Cutstuff Forum

Mega Man 8-bit Deathmatch => MM8BDM Discussion => Topic started by: CutmanMike on April 01, 2015, 02:47:44 PM

Title: MM8BDM V4C - Released!
Post by: CutmanMike on April 01, 2015, 02:47:44 PM
[Engine]

[Core/Misc]

[Weapons]

[Assists]

[Skins]

[Maps]

[Script Changes]


Download from Cutstuff (http://cutstuff.net/files/MM8BDM-v4c.zip)
Title: Re: MM8BDM V4C - Released!
Post by: Beed28 on April 01, 2015, 03:00:33 PM
(http://www.legends-station.com/mml1/screens/firstmission/003.jpg)

YES!! FINALLY! PunchTrees SSSsss

Wait, an April Fools joke!?!?!



(http://nooooooooooooooo.com/vader.jpg)
NOOOOOOOOOOOOOOOOOOOOOOOOOOO BibleThump
Title: Re: MM8BDM V4C - Released!
Post by: Meme Man on April 01, 2015, 03:02:57 PM
Title: Re: MM8BDM V4C - Released!
Post by: Emmanuelf06 on April 01, 2015, 03:11:19 PM
Quote from: "Meme Man"


Haha, Exactly!

Dat Cutmanmike' joke xDDDD

Very nice! :D
Title: Re: MM8BDM V4C - Released!
Post by: SmashTheEchidna on April 01, 2015, 03:18:27 PM
Quote from: "Meme Man"

I played both of those videos at the same time. (http://i.imgur.com/d3fm1op.gif)

The amount of yes in this release is not enough
Title: Re: MM8BDM V4C - Released!
Post by: CDRom11_2007 on April 01, 2015, 03:20:13 PM
There are a few things you don't do. One is posting a serious thing on April Fool's Day.

It's bad enough I'm paranoid 24/7...

Also, don't search "Yes" on Youtube. No joke, it thought I was looking for Darude - Sandstorm.

(http://s8.postimg.org/hiv97oydh/Yes_Darude.png)
Title: Re: MM8BDM V4C - Released!
Post by: Joseph Collins on April 01, 2015, 03:22:16 PM
If I read the Zandronum forums correctly... Zandronum v2.0 actually runs in OpenGL mode again under certain OS and hardware setups.
... which is fantastic for me, since v4b somehow broke OpenGL mode for me on my gaming computer.

So... yeah!  Win-win for Mr. J~

Edit:
Gonna ask an obvious stupid question here: Are you supposed to see the weapon names when you switch weapons now?  "Megabuster", "Needlecannonwep", etc.?  Just curious.
Title: Re: MM8BDM V4C - Released!
Post by: Mendez on April 01, 2015, 03:27:46 PM
For those of us who already installed ZDR 2.0 and only need the pk3, it's already been uploaded to Best-ever.
http://www.best-ever.org/download?file=mm8bdm-v4c.pk3 (http://www.best-ever.org/download?file=mm8bdm-v4c.pk3)
By the way, I'm still a little PJSalt about the replacment of SGC bass
Title: Re: MM8BDM V4C - Released!
Post by: Meme Man on April 01, 2015, 03:34:12 PM
how do i pass my story progress of v4b to v4c?
Title: Re: MM8BDM V4C - Released!
Post by: CutmanMike on April 01, 2015, 03:35:56 PM
Quote from: "Meme Man"
how do i pass my story progress of v4b to v4c?

Copy the files from the v4c zip into your current MM8BDM folder and overwrite all files. Your save file and configurations are saved in a separate .ini file that will not be overwritten so you can carry on where you left off.
Title: Re: MM8BDM V4C - Released!
Post by: Max on April 01, 2015, 03:50:47 PM
Quote from: "Joseph Collins"
Gonna ask an obvious stupid question here: Are you supposed to see the weapon names when you switch weapons now?  "Megabuster", "Needlecannonwep", etc.?  Just curious.

This is really ugly so I looked it up
apparently "cl_showweapnameoncycle false" doesn't work any more
Title: Re: MM8BDM V4C - Released!
Post by: Meme Man on April 01, 2015, 03:51:12 PM
thanks,mike 4Head (also nice choice for adding the twitch memes :) )
Title: Re: MM8BDM V4C - Released!
Post by: LlamaHombre on April 01, 2015, 03:54:32 PM
Quote from: "Max"
Quote from: "Joseph Collins"
Gonna ask an obvious stupid question here: Are you supposed to see the weapon names when you switch weapons now?  "Megabuster", "Needlecannonwep", etc.?  Just curious.

This is really ugly so I looked it up
apparently "cl_showweapnameoncycle false" doesn't work any more

Go to Display Options and turn "Display Nametags" off.
Title: Re: MM8BDM V4C - Released!
Post by: Messatsu on April 01, 2015, 03:55:11 PM
Yea, that's been deprecated and replaced by displaynametags. The settings are
0 - Off
1 - Items only
2 - Weapons only
3 - Both

Or as mentioned above, you can change it in display options.
Title: Re: MM8BDM V4C - Released!
Post by: Emmanuelf06 on April 01, 2015, 04:03:34 PM
So, we can start to host some servers? (like vanilla TDM). Better to not host the mappack (who was made for v4b?....)
Title: Re: MM8BDM V4C - Released!
Post by: Jakeinator on April 01, 2015, 04:06:40 PM
Any maps with the old style two way teleporters do not work what so ever, so if a map pack uses them (which I'm pretty sure at least 1 map in every one of them does), I would advise against it. However you can easily take such maps out of the rotation beforehand.

If you don't know what happens, actor hits floor now works when teleported onto the floor too so pretty much it gets stuck in a 0 tic loop and crashes the game.
Title: Re: MM8BDM V4C - Released!
Post by: Rozark on April 01, 2015, 04:15:37 PM
I'd personally advise against hosting any map packs right now, at least until they're updated with ZDR2.0 compatibility.
Title: Re: MM8BDM V4C - Released!
Post by: Emmanuelf06 on April 01, 2015, 04:23:21 PM
Ok, i see! i will host a vanilla server then.
Title: Re: MM8BDM V4C - Released!
Post by: Superjustinbros on April 01, 2015, 04:42:01 PM
Obligatory "not an April Fools' joke" post.

Anyways I can't get it yet since I'm waiting for repairs on my PC. But when I do I'll be in for a good time.
Title: Re: MM8BDM V4C - Released!
Post by: CDRom11_2007 on April 01, 2015, 05:11:08 PM
I think I found a glitch already...

If you switch to Homing Sniper while hold down the shoot button, you get a free missile shot without using any wep energy
(http://s27.postimg.org/l9ri24cwz/Screenshot_Doom_20150401_130617.png)
(http://s30.postimg.org/3wkamexoh/Screenshot_Doom_20150401_130625.png)
A small glitch, I know, but this could still become a thing.
Title: Re: MM8BDM V4C - Released!
Post by: Celebi on April 01, 2015, 05:58:06 PM
Quote from: "CDRom11_2007"
I think I found a glitch already...

If you switch to Homing Sniper while hold down the shoot button, you get a free missile shot without using any wep energy
(http://s27.postimg.org/l9ri24cwz/Screenshot_Doom_20150401_130617.png)
(http://s30.postimg.org/3wkamexoh/Screenshot_Doom_20150401_130625.png)
A small glitch, I know, but this could still become a thing.
I am unable to replicate this.  Are you sure you didn't have infinite ammo on at the time?
Title: Re: MM8BDM V4C - Released!
Post by: xColdxFusionx on April 01, 2015, 07:20:36 PM
BloodTrail Hell Yeah  BloodTrail
Title: Re: MM8BDM V4C - Released!
Post by: CDRom11_2007 on April 01, 2015, 07:34:34 PM
Quote from: "Celebi"
I am unable to replicate this.  Are you sure you didn't have infinite ammo on at the time?

Yea, I'm sure. Just for some proof, my wep energy would have been full, but it isn't in the screenshots I took.
Title: Re: MM8BDM V4C - Released!
Post by: DoomManFTW on April 01, 2015, 08:50:03 PM
Sorry for bothering you so much,but have you seen my suggestion topic about endless attack,mike?I know its gonna be long until v5,but i just want a yes or no.
Title: Re: MM8BDM V4C - Released!
Post by: Rui on April 01, 2015, 09:01:19 PM
Oh nice!!! Hopefully I'll actually get myself to play through all of single-player with this.
Title: Re: MM8BDM V4C - Released!
Post by: Knux on April 01, 2015, 09:30:02 PM
So I extracted MM6BLI from the pk3 in order to see how the two way teleporters work now, but I'm stuck at wondering how to tinker with the Args. Could someone please elaborate?
Title: Re: MM8BDM V4C - Released!
Post by: Lego on April 01, 2015, 09:43:58 PM
actor hits floor executes action 226, script execute always.

Set the first box to [should be called script number] script 973.
Set the second box [should be called script argument 1] to the tag of your teleport destination.
Title: Re: MM8BDM V4C - Released!
Post by: kuja killer on April 01, 2015, 10:17:48 PM
Is this fixable in the settings anywhere ?? :(
I dont understand why the text became so ridiculously small or "zoomed out" like this:

http://s10.postimg.org/dv6t51lvd/zan2_0.png (http://s10.postimg.org/dv6t51lvd/zan2_0.png) - This happened with the zandronum 2.0 and MM8BDM 4C

So i went back just for a minute to zandronum 1.3 and MM8BDM 4B ...and the text was just fine the way it should be like this:
http://s4.postimg.org/8rcxk29il/zan1_3.png (http://s4.postimg.org/8rcxk29il/zan1_3.png)

why did the text get small (zoomed out) with 2.0 / 4C ?? and is there any kind of option anywhere where i can get the menu's and stuff back to the way it was ??
the font size like in previous versions. :|
Title: Re: MM8BDM V4C - Released!
Post by: Bikdark on April 01, 2015, 10:43:52 PM
I've got the same problem.

Only menu text zoomed out, text scaling options do NOT work, 4:3 resolution with 640x480 window. Fixes itself when I go to any larger window.

 Keepo  Keepo  Keepo  Keepo  Keepo
Title: Re: MM8BDM V4C - Released!
Post by: Joseph Collins on April 01, 2015, 10:59:39 PM
Quote from: "LlamaHombre"
Quote from: "Max"
Quote from: "Joseph Collins"
Gonna ask an obvious stupid question here: Are you supposed to see the weapon names when you switch weapons now?  "Megabuster", "Needlecannonwep", etc.?  Just curious.
This is really ugly so I looked it up
apparently "cl_showweapnameoncycle false" doesn't work any more
Go to Display Options and turn "Display Nametags" off.
Quote from: "Messatsu"
Yea, that's been deprecated and replaced by displaynametags. The settings are
0 - Off
1 - Items only
2 - Weapons only
3 - Both

Or as mentioned above, you can change it in display options.
Greatly appreciated, chaps.  <3

It's the little things that make the biggest differences, I swear...  Hee hee.
Title: Re: MM8BDM V4C - Released!
Post by: Knux on April 02, 2015, 05:08:55 AM
Quote from: "Lego"
Set the first box to [should be called script number] script 973.
Unfortunately, this box goes up to 255 and reverts to that if a higher number is typed in.
Title: Re: MM8BDM V4C - Released!
Post by: Lego on April 02, 2015, 06:38:09 AM
My only suggestion for a solution then is to use GZDoom Builder.
Sorry, bub.

EDIT: Actually, I lied.
Late afterthought.

Code: [Select]
script X (int arg)
{
ACS_ExecuteAlways(973, 0, arg);
}

...It's a stupid work around, but it should allow you to use the core teleport script with your current doom builder.

Alternatively, you could implement the script into the map itself under a different number.

Code: [Select]
script X (int dest)
{
if(CheckInventory("TeleportFlag")==0)
    {
    GiveInventory("TeleportFlag", 1);
    Teleport(dest, 0, 0);
    }
}

Granted, this method is slightly more bandwidth efficient, as the game has to send half as many commands between server and client.
Title: Re: MM8BDM V4C - Released!
Post by: Beed28 on April 02, 2015, 06:30:19 PM
The new NSF support in Zandronum 2.0 is amazing; just put an .nsf into a .pk3 file and boom, instant Shovel Knight soundtrack ready for playing in game.
Title: Re: MM8BDM V4C - Released!
Post by: Gumballtoid on April 02, 2015, 08:18:04 PM
Gotta say, I'm not a fan of this new Bass skin. It's not an objectively bad skin, but it clashes pretty heavily, if you ask me. I'm not sure why it was added to core.
Title: Re: MM8BDM V4C - Released!
Post by: Messatsu on April 02, 2015, 08:51:04 PM
Quote from: "Knux"
Unfortunately, this box goes up to 255 and reverts to that if a higher number is typed in.
255 is apparently the limit for maps made in the Hexen format.  You can go higher in the UDMF format it seems.
Title: Re: MM8BDM V4C - Released!
Post by: Joseph Collins on April 03, 2015, 04:28:16 PM
So... would this be the appropriate thread to report WADs/mods/etc. that don't work under Zandronum 2.0?  Or would it be better to (necro-)post in the original WAD/mod threads?  'cause just as an example... I get a DECORATE error that prevents the game from starting when trying to play "Survival in Numbers" single player mission mode.

It's like updating Minecraft add-ons... except thankfully nowhere near as frequently mandatory.
Title: Re: MM8BDM V4C - Released!
Post by: Zard1084 on April 03, 2015, 06:12:12 PM
Quote from: "Joseph Collins"
So... would this be the appropriate thread to report WADs/mods/etc. that don't work under Zandronum 2.0?  Or would it be better to (necro-)post in the original WAD/mod threads?  'cause just as an example... I get a DECORATE error that prevents the game from starting when trying to play "Survival in Numbers" single player mission mode.

It's like updating Minecraft add-ons... except thankfully nowhere near as frequently mandatory.
the mods will updated soon! just give them some time.
Title: Re: MM8BDM V4C - Released!
Post by: Joseph Collins on April 03, 2015, 06:19:32 PM
Again, just like when Minecraft updates.  Ha ha hah!  Aaaaah...
*quietly sobs*

But seriously, I'm really looking forward to seeing what people come up with under all the fancy new functions Zandronum 2.0 has to offer.  :3
Title: Re: MM8BDM V4C - Released!
Post by: leoalex50 on April 04, 2015, 01:05:44 AM
damn this has been updated i need to get it
Title: Re: MM8BDM V4C - Released!
Post by: DoomManFTW on April 04, 2015, 08:19:54 AM
I also found some bug but not necessary to fix,cause i think it happened only cause i used some cheats and messed around with the game,i was fighting the evil robot,and when he was in the phase where he does 2 attacks at a time,after doing an attack he does the clownman attack but doesnt stop using it,also if i use flash stopper and then fly up,he does the same but the clownman attack doesnt,and you can hurt him with normal buster  :p
Title: Re: MM8BDM V4C - Released!
Post by: Geno on April 05, 2015, 04:54:02 PM
Quote from: "Gumballtoid"
Gotta say, I'm not a fan of this new Bass skin. It's not an objectively bad skin, but it clashes pretty heavily, if you ask me. I'm not sure why it was added to core.
As far as I know, I was asked to make a completely custom Bass skin, as the other members of the devteam thought it was kinda rubbish having 3 Bass skins, with two of them being Megaman edits, and the third one honestly not really looking all that nice (seriously, way too much black)
So they wanted someone (who ended up to be me) to make a custom one to replace SGC Bass.

I figured, since SGC Bass changed colour like MM&B Bass, that I'd bass this Bass off of MM&B's Bass

You probably think it clashes cuz of how lanky he looks. One of my IRL friends thought that too, but other Robot Masters, like Quick Man, have similar limb sizes.
Title: Re: MM8BDM V4C - Released!
Post by: Max on April 05, 2015, 08:51:09 PM
On the subject of Geno's Bass I think it sticks out a bit too so I did a little of a comparison or so

(http://i.imgur.com/STZYVXV.png)

On top is the MM&B sprites
Second row is Geno's Bass and Mega Man
Third row is a Bass I made in 2013

Compared to the MM&B Bass Geno's stands a lot more awkwardly and stiffly, you can see that Bass is hunched a lot in the top sprite and rather reserved in the second one, which gives him that 'lanky' appearance Geno mentioned, as well as placing him at a much taller height than Mega Man himself. Geno's sprite also uses two more colours than Mega Man (purple and a blue used in his gems) which could make the sprite look a bit busy and overdetailed compared to NES

For comparison my one is a bit smaller and less detailed with less colours and stands at a more hunched frame

While Geno's looks pretty good as a sprite it can clash in game for a couple of those reasons, I wouldn't replace it (it almost reminds me of an equivalent to BBA-Megaman) I just thought I'd point it out while also mourning the loss of SGC-Bass  PJSalt
Title: Re: MM8BDM V4C - Released!
Post by: MusashiAA on April 05, 2015, 10:10:38 PM
Quote from: "Max"
(http://i.imgur.com/STZYVXV.png)

It does look jarring when compared to BIG BONED 1987 MEGAMAN the rest of the skins, even moreso than old SGC Bass. If the limbs weren't so lanky (which seems to be driven by MM&B's art style), maybe it would be better? I recall someone doing NES Mega Man in his MM8 idle pose, and it didn't look as lanky as this dude.

Like, it's not bad at all. It just looks awkward.
Title: Re: MM8BDM V4C - Released!
Post by: Geno on April 05, 2015, 11:28:50 PM
Quote from: "MusashiAA"
I recall someone doing NES Mega Man in his MM8 idle pose
Heh, that was me too.

I could try and edit it a bit, I dunno

I was trying to make the skin not as chubby as NES Mega Man (as well as the other Bass skins), but I'll see how it looks
Title: Re: MM8BDM V4C - Released!
Post by: MusashiAA on April 06, 2015, 03:34:35 PM
eyyyyyyyyyyyyy I found this scavenging through my old Imageshack account

(https://imagizer.imageshack.us/v2/170x84q90/827/jjct.png)

It isn't really all that lanky when compared to your Bass, I think the lankyness is just MM8&B's artwork and sprite art style, it really shouldn't translate to NES sprites
Title: Re: MM8BDM V4C - Released!
Post by: Gumballtoid on April 06, 2015, 09:29:00 PM
If I'm being honest, I really don't understand the need for more than one Bass skin. I can understand helmetless Mega Man and Break Man, but with Bass, his alternate skins are entirely new styles. It seems redundant.

Though I suppose the same thing could be said for Mobile Roll and everyone seems to enjoy that one so I suppose it's pretty harmless.
Title: Re: MM8BDM V4C - Released!
Post by: fortegigasgospel on April 06, 2015, 11:37:09 PM
Quote from: "MusashiAA"
eyyyyyyyyyyyyy I found this scavenging through my old Imageshack account

(https://imagizer.imageshack.us/v2/170x84q90/827/jjct.png)

It isn't really all that lanky when compared to your Bass, I think the lankyness is just MM8&B's artwork and sprite art style, it really shouldn't translate to NES sprites
I don't know, maybe the B&F version translated to a better 8bit might look better
(http://www.sprites-inc.co.uk/files/Classic/PowerBF/Wep/Weapon0-BF.gif)
Title: Re: MM8BDM V4C - Released!
Post by: Joseph Collins on April 07, 2015, 02:40:29 AM
Quote from: "Gumballtoid"
If I'm being honest, I really don't understand the need for more than one Bass skin. I can understand helmetless Mega Man and Break Man, but with Bass, his alternate skins are entirely new styles. It seems redundant.

Though I suppose the same thing could be said for Mobile Roll and everyone seems to enjoy that one so I suppose it's pretty harmless.
Variety is the spice of life.  I think it's nice that each of the key characters of the series has a variant or two.  That way, people can choose their favorites if they don't want to use custom skins.  Plus, since they're base skins, everyone can see them instead of just the people who have them installed.

Also, you leave my favorite Roll out of this!
Title: Re: MM8BDM V4C - Released!
Post by: MusashiAA on April 07, 2015, 02:25:54 PM
Most skins have either their only look (be it official or fan-made), alternate forms, or both. If a character from the NES/GB era has had its looks updated for MM9/MM10, its skin will use the updated look rather than the old one. If a character has two or more different appearances within the same game, it will have both variations as individual skins (MM1 Rock/MM:PU Mega being the sole exception for the Mega Man character as of now). If a character has never had an official NES/GB styled appearance, a fan-made one will take its place until one pops up. If an FC skin has an official counterpart that wasn't used in either FC games, it will have both official and FC equivalents (some FC skins have been subject of modification or total replacement). Non-humanoid fortress bosses (excluding Holographic Mega Men because...you know..), regular enemies (Sniper Joe being the sole exception) and support robots don't count as "skin-able".

Bass has his RM7FC look (which predates MM9 by two months), his officially designated NES look from MM9 (which was used in RM8FC and will be used in RM&FFC as basis after it was officially established (by the way, I still think the pre-MM9 look of Bass in RM8FC is vastly superior in every way possible to every attempt at NESifying Bass)), and a custom skin made to resemble his MM&B appearance.

In comparison, Mega Man only has his MM9 appearances (traditional NES skin and traditional helmetless skin), Proto Man has his MM3/MM9 appearances (traditional NES skin and Break Man skin), and Roll has her MM1Phone/MM9 appearances (updated NES skin, NES styled MM8 skin, and MM1 phone port skin). Neither Mega Man or Proto Man have skins based off their MM8/MM&B appearances...so why should Bass and Roll have one more skin?

MM&B Bass skin was a request from the devteam. The skin itself emulates the proportions of MM&B Bass really well, which is the reason I think it's awkward: if we attempt to translate sprite art based on artwork such as this (http://static1.squarespace.com/static/5227cd84e4b02515a5badc7f/52c0d51ae4b05150bfa68d65/52c0d536e4b0da7f3323ed0c/1388369209294/bassandtreblemm8.jpg) into a sprite art style based on (and this is my favorite example) something like this (http://static1.squarespace.com/static/5227cd84e4b02515a5badc7f/52c0d46de4b0b87925bae364/52c0d4bde4b0f2919b98a0bf/1388369085943/megamanfirst.jpg), it just won't look right: it will look jarring, especially when coupled with dozens of sprites that generally keep the same style. The further away it stays from &B body proportions, and inversely embraces the NES body proportions, while keeping the general posing intact, the better. Editting MM10 Bass into these poses would've been something I'd do.



Geno didn't do a bad job, but the skin doesn't look like something out of the NES games, and clashes with the rest of the pudgy cast. Something more similar to the rest of the cast can be done. It's not like improving it needs to be done, it's a good job...just that it ain't strange that some people see it stand out like a sore thumb. I guess it's just a matter of personal preference in the end. I don't mind it that heavily, really.
Title: Re: MM8BDM V4C - Released!
Post by: Shadow Blade on April 07, 2015, 04:20:34 PM
So I tried transplanting all of my old files from 4B to 4C and every time I try to fire up the game, it crashes. Can anyone explain what the problem is?
Title: Re: MM8BDM V4C - Released!
Post by: Korby on April 07, 2015, 05:57:04 PM
What exactly are you "transplanting?"
Title: Re: MM8BDM V4C - Released!
Post by: LlamaHombre on April 07, 2015, 06:24:45 PM
What exactly did you transfer over? If you transferred your old Zandronum version, there's your problem.
Title: Re: MM8BDM V4C - Released!
Post by: Lego on April 07, 2015, 06:29:33 PM
What you should do is take your v4b stuff and copy your v4c stuff over it rather than the other way around.

If you want to just keep your settings, find your zandronum ini [the file is called zandronum-.ini where is the name of the user of your machine] file and put it in a folder with a freshly exported v4c. Doing so will transfer all your settings and save data to the new version.
Title: Re: MM8BDM V4C - Released!
Post by: Ghoulitine on April 07, 2015, 06:30:30 PM
Btw, Sakugarne in LMS had alot more ammo than usual, it still worked for quite some time after the energy bar was empty.
Title: Re: MM8BDM V4C - Released!
Post by: King Dumb on April 07, 2015, 06:56:34 PM
Quote from: "Joseph Collins"
So... would this be the appropriate thread to report WADs/mods/etc. that don't work under Zandronum 2.0? Or would it be better to (necro-)post in the original WAD/mod threads? 'cause just as an example... I get a DECORATE error that prevents the game from starting when trying to play "Survival in Numbers" single player mission mode.
This is something you should report to mod authors directly on their threads or otherwise, but the diligent ones at least should already be on top of it. There are bound to be many incompatibilities if only because we have a whole new integer of Zandronum (this is not the only reason though), so reporting all of them here would be too much, and less productive anyway.

Quote from: "Ghoulitine"
Btw, Sakugarne in LMS had alot more ammo than usual, it still worked for quite some time after the energy bar was empty.
I'm unable to replicate this. Are you sure no additional ammo mods or cheats were in place when you observed that?
Title: Re: MM8BDM V4C - Released!
Post by: Ghoulitine on April 07, 2015, 06:59:46 PM
The only wad i could recall aside from normal map packs was 8bdm_shieldcounter.
I doubt it has anything to do with it though.
Title: Re: MM8BDM V4C - Released!
Post by: Lego on April 07, 2015, 07:28:22 PM
I made the shield counter patch, and all it has is ACS to make it so shields get counters...
Were you the one using Sakugarne or was someone else using it?

EDIT: Nevermind, I discussed it over IRC. Thanks.
Title: Re: MM8BDM V4C - Released!
Post by: Isaac940 on April 08, 2015, 02:00:18 AM
Did something happen to the MEGA download? Both the link in the first post and the link on the 8BDM blog page are telling me the file was removed/deleted or it's pointing to the wrong thing.
Title: Re: MM8BDM V4C - Released!
Post by: CutmanMike on April 08, 2015, 12:08:06 PM
Quote from: "Isaac940"
Did something happen to the MEGA download? Both the link in the first post and the link on the 8BDM blog page are telling me the file was removed/deleted or it's pointing to the wrong thing.

Apparently MM8BDM is now triggering their copyright violation for some reason so it looks like I can't host it there now. Kinda annoying, but the cutstuff link should be ok.
Title: Re: MM8BDM V4C - Released!
Post by: Shadow Blade on April 09, 2015, 02:15:37 PM
Apperently the problem was a skin file was corrupt, not sure how that happened, but the situation is resolved
Title: Re: MM8BDM V4C - Released!
Post by: tsukiyomaru0 on April 09, 2015, 03:46:52 PM
Quote from: "CutmanMike"
Quote from: "Isaac940"
Did something happen to the MEGA download? Both the link in the first post and the link on the 8BDM blog page are telling me the file was removed/deleted or it's pointing to the wrong thing.

Apparently MM8BDM is now triggering their copyright violation for some reason so it looks like I can't host it there now. Kinda annoying, but the cutstuff link should be ok.
I think I know why this happens. One time I uploaded a ZIP or RAR to olde MegaUpload, but it has spit an upload error for "illegal content". Joke was on them, I was going to share a freeware game through it since the main source had been down for over a week. So to get around it I encrypted the RAR and added a simple password to it, since the automated content checker can't crack it. I suspect the trigger to content checker is Executables.
Title: Re: MM8BDM V4C - Released!
Post by: Joseph Collins on April 09, 2015, 11:18:05 PM
Quote from: "Shadow Blade"
Apperently the problem was a skin file was corrupt, not sure how that happened, but the situation is resolved
Funny you mention that.  I had this exact problem with one of the Duo skins when I went from v4a to v4b (on top of the game not working under OpenGL on my gaming computer).  I should really weed through my massive archive of skins at some point and see how many of them are truly redundant and/or prone to errors.

Incidentally, does anyone happen to know if Zandronum 2.0 increased the maximum number of skins you can load into your game at one time?  As in, even if you load all of the WAD/PK3 files, the skins refuse to show up past a certain point.  I remember there being a limit of something like... 128 (?), at one point.
Title: Re: MM8BDM V4C - Released!
Post by: Zard1084 on April 10, 2015, 05:42:37 AM
Quote from: "Joseph Collins"
Quote from: "Shadow Blade"
Apperently the problem was a skin file was corrupt, not sure how that happened, but the situation is resolved
Funny you mention that.  I had this exact problem with one of the Duo skins when I went from v4a to v4b (on top of the game not working under OpenGL on my gaming computer).  I should really weed through my massive archive of skins at some point and see how many of them are truly redundant and/or prone to errors.

Incidentally, does anyone happen to know if Zandronum 2.0 increased the maximum number of skins you can load into your game at one time?  As in, even if you load all of the WAD/PK3 files, the skins refuse to show up past a certain point.  I remember there being a limit of something like... 128 (?), at one point.
Holy crap dude! you got more then 128 skins!!??
Title: Re: MM8BDM V4C - Released!
Post by: SmashTheEchidna on April 10, 2015, 07:25:12 AM
Could swear I had somewhere between 300-500, myself. Counting removed skins and music packs it's more than likely closer to 500.
Title: Re: MM8BDM V4C - Released!
Post by: Ghoulitine on April 10, 2015, 09:46:49 PM
Oh, is it possible to fix the ladder on MM1TIM, near Danger Wrap?
With "fixing the ladder" i mean not being able to climb the wall above the ladder, it's possible to get there without any item.
It may be something engine-related, i'm really not sure.
Title: Re: MM8BDM V4C - Released!
Post by: Lego on April 10, 2015, 09:51:50 PM
It's easy to fix, all that needs to be done is tag the script activation to be one-sided.
...this should be standard in all ladders, to be honest. Sometimes ladders are "sticky" and cause you to automatically climb up them because the player is activating both sides of the line at once.
Though, obviously we aren't just gonna go sweep through literally every map ever to make it so ladders activate one-sided only.

Noted for next version, though. Thanks.
Title: Re: MM8BDM V4C - Released!
Post by: Knux on April 10, 2015, 10:12:25 PM
I legit never noticed the M-Tank in the dug up grave at MM7SHA, probably because I haven't played DM there in ages. Was it intended, though? In most (if not all) core maps an M-Tank is available, it usually takes some kind of effort to get. I'd like to think this one was supposed to be a W-Tank.
Title: Re: MM8BDM V4C - Released!
Post by: Joseph Collins on April 11, 2015, 02:17:36 AM
Quote from: "Zard1084"
Holy crap dude! you got more then 128 skins!!??
At present, I have 219 skins, organized in folders by-type; classic series' skins (ex: Ra Thor, Bitman, enemies)in the base folder, then other Mega Man series' (ex: X, Rock Volnutt) skins in another, other video game-related skins (Lucario, Duke Nukem), other/unsorted skins (ex: Krillin or Keiji Inafune), and finally user avatars (ex: Brawlman, Smash the Echidna).  Oh, and of course, my own created skins in another folder.

I generally just don't bother loading the player-made skins though, since most times, I end up playing classes anyway...  But in the event I do play something where skins matter, I'd love to be able to see everyone's.  And I mean everyone's.  I'm a bit anal about things like that.
Title: Re: MM8BDM V4C - Released!
Post by: Ghoulitine on April 11, 2015, 02:14:51 PM
It's kinda tedious to download skins one-by-one, I wish there would be some sort of Cutstuff-Community-Skinpack.
Or perhaps a single .zip that has every skin on the User-Created-Skins page from the wiki.
Title: Re: MM8BDM V4C - Released!
Post by: fortegigasgospel on April 12, 2015, 12:06:58 AM
The reason is because we have had many skinners wish for their skins to not be included in a pack such as that, also skins come out in single sets usually whenever they are completed.
Title: Re: MM8BDM V4C - Released!
Post by: SmashTheEchidna on April 12, 2015, 12:41:47 AM
There's also the tedious task of having to update the pack every time a new skin gets released or an old skin gets updated.
Title: Re: MM8BDM V4C - Released!
Post by: HarpuiAxl21 on May 20, 2015, 08:23:36 PM
Help! When I try to join a server, it says "Script error, "mm8bdm-v4c.pk3:actors/player/megaman.txt" line 19:
"player.maxskinsizefactor" is an unknown actor property"
Title: Re: MM8BDM V4C - Released!
Post by: King Dumb on May 21, 2015, 08:12:54 AM
Sounds like you need to switch the version of Zandronum you're using. MM8BDM-v4c requires Zandronum 2.0, so if you played MM8BDM before v4c, you'll need to switch versions of Zandronum. Version 2.0 is included in the v4c download from Cutstuff. If you use Doomseeker, you'll have to redirect it to the new Zandronum executable from Options -> Configure -> Engine.

If you need any help with this process just let us know here, or you can PM me!

And welcome to Cutstuff!
Title: Re: MM8BDM V4C - Released!
Post by: Miles54321 on June 09, 2015, 05:34:04 PM
Quote from: "King Dumb"
Sounds like you need to switch the version of Zandronum you're using. MM8BDM-v4c requires Zandronum 2.0, so if you played MM8BDM before v4c, you'll need to switch versions of Zandronum. Version 2.0 is included in the v4c download from Cutstuff. If you use Doomseeker, you'll have to redirect it to the new Zandronum executable from Options -> Configure -> Engine.

If you need any help with this process just let us know here, or you can PM me!

And welcome to Cutstuff!

Hey, I wanted to ask; I want to use Zandronum but when I click on the exe after setting up the wad location it just opens the multiplayer Doom thing, Ive got Mega man 8BDM v4c, and I have set up doomseeker also and have no mm8bdm servers, you say go to configure then engine but where in there do I setup Zanronum, I only see 5 other engines 1 of them being Skulltag
Title: Re: MM8BDM V4C - Released!
Post by: Lego on June 09, 2015, 10:02:01 PM
Yeah, that's it.
Zandronum is a port of ZDoom designed for online play. MM8BDM is a mod of Zandronum, which ultimately makes it a mod of Doom.

I'm not sure I understand your question though, so do you think you could rephrase?

If you're just having issues updating versions, download this (http://zandronum.com/downloads/zandronum2.0-win32-base.zip) and extract it over your current folder in which you have Megaman 8-Bit Deathmatch. Upon doing so, it should ask if you wish to replace some files, make sure you click yes.
After this is done, you should be able to run MM8BDM from the launcher or Doomseeker.
Title: Re: MM8BDM V4C - Released!
Post by: Miles54321 on June 10, 2015, 01:22:48 PM
Quote from: "Lego"
Yeah, that's it.
Zandronum is a port of ZDoom designed for online play. MM8BDM is a mod of Zandronum, which ultimately makes it a mod of Doom.

I'm not sure I understand your question though, so do you think you could rephrase?

If you're just having issues updating versions, download this (http://zandronum.com/downloads/zandronum2.0-win32-base.zip) and extract it over your current folder in which you have Megaman 8-Bit Deathmatch. Upon doing so, it should ask if you wish to replace some files, make sure you click yes.
After this is done, you should be able to run MM8BDM from the launcher or Doomseeker.

Hi, I guess my question is i've setup all those files and already have them but I dont see any servers on the doomseeker browser, like no Megaman.wad servers for example :(

2) I have messed around with the settings in doomseeker but I'm wondering on how to get a server list to appear in Zandronum incase this isn't possible as people use that these days, I just dont know why all the servers disappeared in Doomseeker considering I downloaded v4c and configured all the engines and file paths and WAD paths etc.
Title: Re: MM8BDM V4C - Released!
Post by: Messatsu on June 10, 2015, 07:44:16 PM
If you're trying to setup MM8BDM to work with doomseeker, I'd suggest looking at here (http://www.cutstuff.net/forum/viewtopic.php?f=44&t=728) as it should hopefully answer your questions.  If you have any further problems, I'd suggest creating a new post in the Help & Editing (http://www.cutstuff.net/forum/viewforum.php?f=27) section.
Title: Re: MM8BDM V4C - Released!
Post by: Blues22475 on February 22, 2016, 03:17:53 AM
Hey all. Long time no see (as if it would matter who I am lol). I was going to make a post for a question.

In the Dark Robot fight since 4c was released I think I am encountering a bug where when he uses the ability where he spins and energy balls go everywhere as he spins, he never stops spinning. I remember fighting this boss before 4c was released and I did not encounter this problem. Further, watched a video from 2013 to see if maybe I am just loosing my mind, but the person who fought him did not encounter this. Any ideas what is causing this?
Title: Re: MM8BDM V4C - Released!
Post by: Lego on February 22, 2016, 03:45:09 AM
The issue has been reported a number of times
I posted a patch that allows you to bypass the issue. (http://cutstuff.net/forum/viewtopic.php?f=27&t=10194#p326596)
Title: Re: MM8BDM V4C - Released!
Post by: Blues22475 on February 22, 2016, 03:50:11 AM
Thanks for the quick response. Got the patch applied.