- Replies: 4
- Views: 2744
- Gender:
Re: Map editor loading
Can you provide more feedback other than it takes some time when selecting some objects? The more objects you select (100+) the longer time it can take to calculate any common properties to show in the properties window. Preparing the properties window also take some time. This only takes a few mill...
- Wed Jun 24, 2020 3:44 pm
- Forum: Verified Bugs
- Topic: Items and objects sometimes fall through moving platforms.
- Replies: 1
- Views: 2176
- Gender:
Re: Items and objects sometimes fall through moving platforms.
Due to the inner mechanics of how tiles work for platforms, having a dynamic platform moving next to static ones will cause dynamic objects on top of the dynamic platform to fall through. It's not easily fixable, if at all without having to refactor huge amount of code, sadly.
- Wed Jun 24, 2020 3:42 pm
- Forum: Solved Bugs
- Topic: breaking weapon bug
- Replies: 3
- Views: 4240
- Gender:
Re: breaking weapon bug
Fixed after 1.3.6
- Wed Jun 24, 2020 3:39 pm
- Forum: Solved Bugs
- Topic: You sometimes get stuck in the swinging animation after breaking a melee weapon.
- Replies: 2
- Views: 2378
- Gender:
Re: You sometimes get stuck in the swinging animation after breaking a melee weapon.
Fixed after 1.3.6 This bug slipped in with the http://mythologicinteractiveforums.com/viewtopic.php?f=25&t=3282 release (tracked it down to that update). I don't know why I didn't fix it back in 2019 when reported here https://mythologicinteractiveforums.com/viewtopic.php?f=18&t=3578 - maybe I had a...
- Sat Jun 20, 2020 7:38 pm
- Forum: Superfighters Deluxe Problems and Bugs
- Topic: People can't join my game.
- Replies: 1
- Views: 1549
- Gender:
Re: People can't join my game.
See viewtopic.php?f=10&t=3516 and sections about connection and port forwarding.
- Fri Jun 19, 2020 9:17 pm
- Forum: ScriptAPI suggestions
- Topic: Make certain IObjects hostile to bots
- Replies: 2
- Views: 3018
- Gender:
Re: Make certain IObjects hostile to bots
The path grid only allows for bots to understand how to press buttons. So if you make your ladder extendable using buttons it could be a work-around. This is how bots can call for elevators when the elevator is not around.
Otherwise I have plans to make some sort of hostile tile for bots in some way.
Otherwise I have plans to make some sort of hostile tile for bots in some way.
- Fri Jun 19, 2020 9:14 pm
- Forum: Superfighters Deluxe
- Topic: Superfighters Deluxe FULL SPANISH TRANSLATION.
- Replies: 7
- Views: 4023
- Gender:
Re: Superfighters Deluxe FULL SPANISH TRANSLATION.
The campaigns too? If it's not too much work per campaign I will throw that in as well.
- Fri Jun 19, 2020 9:12 pm
- Forum: Verified Bugs
- Topic: Getting staggered off of an edge now has a chance to not work.
- Replies: 2
- Views: 2624
- Gender:
Re: Getting staggered off of an edge now has a chance to not work.
If we rule out hacking players this should possibly be able to happen under very specific circumstances. But for that you need to understand the physics of SFD and the Box2D engine. Simply put: The player is a circle. The edge is a corner of a rectangle. When the circle is moving over the corner of ...
- Fri Jun 19, 2020 9:02 pm
- Forum: Superfighters Deluxe
- Topic: Superfighters Deluxe FULL SPANISH TRANSLATION.
- Replies: 7
- Views: 4023
- Gender:
Re: Superfighters Deluxe FULL SPANISH TRANSLATION.
What we possibly can do is to add support to read textIDs from scripts, making texts used in the tutorial translateable with language packs which would be a good addition. It would allow for the tutorial to be translateable with language packs only. Easiest for the end-user I think. I think I will i...
- Fri Jun 19, 2020 8:52 pm
- Forum: Superfighters Deluxe Problems and Bugs
- Topic: Tutorial script error
- Replies: 1
- Views: 1571
- Gender:
Re: Tutorial script error
I would recommend to repair/reinstall the .NET 4.5 framework that SFD uses.
- Thu Jun 11, 2020 5:43 pm
- Forum: Superfighters Deluxe
- Topic: Superfighters Deluxe FULL SPANISH TRANSLATION.
- Replies: 7
- Views: 4023
- Gender:
Re: Superfighters Deluxe FULL SPANISH TRANSLATION.
The best way to make translations for the tutorial or campaign is to actually copy the maps into your own maps and perform the translation in-code and then share the maps in the workshop as a custom map for the tutorial and custom campaigns for the campaigns. We have no built-in support to translate...
- Wed Jun 03, 2020 7:41 pm
- Forum: SFD Status Updates
- Topic: Status Update 2020-06-02
- Replies: 4
- Views: 3962
- Gender:
Re: Status Update 2020-06-02
This: https://mythologicinteractive.com/BarbarianOdyssey It's an offline singleplayer 2D platformer, it will be done in Unity using RetroBlit. We will have a map editor in one way or another. "And how will we create mods??" That's super early to tell, but I can imagine that we include some sample vi...
- Tue Jun 02, 2020 10:41 pm
- Forum: Superfighters Deluxe Map Editor
- Topic: How to change dud chance to 0?
- Replies: 8
- Views: 5269
- Gender:
Re: How to change dud chance to 0?
To always remove the dud chance from grenades for all grenades ever spawned: public void OnStartup(){ Events.ObjectCreatedCallback.Start(OnObjectCreated); } public void OnObjectCreated(IObject[] objs) { foreach(IObject obj in objs) if (obj.Name == "WpnGrenadesThrown") ((IObjectGrenadeThrown) obj).S...