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Author Topic: MM8BDM V4C - Released!  (Read 48655 times)

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April 02, 2015, 05:08:55 AM
Reply #30

Offline Knux

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Re: MM8BDM V4C - Released!
« Reply #30 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.

April 02, 2015, 06:38:09 AM
Reply #31

Offline Lego

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Re: MM8BDM V4C - Released!
« Reply #31 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.

April 02, 2015, 06:30:19 PM
Reply #32

Offline Beed28

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Re: MM8BDM V4C - Released!
« Reply #32 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.

April 02, 2015, 08:18:04 PM
Reply #33

Offline Gumballtoid

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Re: MM8BDM V4C - Released!
« Reply #33 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.

April 02, 2015, 08:51:04 PM
Reply #34

Offline Messatsu

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Re: MM8BDM V4C - Released!
« Reply #34 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.

April 03, 2015, 04:28:16 PM
Reply #35

Offline Joseph Collins

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Re: MM8BDM V4C - Released!
« Reply #35 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.

April 03, 2015, 06:12:12 PM
Reply #36

Offline Zard1084

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Re: MM8BDM V4C - Released!
« Reply #36 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.

April 03, 2015, 06:19:32 PM
Reply #37

Offline Joseph Collins

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Re: MM8BDM V4C - Released!
« Reply #37 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

April 04, 2015, 01:05:44 AM
Reply #38

Offline leoalex50

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Re: MM8BDM V4C - Released!
« Reply #38 on: April 04, 2015, 01:05:44 AM »
damn this has been updated i need to get it

April 04, 2015, 08:19:54 AM
Reply #39

Offline DoomManFTW

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Re: MM8BDM V4C - Released!
« Reply #39 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

April 05, 2015, 04:54:02 PM
Reply #40

Offline Geno

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Re: MM8BDM V4C - Released!
« Reply #40 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.

April 05, 2015, 08:51:09 PM
Reply #41

Offline Max

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Re: MM8BDM V4C - Released!
« Reply #41 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

Spoiler for Hiden:

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

April 05, 2015, 10:10:38 PM
Reply #42

Offline MusashiAA

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Re: MM8BDM V4C - Released!
« Reply #42 on: April 05, 2015, 10:10:38 PM »
Quote from: "Max"
Spoiler for Hiden:

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.

April 05, 2015, 11:28:50 PM
Reply #43

Offline Geno

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Re: MM8BDM V4C - Released!
« Reply #43 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

April 06, 2015, 03:34:35 PM
Reply #44

Offline MusashiAA

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Re: MM8BDM V4C - Released!
« Reply #44 on: April 06, 2015, 03:34:35 PM »
eyyyyyyyyyyyyy I found this scavenging through my old Imageshack account

Spoiler for Hiden:


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


 

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