Cutstuff Forum

Mega Man 8-bit Deathmatch => MM8BDM Discussion => Topic started by: CutmanMike on January 03, 2015, 03:35:58 PM

Title: MM8BDM V4B - Released!
Post by: CutmanMike on January 03, 2015, 03:35:58 PM
Happy new year everyone. Here is the change list for MM8BDM v4b.

[Zandronum]

[Core/Misc]

[Skins]

[Weapons]

[Assists]

[Maps]

[Script Changes]

Download from MEGA (https://mega.co.nz/#!rdRDzaYT!SjJco04aSJoQoo-s5FB50CKYLBWBSN2I--dM2yviqPg)

Download from Cutstuff (http://cutstuff.net/files/MM8BDM-v4b.zip)
Title: Re: MM8BDM V4B - Released!
Post by: Turbodude on January 03, 2015, 04:04:54 PM
Awesome! Downloading right now.

Great job to the dev team on another release!
Title: Re: MM8BDM V4B - Released!
Post by: LarissaFlash on January 03, 2015, 04:12:15 PM
(click to show/hide)
YYYYYYYYeashhhhhhhhhhhhhhhh finally skins redone!
Title: Re: MM8BDM V4B - Released!
Post by: Smunch on January 03, 2015, 04:18:19 PM
Whoooooaaa, didn't expect to see this this morning.  Swell, can't wait to play today.
Title: Re: MM8BDM V4B - Released!
Post by: Emmanuelf06 on January 03, 2015, 05:15:16 PM
Awesooooome! Yeaaaah!
Everything is in the work then ;) ^^
Title: obligatory happy mega man volnutt on first page
Post by: Beed28 on January 03, 2015, 05:22:21 PM
(http://www.legends-station.com/mml1/screens/firstmission/003.jpg)

A NEW MM8BDM VERSION?!

Wait? That took me by complete surprise. I wasn't expecting it to be today of all days.
Title: On a serious note, very nice surprise. Good job dev team.
Post by: Hallan Parva on January 03, 2015, 06:49:08 PM
I wouldn't have minded waiting for a new Leaf Shield.

Or a new Robot Master Museum for that matter. :ugeek:
Title: Re: MM8BDM V4B - Released!
Post by: Ivory on January 03, 2015, 06:53:13 PM
Popping in to say: Remember how I said that I would make up for the caves being removed from MM2DW1?
It came back in the form of MM2DW3. Then it was a silly to be lacking MM2DW2, so Llama made MM2DW2.
*goes back to being retired*
Title: BRB kissing my crosses
Post by: BookofDobson on January 03, 2015, 07:43:21 PM
Le gasp* IVORY YOU ARE SUPPOSED TO BE DEAD!

anywho the MM5GRA map... why does it still have a bad wep placement?

Ice wall is well dumb due to OHKO drops and traps (oh well) but medium  hallway wiper wind storm is kind bad. L.bolt was a horrid idea. T,bolt and Y.spear were quite decent. Please bring those back
Title: Re: MM8BDM V4B - Released!
Post by: LlamaHombre on January 03, 2015, 07:53:54 PM
Must say, out of all the maps I've worked on so far (both for the core and out), Skull Castle Core is hands down my favorite.

Here's to the next release!
Title: Re: MM8BDM V4B - Released!
Post by: Laggy Blazko on January 03, 2015, 07:58:11 PM
Congrats for releasing a new version, but I really feel I should say the new connect sound sucks. Zandronum's default connect sound feels like "a challenger appears". The new connect sound feels like an error message.

Not saying you should make a new version just for that, though, heheh.
Title: Re: MM8BDM V4B - Released!
Post by: The_Broker on January 03, 2015, 08:05:59 PM
Ohh, new maps too? This version release is great! Good work, Cutstuff team!
Title: Re: MM8BDM V4B - Released!
Post by: Roytheboy1617 on January 03, 2015, 09:12:40 PM
Yay! Version B! I didn't think there would be a version B to be honest.
Title: Re: MM8BDM V4B - Released!
Post by: Knux on January 03, 2015, 09:29:53 PM
Goddamn, I love the everything in this update. MM2DW1 got a really good change to its layout, and the new MM5CRY resembles the idea I had about remaking it, which is amazing. MM2DW2 is probably the best map in this update, with that creative layout and rich detail. MM2DW3 seems like it'll be a great map for Duel and small games, though the flow could use a little more work as there is quite a lot of uneven terrain for such a small map.

Also (and this may be insignificant), if the Coop start in MM7CLO is used, players will start in the pit and die. I don't know if Coop starts are used in DM, so I had to report this.
(click to show/hide)
Title: Re: MM8BDM V4B - Released!
Post by: Zero1000 on January 03, 2015, 10:34:59 PM
I really like this version. I even went to story mode training to test the weapons. And visited the maps.
Title: Re: MM8BDM V4B - Released!
Post by: Dark Phil on January 03, 2015, 11:15:25 PM
So I downloaded the update but MM2DW2 & 3 are not showing up in the campaign. What am I doing wrong?
Title: Re: MM8BDM V4B - Released!
Post by: LlamaHombre on January 03, 2015, 11:17:49 PM
Nothing - MM2DW2 and MM2DW3 aren't a part of the campaign, much like a good number of the extra Wily stages.
They're available in offline skirmish as well as online, though.
Title: Re: MM8BDM V4B - Released!
Post by: Dark Phil on January 03, 2015, 11:21:38 PM
Ok, That makes sense. Thanks
Title: Re: MM8BDM V4B - Released!
Post by: Beed28 on January 04, 2015, 12:29:17 AM
Well, my internet coincidently cutted out for a few hours in the middle of downloading.

Let's try this again.
Title: Re: MM8BDM V4B - Released!
Post by: DarkusRelling on January 04, 2015, 02:14:27 AM
I love you all. You actually made something more awesome than the previous update without doing a major overhaul.
Title: Re: MM8BDM V4B - Released!
Post by: Promestein on January 05, 2015, 06:57:26 AM
Could we, perhaps, get a list of the updated songs? I know MMWTBOSS is changed, but I think I can hear differences in a few others, and I just can't tell for sure.
Title: Re: MM8BDM V4B - Released!
Post by: Megaman94 on January 08, 2015, 02:16:02 AM
Yay, version 4B!

I can't wait for version 5! :)
Title: Re: MM8BDM V4B - Released!
Post by: Zero1000 on January 10, 2015, 08:13:01 AM
Yay! I will (not sure) make a music pack for MM9 because why not?
Title: Re: MM8BDM V4B - Released!
Post by: Korby on January 11, 2015, 12:26:56 AM
It already exists.
Title: Re: MM8BDM V4B - Released!
Post by: Messatsu on January 11, 2015, 01:20:12 AM
Yup, it was a bit buried in the Projects / skins etc folder.
http://www.cutstuff.net/forum/viewtopic.php?f=30&t=1407
If Zandronum v2.0 comes out before v5, we'll likely switch to NSFs, but if not then I *think* we may end up using these tracks.  Maybe, who knows, still a bit off.
Title: Re: MM8BDM V4B - Released!
Post by: Zero1000 on January 11, 2015, 01:24:26 AM
Yay, then i will make nothing. Yay, now i will need to make nothing.
Title: Re: MM8BDM V4B - Released!
Post by: CopShowGuy on January 12, 2015, 09:26:59 PM
Love the attention to detail in the new Crystal Man.  The crystals flash red in the red rooms but not in the blue or green ones!
Title: Re: MM8BDM V4B - Released!
Post by: Geno on January 13, 2015, 01:22:43 PM
Actually, it's not that they don't flash, they all flash

But, since the flashing in the NES game uses the background palette, the crystal's colours change to reflect it, even in the new 8BDM stage!
It's just more unnoticeable in the blue and green rooms, because the non-flashing parts of the crystal are blue.

Which is still, a super cool detail!
Title: Re: MM8BDM V4B - Released!
Post by: Goomba98 on January 15, 2015, 09:37:52 PM
Quote from: "Promestein"
Could we, perhaps, get a list of the updated songs? I know MMWTBOSS is changed, but I think I can hear differences in a few others, and I just can't tell for sure.
MM7FBOS is another one of them.
Quote from: "Geno"
Actually, it's not that they don't flash, they all flash

But, since the flashing in the NES game uses the background palette, the crystal's colours change to reflect it, even in the new 8BDM stage!
It's just more unnoticeable in the blue and green rooms, because the non-flashing parts of the crystal are blue.

Which is still, a super cool detail!
I agree. I love attention to detail, especially when imitating old video games like this.
Title: Re: MM8BDM V4B - Released!
Post by: CopShowGuy on January 15, 2015, 10:01:09 PM
Quote from: "Geno"
Actually, it's not that they don't flash, they all flash

But, since the flashing in the NES game uses the background palette, the crystal's colours change to reflect it, even in the new 8BDM stage!
It's just more unnoticeable in the blue and green rooms, because the non-flashing parts of the crystal are blue.

Which is still, a super cool detail!
I just look at these things because I ripped the tiles for about half of MM5's stages and all of MM6's stages.
Title: Re: MM8BDM V4B - Released!
Post by: Megaman94 on January 15, 2015, 10:43:50 PM
I kind of wish MM2DW3 was a little bigger and that the acid drops did damage like they do in the game.
Title: Re: MM8BDM V4B - Released!
Post by: Russel on January 15, 2015, 10:45:52 PM
People wanted small maps and such a mechanic would be kind of silly since that map is kind of designed as a "you asked for it" to most people who prefer smaller, more competitive maps.

I am one of those people.
No regrets.
Title: Re: MM8BDM V4B - Released!
Post by: Megaman94 on January 15, 2015, 10:52:57 PM
At first I didn't know how they were "Interactive props" until I saw that they only drop if you get close to them. I thought they were like the ones from Mega Man 2.
Title: Re: MM8BDM V4B - Released!
Post by: BookofDobson on January 15, 2015, 11:31:13 PM
MM2DW3 is... actually the perfect duel map. Giving props!
However I do wish (and I couldn't believe when i saw it) that the lava drops did damage.
Title: Re: MM8BDM V4B - Released!
Post by: LlamaHombre on January 16, 2015, 01:09:54 AM
I think the only real gripe I have with that map is that you can't jump up to Yamato Spear (I think) from the broken down alien room.

Even then I'm not sure if it's a gripe or if it's just me expecting something to happen that just doesn't. It works better like this thematically anyway, sooo

Also just like a short clip of silence in the map's music would be neat so if people wanted to replace it with something else, they could.
Title: Re: MM8BDM V4B - Released!
Post by: Roytheboy1617 on January 17, 2015, 07:01:07 AM
I want to know why people hate the wily stage 3-4 theme? To me it's a bit decent, But it's probably because people were a bit happy about the wily stage 1-2 theme but were disappointed that the other theme was less. IDK..
Title: Re: MM8BDM V4B - Released!
Post by: Bikdark on January 17, 2015, 10:46:07 PM
mm2dw3 would be perfect if your movements weren't so restricted. being able to jump up to a few more places without item 1 would be nice.
Title: Re: MM8BDM V4B - Released!
Post by: Endymion on February 28, 2015, 02:00:50 PM
I wonder if there will be a mutator or a new game mode for randomized pickups. That would make the game more replayable. For example in the place of the weapons will spawn an another type of weapon.
Title: Re: MM8BDM V4B - Released!
Post by: Korby on February 28, 2015, 02:16:37 PM
You may be interested in the QBox (http://www.cutstuff.net/forum/viewtopic.php?f=31&t=2521) mod, though I don't know if it has to be updated for 4b or not.
Title: Re: MM8BDM V4B - Released!
Post by: Endymion on February 28, 2015, 06:49:10 PM
Looks nice, thanks. I think this QBox should be the part of the game as modifier next to Instagib. :P
Title: Re: MM8BDM V4B - Released!
Post by: Emmanuelf06 on March 12, 2015, 01:35:17 PM
Hi there, i wanted know, a lot of people of the stands in the festival, asked me if MM8BDM works with an Apple computer but i wasnt able to say them if it works or no because i dont remember ....

Does MM8BDM work with the APPLE computer?....  :twisted:
I need to tell them if it works' :)
Title: yapping about things I don't understand after waking up
Post by: Ceridran on March 12, 2015, 02:28:28 PM
Zandronum is compatible with Windows, Mac, and Linux (http://zandronum.com/download), so I believe that's a yes. However, the MM8BDM launcher is for Windows, so if Mac and Linux users want to use things like the MM8BDM launcher or the ZDoom launcher they've got to launch it by Wine. That's not much of a problem, since it's really stable with Wine; the only problem is differently named config files between native and wine, at least over here on a Linux OS.

Mac and Linux compatible MM8BDM launchers would be great, since dragging WADs onto the Zandronum file doesn't work very well.
Title: Re: MM8BDM V4B - Released!
Post by: Emmanuelf06 on March 12, 2015, 02:55:51 PM
Ah ok, thank you, i see !
EDIT: It was pretty helpful! I hope they will be able to play the game with a Mac now..... ^^ (i made some explainations in my pack with french wordpad/explainations) :)
Title: Re: MM8BDM V4B - Released!
Post by: Hallan Parva on March 29, 2015, 09:25:57 PM
ZANDRONUM 2.0 IS OUT TODAY (http://zandronum.com/forum/showthread.php?tid=5818)


BUCKLE UP BITCHACHOS

THE HOLY TIMES OF v4c ARE ALMOST UPON US
Title: Re: MM8BDM V4B - Released!
Post by: Russel on March 29, 2015, 09:27:25 PM
HOPE YOU GUYS LIKE NOT HAVING A WORKING 8BDM BUILD FOR LIKE A DAY.

We got things to work out I think so yeah have a fun 8BDM-free day.

Unless you play on things that aren't Best-Ever.
Title: Re: MM8BDM V4B - Released!
Post by: Beed28 on March 29, 2015, 10:10:24 PM
Floor_Waggle and Ceiling_Waggle no longer work on tag 0 sectors (http://zandronum.com/tracker/view.php?id=2140)

r.i.p. chaos generator jelly world
Title: Re: MM8BDM V4B - Released!
Post by: Jakeinator on March 30, 2015, 12:24:00 AM
TAG EVERY SECTOR WITH 1! NEW JELLY WORLD ORDER!

In all seriousness. Zandrodumb 2.0 and 8BDM v4c HYYYYPE!
Title: Re: MM8BDM V4B - Released!
Post by: Beed28 on March 30, 2015, 06:24:33 PM
Welp, the tag 0 waggle thing has been shot down on both the Zandronum tracker and ZDoom forum. It seems that jelly world is well and truly, dead. :(

Wait, did I even add that, was that already in the original Chaos Generator release? It's been so long now.
Title: Re: MM8BDM V4B - Released!
Post by: Max on March 30, 2015, 06:39:57 PM
Quote from: "CutmanMike at the original release of Roll's Chaos Generator"
Certainly!

New Base Weapon: Replaces the Mega Buster with a new weapon picked at random (can be anything, even time stopper). In LMS modes the Mega Buster does not get replaced, and you get an extra weapon.
Wave Bikes: Gives you wave bikes that cannot be crashed into walls. They're also slower than wave man's.
Spread Fire: Fire's 3 way shots with (most) weapons.
Double Damage: All weapons do 2x damage.
Half Damage: All weapons do 1/2 damage.
Super Armor: Explosions, radius effects and other attacks do not harm you. Ripping projectiles harm you less and do not rip.
Party Deaths: Drop 5 random weapons on death.
Explosive Deaths: Explode when you die, causing heavy damage to anyone near. If you kill someone with it, you gain a frag.
Double Fire Rate: Fires your weapons faster (the same as sv_fastweapons 1)
Low Gravity: Halves the gravity of the whole level
Flight: Gives you permanent flight. Bind a key to the fly down action if you want to use topspin!
Icy Terrain: Floors are very slippy
Jelly World: Floors raise and lower like crazy

mfw Beed can't even remember if he added Jelly World
Title: Re: MM8BDM V4B - Released!
Post by: CutmanMike on March 30, 2015, 07:24:40 PM
You could write a small script to emulate the jelly world effect, but I imagine it won't be as good... and maybe laggier.