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Messages - CutmanMike

Pages: 1 [2] 3 4 ... 251
16
Bugs/Suggestions / Re: [Suggestion] MM7 Skull Fortress Naming Scheme
« on: November 03, 2020, 05:05:40 PM »
MMWTDW2 Wily Tower Observatory could work

17
Bugs/Suggestions / Re: Crippling Sunstar Bug
« on: November 03, 2020, 05:03:28 PM »
Haven't heard of this issue before. First things first, are you using software mode or opengl? If you're in software, try switching to the opengl renderer.

Second, here's some codes to help you get back where you left off. You have to open the console with ` to use them:

mm8bdm_saveprogress 1124
mm8bdm_mmvsaveprogress 255

That should get you back to where you were, but obviously won't give you your exact unlocked weapons, so here's a code to help you get those back:

mm8bdm_screwcount 5000

18
My personal beef with it is some people stuggle just getting to the point where he starts using it, so when he finally does you don't have much time to figure out what you're supposed to do. Having said that though, I don't know how to go about fixing this other than making him use the ball attack earlier.

19
The conveyance for Wily Golem arm sweep and Sunstar's ball attack is something I want to fix in v6b. Probably a less dragged out Eclipse fight too. As for Ra Moon, I didn't want to make another hard as nails Quint-level super boss (mostly due to feedback), and focused on the weapon puzzle element instead. Ra Thor getting nuked by Mega Arm is a bug though.

20
Events / Re: Cutstuff Mapping Jam 6: Green Eggs and Jam
« on: October 31, 2020, 05:45:24 PM »
 :ugeek: I'm in

21
That is to say, you don't also do empty complaints on my opinions (Such as: Just adapt, It was only made for deathmatch, etc. If you wanna prove that a map is good, please give a logical explanation and reasoning behind it).

Opinions are fine but I don't think "It was only made for deathmatch" is an invalid counterpoint since every map in the game (sans ctf) is designed around that mode first, and it's clear from the pastebin the gameplay you're basing the critique rules on LMS/TLMS (I assume ccbm). If the complaint focuses around stalling or one point of the map being too controlling, that probably just makes it a bad LMS map and not necessarily a bad deathmatch map, for example. Though I'm sure there's plenty of complaints to be had that effect any game mode (i.e bad textures/item layouts/dead ends), so go nuts.

22
MM8BDM Discussion / Re: MM8BDM V6 - Released!
« on: October 23, 2020, 10:27:57 PM »
for some reason, when i try to play it, avast detects that is infected with filerepmalware, does anyone know about this?

This happened with V5 when it first came out too. Probably due to the launcher code getting updated. If you can't get around it, you can use V5C's launcher to point to the new MM8BDM V6 pk3 in the configuration tab.

23
MM8BDM Discussion / Re: MM8BDM V6 - Released!
« on: October 23, 2020, 03:49:00 PM »
Before we get too excited, I'm gonna tell you right up front that your archive for v6a is missing the MM8BDM launcher that every other version has. And copying the launcher for the previous version doesn't work, because it still looks for v5d.

It seems to have uploaded correctly, is your firewall/antivirus eating it? The v5 launcher should be able to run it as you can point it to any .pk3 file in the configuration tab.

25
MM8BDM Discussion / MM8BDM V6 - Released!
« on: October 23, 2020, 03:30:40 PM »


Virus outbreaks and invaders from space! MM8BDM V6 is the biggest version we've ever pushed, so thank you for being patient with us. Mega Man V for the gameboy holds a special place in many people's hearts as it had a cool theme and took a different spin on the story for a classic series Mega Man game. I decided to push MMV content very early into V6's development as I felt Mega Man 10, while still a great game, wasn't that exciting on it's own. V on the other hand, would allow use to go into unchartered territory with the weapons and maps, and provided a much more interesting challenge for us. I feel this helped inspire the team do such a good job with the new content, and judging by the response and hype for this release, I believe it as the right decision. The singleplayer story and gameplay is unlike any previous version of MM8BDM, and even does some things you won't see in any other Doom mod. I hope the excitement pays off, let's go :)

Keeping your save data!

Since this has become a big issue for most people, there are two ways you can keep your old save data:

    1. Extract the MM8BDM zip contents into your current and overwrite everything. This will NOT delete your save data, as it is stored in your unique .ini file.
    2. Create a new directory for the MM8BDM zip contents. Then, copy over your zandronum-(yournamehere).ini file into the folder.

We've also added a new feature to boost your save data to the MM10 campaign, should you not want to bother clearing all the old content. You can find it in the advanced options menu. You must be in Dr. Light's lab to use this feature.

Trailer



New Features

    * New Mega Man 10 and V campaign chapters, bosses and other secrets!
    * Mega Man 10 and Mega Man V weapons, maps and skins added!
    * Rebalancing of all weapon damage and health pickups, resulting in faster kills and gameplay!
    * New visual effects for strong damage and gibs!
    * Updated sprites for lots of skins and props!
    * New console background that no longer fries your optical sensors!

Download

Download MM8BDM V6 from MEGA


(additional mirrors will be added later)

Change log

Here is a more detailed log of changes. There are NO SPOILERS here. It does not include all under the hood changes and fixes, as there were too many to list. Get that scroll wheel ready!

View as a raw text file here: https://pastebin.com/raw/6q0ndxTW

(click to show/hide)


Notes

Once again, thank you for your patience. I hope it was worth the wait :) Special thanks to my team again, who all contributed oh so much of their time to make content for this thing and clean up my mess when I break something. Really couldn't have done it without them, and wouldn't. We're at a point now where we don't quite know what the future holds for 8BDM, as Zandronum development seems to be pretty much at a stand still and we haven't laid out any plans for MM11 content yet. Once we know what's happening, we'll let you know. Be sure to follow me on twitter (link at the top of this forum) to stay updated.

26
MM8BDM Discussion / Re: MM8BDM V6 - Development begins!
« on: October 21, 2020, 01:51:42 AM »
My bad, I also meant the night time tiles. They aren't in the game at all.

27
MM8BDM Discussion / Re: MM8BDM V6 - Development begins!
« on: October 21, 2020, 01:16:42 AM »
Also, is the Lab's nighttime setting in the V6 trailer (seen in the "something is coming" scene with Galaxy Man and Roll) a new addition to the Light Lab scenery rotation (much like how V5 added an autumn setting), or was it made just for the trailer (like the King rally scene in the V4 trailer and the Wily confrontation scene in the V5A trailer)?

The lab scene was made for the trailer. Everything else shows up though.

28
Rejected / Re: [Suggestion] Game Over Theme
« on: October 19, 2020, 07:18:44 PM »
There's a few reasons why we're not going to do this, but the main one is not all game over themes have consistent lengths. Most of them would cut off before the next round/map change.

29
MM8BDM Discussion / Re: Is there a version for GZDoom?
« on: October 03, 2020, 08:46:15 AM »
Correct. Plus as GZDoom has very little for multiplayer support, and MM8BDM is a multiplayer focused game.

30
MM8BDM Discussion / Re: MM8BDM V6 - Development begins!
« on: July 23, 2020, 10:45:46 AM »
Hmmm what username did you try?

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