Cutstuff Forum

Mega Man 8-bit Deathmatch => MM8BDM Discussion => Topic started by: CutmanMike on May 22, 2017, 11:16:59 AM

Title: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: CutmanMike on May 22, 2017, 11:16:59 AM
(http://i.imgur.com/eA3s6mV.png)

V5B is finally here! Additional versions usually mean some map changes, maybe some minor tweaks here and there. But during the downtime of waiting for Zandronum 3.0 (which we are still waiting for...) I decided to go back and revamp the singleplayer bosses and story. This was something I originally had no intention of doing, but Ivory convinced me that people care about the singleplayer experience and the earlier content does not reflect the quality of the newest content. In a way it was like playing through time, you could see how the team and I got better with each new version of the game. But as cute as that is, it pains me to see new players fighting bosses like the Guts Dozer and Met Daddy so it had to be done. It took many months out of my life to rework everything but it's something I alone had to do. Hopefully it has been worth it!

The engine has also updated to Zandronum 3.0 beta (see here for more details on that (http://cutstuff.net/forum/index.php?topic=10848.0)). This gives modders quite a few new tools to play with. I won't list them here as many of you already know what they are and have been patiently waiting for a chance to use them.

But enough talk, it's been too long! Scroll down below and grab the download link!

Trailer



New Features


Change Log

Here is a more detailed change log. There are NO SPOILERS here. It does not include all minor changes and fixes.

V5B Patch notes (V5A SPOILERS):

==========================
== SINGLEPLAYER CONTENT ==
==========================

== Light's Lab
+ Massive plot/cutscene updates to the introduction of each chapter.
"Beaten the game already? Hmm... Maybe someone in the lab can help you with this predicament!"
+ You can now view letters via the letterbox.
"Letters are obtained by playing though the campaign."
+ You can now watch back older intro sequences via the TV in the living room (requires certain chapter unlocks.)
+ Added a new intro sequence that replaces the old MM2 intro.
+ Auto's training moved to a seperate training map.
+ Tweaked a few of the Roll lines to match The_Broker's.
+ Added an option to skip cutscenes when entering a boss stage if you have already beaten them.
+ Improved in game menu selection responsiveness.
+ Removed sub-bosses from Boss Attack.
+ Added a lives system to Boss Attack.
"This makes getting the Boss Attack trophy much more bearable. A true boss rush including all sub bosses and optional bosses may appear in a future version!"

== Training
+ Moved to its own map: "TRAINING".
+ You can now select inventory items in addition to a player and bot weapon.
+ You can now choose form 4 different arenas: Default, flat, water and low gravity.
+ Sniper Joe's AI can now be changed: Bot (normal), Sentry (will not move but will fire at you) and Sleep (no action).
+ Added health numbers and damage values on the HUD for both player and the bot.
"This overhaul of the training room should allow players to try out weapon/item mechanics with ease."

== Campaign
+ Major story update. Includes new cutscenes, bosses and more!
+ Fixed flags not getting unset after finding a hidden boss fight (screwing up the campaign main boss).
+ Frag limits lowered for most maps.
"The standard is now 10 frags. This number increases for small maps where the kill frequency is higher."
+ Added an "Easy" difficulty to the main menu. This slows down/weakens bots and gives you a 50% damage reduction against bosses.
"Easy mode and Normal mode share the same save data so you can choose when switch between the two."
+ CVARINFO added and all cvars changed to use them. They are converted upon entering lightlabs.
"The new format is MM8BDM_xxxx instead of Secret_xxxx"
+ Tweaked DMFLAGS and DMFLAGS2 to include spawn protetction etc.
+ Reduced the save data time to 10 tics instead of 1 second.
+ All NPC chat should now use the user defined chat colour.
+ Credits sequences can now be skipped by holding the fire button.

== Yellow Devil
+ V5B Boss update.

== Guts Dozer
+ V5B Boss update.

== Doc Robots
+ V5B Boss update.

== Met Daddy
+ V5B Boss update.

== Dark Man 4
+ V5B Boss update.

== Gamma & Robot Master Gauntlet
+ V5B Boss update.

== Enker
+ V5B Boss update.

== Punk
+ V5B Boss update.

== Ballade
+ V5B Boss update.

"The above bosses have recieved a major overhaul or rework as part of the V5B story update, which aims to put the content of older quality bosses on par with the current ones."

== Bass
+ Second phase overhaul by Lego.

== Evil Robot
+ Flying mode changed to regular flying due to 3.0 engine changes.
+ Arena is now slightly smaller so corner camping is less effective with certain attack patterns.
+ Giga Tornado damage reduced.
+ Giga Astro Crush hitboxes tweaked.
+ Giga Ice Wave 2 length decreased slightly.

== Buster Rod G
+ Now has more vulnerability time after landing.

== Mega Water S
+ Now only knocks you into the pool twice over the course of the entire fight (instead of 3 times.)
+ Harpoon speed decreased slightly.

== Genesis Unit
+ Added weapons.
+ The Genesis Unit now only do their special attacks after losing health, instead of every few seconds. They will always do their 3 special formations but never repeat them.
+ Reduced Mega Water S's harpoon damage.
+ Reduced Hyper Storm H's ground pound damage and removed stun.
+ Reduced attack time of all Genesis Unit basic attacks.
+ 4 Health and Weapon Energy pickups now spawn after each phase.
+ Fixed a bug where Buster Rod G's staff would go through and behind him (alpha phase.)
"These changes speed up the fight and make it easier. The weapons also add some player choice on how you want to fight them."

== Proto Man Boss
+ Added a checkpoint after Proto Man's initial dialogue.
+ Now faces you and has a slight delay when he's about to do a "juke shot".

== Mega Mech Shark
+ Added checkpoints for all phases.
+ Added visual barriers (same as Evil Robot's) for each phase.
+ Shark Joes slightly less vulnerable to laser trident.
+ Health missiles no longer drop health upon hitting you.
+ Missile patterns are now less annoying.
+ Phase 1 now loops on the final missile pattern, no longer granting you infinite health.
+ Sky floor no longer thrusts you backwards.
+ Dragon bones no longer have an invulnerable hitbox.
+ Dragon Fireballs now only spawn 2 trails instead of infinite until they reach the map boarders.
+ Dragon Fireballs do slightly less damage.
+ Shark Mouth now stays open longer after a laser phase allowing extra damage (Slightly increased defense versus weapons because of this).
+ Shark Gold laser attack now fires 2 projectile spinners at once with an increased delay between them.

== Police Chase
+ ??? now gives player health before the fakemen helicopters are introduced rather than after that phase.

== Fake Man (after chase)
+ Increased Mega Buster damage factor by 0.1
+ Now takes additional damage when falling onto an Ice Wave.

== Time Paradox
+ Quint takes extra damage in phase 1.
+ Adjusted the fast stomp for less player OHKO potential.
+ The first Road Attacker in the MMX phase drops a Big Health.
+ Road Attackers in the MMX phase spawn less frequently.
+ Road Attackers now steer correctly.
+ Moved the player spawn in the MMX phase away from the edge.
+ Quint will now always try to start his final rage attack at the sides of the arena (it was extremely hard to dodge if he happened to do it in the middle).
+ Fixed Quint Helmet duplication bug.
"Still no checkpoints. I want this fight to be the "Ruby Weapon" of the game. We won't make any bosses harder than this one."

== Credit maps
+ Added missing members.
+ Renamed Dr Light tv texture.

================================
== WEAPONS, ITEMS AND CLASSES ==
================================

== Player
+ Fixed pain sound sometimes not playing while firing a weapon and getting hit.
+ Removed redundant frames (used by old bosses).
+ Changed FrozenDeathFX's size so the chunks to appear correctly.

== Flight/Freeze Inventory/Weapons
+ Weapons that now invoke flight/freezing now use scripts to handle them instead of watcher actors.
"This is only important for modders. The scripts now keep track of how many SetPlayerProperty effects have been applied to the player and only disable them when they have all been turned off. See core_flyplayer and core_freezeplayer for details."

== Base Weapon + Misc
+ Most weapon hud sprites now use recoloured megaman hands instead of their own sprites.
+ Weapon sprites now respect widescreen resolutions.
+ Added a "no ammo" sound when you attempt to fire a weapon with no ammo.
+ Added altfire state support. By default using a weapon's altfire will fire it's uncharged shot rapidly for you. Some weapons have specific altfire uses, read below.
+ Added fortegigasgospel's edited weapon icons.
+ All Shield weapons now use A_Warp to show their graphic instead of spamming inventory items.
+ Fire weapons now spawn an AOE "ignition" damage.
"This damage type deals no damage by default but is used for detecting if nearby objects should be ignited (oil)"

== Mega Buster
+ Now has WEAPON.ALLOW_WITH_RESPAWN_INVUL to allow sv_respawnprotection to work in both the campaign and online with servers that enable it.

== Proto Buster
+ Shield now uses multiple small hitboxes instead of a single large one. Should improve shield accuracy.
+ Shield Hitboxes moved to directly infront of the player rather than to the side.
+ Added a shield effect when a projectile is blocked.
+ Changed Buster Shot damage and sprites to match Mega Buster shots.
+ Gave the different charge shots "ProtoBuster2" and "ProtoBuster3" damage types.
+ Gave the shield +NOGRAVITY.
+ Changed to 1 tic A_Refire detection.
+ Added Altfire.
"Proto Buster's shield has had an innaccurate hitbox that sometimes blocked projectiles behind the player etc. This was due to the hitbox always being a large square. Changing it to multiple hitboxes gives it a more thinner rectangle shape.
In addition, we found the hitbox of the shield being slightly to the left was unintuitive (mainly to the user) so we've moved it directly to the front."

== Super Adaptor
+ Changed to 1 tic A_Refire detection.
+ Added altfire.
"This means letting go of the fire button should be more accurate instead of potentially 1-2 tics from actually firing."

== Laser Buster
+ Changed to 1 tic A_Refire detection.
+ Added altfire.

== Arrow Buster
+ Added NOINTERACTION on initial frames to prevent OHKO "kisses of death".
+ Changed to 1 tic A_Refire detection.
+ Added altfire.

== Duo Fist
+ Changed to 1 tic A_Refire detection.
+ Added altfire.

== Treble Boost
+ Added altfire (does not activate flight).

== Super Arm
+ Made picking up animation smoother.
+ Added an additional duplicate frame to the rock for voxel alignment purposes.
"Though we decided in the end to not use a Voxel for this weapon, mods can easily add one."

== Time Slow
+ Added proper weapon cooldown.

== Atomic Fire
+ Now consumes 15 ammo instead of 16 allowing for two full charge shots per full ammo.
+ Changed to 1 tic A_Refire detection.
+ Added altfire.

== Leaf Shield
+ Thrown shield is no longer a 14 damage RIPPER and now deals 20 flat damage instead.

== Bubble Lead
+ Slope and 3.0 fixes.

== Air Shooter
+ Projectile now uses +DONTEXPLODEFLOOR.

== Time Stopper
+ Reworked: Time Stopper now freezes all enemies in a large radius around you for a few seconds. You can switch weapons after using this.
+ No longer classed as a "Super Weapon".
"Super Weapon means it goes away on pick up and has to respawn."
+ Ammo refill rate changed to 0.25. This includes W-Tanks (but not M-Tanks).
+ Eddie can once again give you Time Stopper.
"Time Stopper was always treated as a cute gimmick weapon. Due to feedback we've decided to make it an actually useful weapon in Deathmatch that is worth your time obtaining."

== Top Spin
+ Fixed ammo incorrectly taking 5 ammo and requiring 2 (now requires and takes 4).

== Search Snake
+ Slope and 3.0 fixes.

== Hard Knuckle
+ FISTA0 changed to FISTQ0 (conflicts with zand sprites)

== Pharoah Shot
+ Changed WeaponCharge to PharaohCharge to see a visual on the charge up on the ammo bar.
+ Raised FX slightly and added force XYBillboard.
+ Added altfire.

== Drill Bomb
+ Added altfire (To fix default altfire).

== Flash stopper
+ Added weapon effect.
+ No longer classed as a "Super Weapon"

== Skull Barrier
+ Skull Barrier now only lasts 10 seconds instead of indefinitely.
+ No longer classed as a "Super Weapon"
+ Added an additional active+switching state for quicker weapon switching while activated.
+ Bots now fire Mega Buster shots from this weapon instead of using Skull Barrier incorrectly.

== Gyro Attack
+ Added altfire (Ignores splitting command). Using primary fire will cause all gyro attacks to split.

== Wind Storm
+ Fixed Wind Storm in LMS being flagged as ranged.

== Centaur Flash
+ No longer makes you invisible forever in Possession.

== Knight Crush
+ Damaged lowered to 7 damage per tic from 10.

== Freeze Cracker
+ New sprites.

== Wild Coil
+ Changed to 1 tic A_Refire detection.
+ Added altfire.

== Scorch Wheel
+ Added altfire.
+ Changed speed up method to a Powerup rather than SetActorProperty.

== Junk Shield
+ Reworked: Junk Shield now creates a temporary barrier that gives the player 100 armor. If the armor absorbs 20 damage, it will explode into many projectiles in a large radius (up to 5 times).
"Junk Shield was a rather uninteresting weapon that created some awkward situations for map creators where they would have to include electric weapons to help counter it. This version aims to create a weapon similar to Leaf Shield that counters enemy fire, but in a different way."

== Mega Ball
+ Should no longer be able to OHKO people.

== Homing Sniper
+ Updated sprites.
+ Changed to 1 tic A_Refire detection.
+ Added altfire.

== Water Balloon
+ Majority of the contact damage moved to the AOE splash.
+ AOE splash radius increased slightly.
+ Projectile radius increased slightly.

== Ice Wall
+ Added +DONTREFLECT and changed the projectile speed value to 0.
"Minor tweak to prevent problects with reflecting an icewall."

== Copy Vision
+ Added altfire (Using altfire does not create a copy or redirect it.)

== Lightning Bolt
+ New Sounds.
+ Added proper weapon cooldown.
+ Changed projectile actors to THRUACTORS instead of RIPPER.

== Remote Mine
+ Remote Mines can be placed without them detonating if one has hit the ground, up to a cap of 5.
+ Remote Mines now stick to enemy players and other shootable objects.
+ Altfire detonates mines manually without having to reach the cap of 5.

== Wave Burner
+ Added altfire (To fix default altfire).

== Concrete Shot
+ Added +CANTSEEK to the block.

== Magma Bazooka
+ Fixed Magma Bazooka's ammo bar not flashing when at maximum charge.
+ Changed to 1 tic A_Refire detection.
+ Added altfire.

== Black Hole Bomb
+ Ammo bar now flashes when Black Hole Bomb is in use.
+ Added fail effect.

== Screw Crusher
+ New projectile sprites.

== Ballade Cracker
+ Damage reduced to 30 from 48.
+ Now takes 3 ammo per shot instead of 4.

== Sakugarne
+ No longer classed as a "Super Weapon"
+ Added altfire which performs a jump cancel.
+ Added effects.

== Item-2
+ Greatly increased speed up time.

== Tango Roll
+ Increased radius slightly.
+ Increased wall bounce factor (doesn't lose as much speed after bouncing off of a wall).

== Wire Adaptor
+ Rework: Now fires an aimable grappling hook that pulls you towards where it lands. Can attach to certain objects as well.
"Wire was not the most exciting item to find since it was essentially just a two use Rush Coil that required a ceiling. This version has many extra uses without feeling redundant."

== Treble Sentry
+ Now works correctly in team modes.
+ Increased projectile speed, damage and accuracy.

== Beat Support
+ Added effects.
+ Added a "not ready" icon when Beat is on cooldown.

== Eddie
+ Eddie now attempts to give you a weapon you currently do not own and is not on the map.

== Eddie Bomber (NEW)
+ Eddie Bomber summons eddie to unleash a barrage of bombs onto the battlefield. He flies forward dropping bombs, then turns around for a second bombing run.
"I wanted to add an alternative for Tango Roll for maps that are too wide open or are lacking walls."

== Reggae
+ Rework. Reggae now litters the battlefield with Skull Tanks, which damage players that pick them up.
"Reggae performed a horrible practice of forcing weapons away from the player, something that should not be done when we have complicated weapons that perform all different kinds of tasks (i.e giving flight and keeping track of it). Having to design weapons with Reggae in mind is difficult/impossible, so we did away with this mechanic. In addition, the usefulness of teleporting a player a way and taking their weapon was questionable."

==========
== MAPS ==
==========

== Global
+ Team starts have been added to every single map.
"This should solve issues with spawning too close to the enemy team in LMS. Servers must enable this with sv_useteamstartsindm."
+ Added effects to fan jump pads.
+ Added a way for mappers to add "Map Cards" to their maps (see MAPCARDS.acs)
"This can be disabled via the options menu for players."
+ Added a new actor MM8BDM_Water that can be added to maps to easily define a MM8BDM water sector.
"Setting the z height of this actor will set a global water level for the entire map. Giving it a TID will set it for sectors with the same tag and allow you to add different water levels in your map."

== Wily Waterworks (MM4DW1)
+ New map by CutmanMike.
"This map brings back the old MM1FIR with some slight tweaks and new textures."

== Skull Labratory (MM5DW1)
+ New map by Dr. Freeman and Thunderono.

== Wily Outpost (MM6DW1)
+ New map by Watzup7856.

== Elecman
+ Fixed player 1 starts.

== Fireman
+ Fire pillars are now effected by Concrete Shot.

== Timeman
+ New conveyor belts.
"Conveyor belts now have little arrows on them to show you the direction they will push you."

== Bubbleman
+ Fixed some remaining instakill sectors and misc fixes.

== Crashman
+ New textures.

== Heatman
+ Changed a little level geometry and textures for clarity.

== Metal Man
+ New conveyor belts.

== Wily Castle (MM2DW1)
+ Added a missing Item-2 pickup.
+ Fixed a HOM behind the castle.

== Needleman
+ Added second skybox (50% chance to change on OPEN)

== Brightman
+ Removed pits around the outer areas of the map.

== Stoneman
+ New paths and weapon layout changes by CutmanMike.
"The new areas are to give players more choice on where they want to go rather than only having a mostly linear path to follow."

== Gyroman
+ New map by Lego.

== Waveman
+ New map by Magnet Dood.
+ Fixed bubble platforms clipping into players standing perfectly still.

== Gravityman
+ Added missing block monster lines.
+ Layout changes by CutmanMike.
"The upper areas were always prime camping zone in LMS. This new path adds a new way to get up to those areas that replaces the dead end by the teleporter."

== Plantman
+ Removed redundant monster block lines.

== Mr. X
+ Added missing block monster lines.

== Ruined Street (MM7STR)
+ Added extra measures to make sure certain classes cannot leave the map.
+ Replaced cardboard cut out tree/bush props with real actors.
+ Merged a lot of sector numbers to improve performance.
+ Removed MM7STR music file.
"This should reduce frame drops for those experiencing them on this stage."

== Freezeman
+ Raised spike pit floor for clarity.
+ Added a new spike actor to replace the hundreds of linedef textures for spikes.
"This should reduce frame drops for those experiencing them on this stage."

== Slashman
+ Earthquakes are now less intense.
+ Added additional block player lines on high cliffs.

== Junkman
+ Lava pillars now kill you when flying through them.
+ Lava pillars are now effected by concrete shot (but they do not solidify the lava floor.)

== Turboman
+ Added boxes to climb ontop of the garages (except the skull barrier one) so it's possible to shoot players hiding up there.
+ Minor texture fixes.
+ Roaders now bump players into the air and do minor damage instead of heavy ripping damage.
+ Roaders now only have randomized speeds if their arg[0] is not zero.
"This fixes a problem with older maps using Roaders"

== Cloudman
+ Middle Room now has two ladders (They were placeholder green pillar textures before) for more ways to the elusive third floor.
+ Middle pit removed.
+ Replaced lower area ladders and the middle section with jump pads.
+ Lowered the teleport destination area so it's possible to see and shoot players camping there.

== Shademan
+ Removed a redundant block monster line on the cliffs.
+ Other minor fixes.

== MM7DW1
+ Changed Yashichi sector to be impassible and made logo transparent instead.

== MM7DW4
+ Replaced centaur flash with gravity hold.

== Duo
+ Map changes by Ivory.

== MM8DW1
+ Fixed missing monster block lines.

== Coldman
+ Updated ladder texture to stand out more.

== Magicman
+ New map by Rozark
+ Updated ladder texture to stand out more.

== MMBDW1
+ Added more block monster lines.

== Magmaman
+ Script 3 now terminates correctly instead of looping endlessly.
+ Fixed a line that should have had monster blocking.

== MM9DW3
+ Fixed Petit Devils not spawning online.

== Fakeman
+ Yashichi update.

=========
== CTF ==
=========

+ Added new CTF flag sprites.
+ Flags are now 64 units tall.
+ Added CTF Radar.
"This adds a new HUD element when playing CTF that points you in the direction of both flags. This is to help put the focus on the objectives instead of turning into a bad game of hide and seek. Can be disabled by both server and client."

== New Maps

+ Removed MMCTF04
+ Removed MMCTF19
+ Added MMCTF04 "Lost Riches"
+ Added MMCTF19 "Trackside Tussle"
+ Added MMCTF21 "Dueling Caves"
+ Added MMCTF22 "Korboo's Haunt"
+ Added MMCTF23 "Water Works"
+ Added MMCTF24 "Coterminous Crusaders"
+ Added MMCTF25 "Sky High Skirmish"

== MMCTF08 "Edge of the Dam"
+ Removed instant death water from the upper area near Rain Flush.

== MMCTF17 "Deserted City"
+ Removed a lot of 3d sectors to (hopefully) improve performance.

===========
== SKINS ==
===========

+ Added CopyRobot's updated sprites for Guts Man.
+ Added CopyRobot's updated sprites for Doc Robot.
+ Added CopyRobot's updated sprites for Enker.
+ Added Dimpsy's updated sprites for Megaman-Hair.
+ Added Dimpsy's updated sprites for Bomb Man.
+ Added Dimpsy's updated sprites for Cut Man.
+ Added Dimpsy's updated sprits for Magnet Man (with help from Pegg, Valo and Blaze)
+ Added Hansungkee's updated sprites for Bass.
+ Added FTX's updated sprites for Fire Man.
+ Added FTX's updated sprites for Burner Man.

==========
== MISC ==
==========

+ Added an option to the launcher to disable automatic command line saving.
+ Added an option to the launcher to disable voxels.
+ MM9 Robot Master skins now use BOSSPAIN like they did in MM9.
+ Added Mushashi's high quality sounds.
+ Added Skulltag's runes for compatability.

================
== VOXEL LIST ==
================

+ Ice Wall (Weapon)
+ Spinning Top (Top Man Stage)
+ Concrete Shot (Weapon)
+ Guts Lift (Guts Man Stage)
+ Wily Barrels (MM2 Wily Stage)
+ Astro Platform (Astroman Stage)
+ Trap Platform (Shadowman Stage)
+ Item-1 (Item)
+ Item-2 (Item)
+ Plant Platform (Plant Man Stage)
+ Oil Container (Oil Man Stage)
+ Cold Cylinder (Cold Man Stage)
+ Count Bomb (Top only)

"Voxels can be disabled in game or via the launcher. They are currently buggy in software mode but may be fixed in future Zandronum versions."

View in raw text format. (https://pastebin.com/raw/YHp88X5a)

Download

Download from MEGA (https://mega.nz/#!eMYkmLBY!sPxEcYkh45Pjt1g1Hh8qyKWLZblPD5CWFvbrbHkhRho)

Download from Cutstuff (http://cutstuff.net/public/mm8bdm-v5b.zip)

Notes

Special thanks to the MM8BDM team who helped out in this version. This build was mostly handled by myself due to all the singleplayer stuff, but it could not have been completed without the artists, musicians, coders and testers who took time out of their day to help me keep this passion project updated. Thanks must also go out to the many community contributions we received (mainly in the art department). Your names will appear in the credits (and your medals are in the cutstuff post)!

I hope you have a blast playing the new stuff. Watching and hearing about people enjoying this monster of a Mega Man fangame is what keeps me going. MM8BDM V5C, if it is required, will not be a massive content package like this one and will just fix any remaining bugs. After that, I will back down for a while and allow the dev team to start working on V6. We may even have some new positions opening up in the future so stay tuned!
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: CutmanMike on May 22, 2017, 11:17:16 AM
Please do not post spoilers until page 2 of this thread. Thanks!
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: Beed28 on May 22, 2017, 11:22:25 AM
(http://legends-station.com/mml1/screens/repairflutter/020.jpg)
YES YES IT'S OUT!!!!!!
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: Oliver on May 22, 2017, 11:23:42 AM
Well in that case, I'm off doing some v5b recordings.
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: hansungkee on May 22, 2017, 11:28:59 AM
YES!!.... :D YES!!!..... :mrgreen:
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: Xhatahx on May 22, 2017, 11:44:15 AM
WOOHOO YEAH SO EXCITED YES WOOOOWWW!
Although I'm in school, I can see the changelog and it looks delicious. We really, really needed a new Time Stopper. The MM8BDM_Water actor is going to be a big help. The new Wily maps look great from what I can see in the trailer, and I've gotten new CTF maps to roam around in when I'm bored. And the new functions from Zandronum are going to make mods more inventive. Nice!
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: Zdagger67 on May 22, 2017, 12:24:40 PM
Uhh yeah
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: FTX6004 on May 22, 2017, 12:45:37 PM
* can someone bring me MBison's YES, YES here *
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: The_Broker on May 22, 2017, 01:33:20 PM
Ah, a representation of all of the Wily stages! And so many other great features! I'm gonna have to dissect this for a while... Great work everybody!
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: Mikael_Fernandes on May 22, 2017, 01:59:58 PM
Frickin' bless. So excited to see the story overhaul
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: SmashTheEchidna on May 22, 2017, 02:55:36 PM
(http://i.imgur.com/O00hYyl.gif)

THE WAIT IS OVER

THE FUTURE IS NOW


Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: MrBabbles on May 22, 2017, 03:17:16 PM
How to carry your progress from v5a into v5b?
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: CutmanMike on May 22, 2017, 03:50:51 PM
You can either copy the new content into your old MM8BDM folder, or copy your old zandronum-(name).ini file into a new V5B folder.
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: ZipZap on May 22, 2017, 04:11:19 PM
weeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeEEEEEEEEEEEEEEEEE
iT'S HERE AND I CAN'T WAIT TO TRY IT OUT
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: Superjustinbros on May 22, 2017, 04:24:54 PM
The hype is real!
So many improvements everywhere that it's hard for me to describe everything that caught me in detail.
(Really love MM4DW1's water on the window glass effect though!)
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: Soundwave02 on May 22, 2017, 04:48:10 PM
THE TIME HAS COME
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: JuliusCesors on May 22, 2017, 05:28:37 PM
Just a suggestion, would changing roll's sentence be considered, when choosing Ringman as a skin could be changed to something similar to 'Oh Ringman how is that police job doing for you' as a reference to the gigamix comic ;)
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: LKnight on May 22, 2017, 05:40:02 PM
I know I don't usually post much in this forum, but THANK YOU for including the Easy mode I suggested. It really will help me and others enjoy this game even more!
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: NES Boy on May 22, 2017, 05:57:10 PM
Now that we've reached the second page, it's safe to say that...

HOLY CRAP, THIS SONG (https://rushjet1.bandcamp.com/track/cossack-stage-boss) IS IN THE GAME!!! AND IN NON-VRC6, TOO!

Does that mean Evil Robot's theme is back in non-VRC6 mode, too (complete with the Berzerk version)? I haven't fought him again yet.

Also, the 8-Bit version of the Powered Up Wily Boss theme was cool, and the Power Battle/Fighters version of Guts Man's theme is quite a surprise.
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: CutmanMike on May 22, 2017, 06:06:21 PM
We let Evil Robot use VRC6 because he's alien and creepy. Plus I hear it would be difficult to get the same sounding song without VRC6.
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: bass44 on May 22, 2017, 08:57:41 PM
Quote
MM8BDM V5C, if it is required, will not be a massive content package like this one and will just fix any remaining bugs.

I'm sure there will be, some of the skins (Like StarMan) need some fixing and you closed submissions right when I was in the middle of it.
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: Megaman94 on May 22, 2017, 11:59:54 PM
VERSION 5B IS FINALLY HERE! Thank the MM8BDM god, CutmanMike!
(https://media.giphy.com/media/DpB9NBjny7jF1pd0yt2/giphy.gif)
Title: Bug in v5b
Post by: Bug in v5b on May 23, 2017, 01:52:00 AM
After i beat yellow devil so... what happend the game?! it's just reset?!  :mad:
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: Nether_T_Hedghog on May 23, 2017, 05:10:59 AM
I'm wondering if anyone else noticed, but during Chap 2's boss... to bring back an old friend: "GUTSMAN'S @$$! *dun dun*"
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: Nether_T_Hedghog on May 23, 2017, 05:13:24 AM
I'm sure there will be, some of the skins (Like StarMan) need some fixing and you closed submissions right when I was in the middle of it.
I also noticed a few typos here and there such as with Auto in the training area. There may have been others, but I can't exactly recall.
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: Blancanon on May 23, 2017, 08:33:31 AM
So, with the Time Stopper rework, are there plans to add it to more stages? It's no longer a gimmick weapon and now has extra uses, and I'd like to be able to use it outside of 3 maps.
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: TheBladeRoden on May 23, 2017, 08:53:48 AM
Hmm I must find a way to utilize these new voxel dohickeys
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: Rozark on May 23, 2017, 10:03:15 AM
So, with the Time Stopper rework, are there plans to add it to more stages? It's no longer a gimmick weapon and now has extra uses, and I'd like to be able to use it outside of 3 maps.
Probably.
It'll still be treated as a strong pedestal type weapon, but it certainly isn't as taboo to place as it was in the past.
we didn't even get around to spreading out more MM9 weapons to older maps, woooooops
at least eddie bomber is bountiful
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: Joseph Collins on May 23, 2017, 11:41:35 AM
Well well well!  The prodigal son returns with new updates!  I've been waiting for this!  And it would appear that my waiting was neither in vain not fruitless.  This update looks so awesome!
I can't even complain about more music from a certain someone~

Guess I'll be making my rounds on the servers at some point in the near future.  Maybe.  No promises.
[and then everyone else was like, "Who the heck was that self-righteous furball?"  #Kappa]
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: Xhatahx on May 23, 2017, 01:27:32 PM
I think the changelog might be...
spoiling the identity of the bonus boss.
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: kirbman on May 23, 2017, 01:33:56 PM
Is there a way to restart the campaign without losing my settings as well?
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: Dr. Freeman on May 23, 2017, 01:39:40 PM
If your save data is after Mega Man 9's campaign, then you can talk to Magic Man in Light's Lab who can take you back to the beginning of the campaign (or any other chapter for that matter)
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: BombHornet on May 23, 2017, 04:08:12 PM
Does the Weapon Template for v4 still work with this update?
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: GameAndWatcher on May 24, 2017, 12:42:15 AM
I noticed that MM4DW1 is a reskinned version of an older version of MM1FIR.
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: kirbman on May 24, 2017, 12:58:28 PM
I noticed that, with the new Wily stages for MM4, MM5 and MM6, every chapter now has at least 2 end-game stages... except for MM3 which has only 1.
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: Stardust on May 24, 2017, 06:32:16 PM
Wow that's a fantastic job done here by everyone on the deam, gj for all the serious work :'o
The game keeps being refreshed both nostalgicaly-wise and gameplay-wise, that's so neat

Finally MM6 Wily stage with its underrated music is here T^T I missed it
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: AlbertoACV4498 on May 24, 2017, 08:55:15 PM
I wanted to know if it's possible to somehow rip the weapons out of the game so I can use them in maps I download or create using OBLIGE. Thanks for reading.
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: TheBladeRoden on May 25, 2017, 01:13:32 PM
Is the new Yellow Devil supposed to be beatable?
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: Xhatahx on May 25, 2017, 01:47:04 PM
Is the new Yellow Devil supposed to be beatable?
Yes, and he is beatable. I guess you're having trouble with the second phase.
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: Dr. Freeman on May 25, 2017, 06:07:15 PM
I bring a delivery.

Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: nehuenloco on May 25, 2017, 09:17:24 PM
Woo! I LOVE the mail system!
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: Time Killer on May 25, 2017, 09:20:16 PM
The best part of this update is...it was uploaded before 8 days to my birthday!! (http://orig12.deviantart.net/cb3c/f/2014/126/4/6/dignity_laugh_by_bokadokapoka-d7hdirv.gif)
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: Endymion on May 25, 2017, 09:53:18 PM
I wish the other two Wily Tower stages also makes a debut sometimes. Keep up the good work, this is the first time I trully enjoy the story. I never was a fan of the story driven FPS games but look what you have done... you made me love it. :)
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: NES Boy on May 25, 2017, 10:36:45 PM
I wish the other two Wily Tower stages also makes a debut sometimes.
What do you mean? All four stages are already represented in the game. Or, do you mean you wanted the music for the second and third stages to be in the game?
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: Temporal on May 25, 2017, 11:06:20 PM
How do I change to vertical bars? I can't seem to do that via screen size anymore.
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: Endymion on May 25, 2017, 11:40:46 PM
I checked the multiplayer map list and only two Wily Tower stages are in. The first and second one from the Megadrive game. Actually yes I wanted this partially because the music.
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: Time Killer on May 26, 2017, 01:15:49 AM
Did anyone beat Yellow Devil in their first try? I sure did.  :mrgreen:
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: Endymion on May 26, 2017, 01:25:50 AM
I did so, the second "form" was a way more fun than the first, but also a lot easier. I prefer this new battle over the monotonous old one. Awesome! :D
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: Time Killer on May 26, 2017, 01:31:03 AM
Same here  :mrgreen:
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: TheBladeRoden on May 26, 2017, 01:34:10 AM
Now you two are just toying with me
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: Time Killer on May 26, 2017, 03:21:49 AM
I don't xD
Chapter 6 was awesome af, tho I cheated cuz laziness...
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: NES Boy on May 26, 2017, 03:43:03 AM
I checked the multiplayer map list and only two Wily Tower stages are in. The first and second one from the Megadrive game. Actually yes I wanted this partially because the music.
Okay, here is proof that all four stages are represented in this game:

(https://s8.postimg.org/wfwo1ct05/mm8bdm-wt1.png)
(https://s8.postimg.org/44b44b93p/mm8bdm-wt2.png)
(https://s8.postimg.org/8mdewep5h/mm8bdm-wt3.png)
(https://s8.postimg.org/l2a4q5ihh/mm8bdm-wt4.png)
It's just that the environments of all four stages are compressed into two. MMWTDW1 uses the scenery from stages 1 and 2, while MMWTDW2 is based on stages 3 and 4. In fact, many of the fortress maps do this kind of compositioning.
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: Time Killer on May 26, 2017, 03:48:19 AM
O shit.. I totally forgot I have to fight the new  Punk
Punk.EXE is still better than him tho.. IMO.
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: Joseph Collins on May 26, 2017, 08:39:16 AM
Alright, so.  After having finally played the game a little since the upgrade to Zandronum v3.0, I noticed something that's kind of annoying.  But I also found the solution, too.

Problem:
Every time you got to the menu, the selection cursor hesitates, then jumps to whatever choice your mouse cursor is closest to, at the time.  For example, you hit Escape and the choice "Start Game" is selected, but then it jumps down to "Quit Game" because that's where your mouse was sitting.

Solution:
Go to Options -> Mouse Options and set "Enable Mouse in Menus" to No.

Also.  Holy crap, that new intro is amazing...!

Edit:
And now that I've played through all the new/updated content, I have but two spoilerrific questions...
1. What does the Mysterious Data Disc do and/or how do I access it?
I ask this because I played through Mega Man 9 (... again... because v5a didn't save my game, I guess?) first, then went back through all the bosses.

2. How many letters is the maximum right now?
I have 10.
Cheers, Mega Man 8-Bit Deathmatch team!
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: Endymion on May 26, 2017, 12:27:02 PM
But the musics still would be awesome for those stage anyway. :P

Honestly I have no problem with the difficulty... the exact opposite! The boss fights are less frustrating except the Mega Man Killers, Punk still kicks with that rolling.
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: CutmanMike on May 26, 2017, 01:09:47 PM
And now that I've played through all the new/updated content, I have but two spoilerrific questions...

The Mysterious Data Disc is used in a cutscene at the start of chapter 5. You can speak to Magic Man to see when it gets used.

There are 12 letters in total. Some are gotten when beating certain stages/bosses.
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: Joseph Collins on May 26, 2017, 01:16:15 PM
Ya know, I really should just play through the game from start to finish again.  I'm just so laaaaazy, ha hah.

Anyway, thanks for the info, Mike.  Appreciated!
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: CutmanMike on May 26, 2017, 02:59:41 PM
Medals should be distributed to the new people in the credits. Let me know if I missed anyone.
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: kirbman on May 27, 2017, 01:37:00 PM
Why were some of the MM8 songs changed?
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: Superjustinbros on May 27, 2017, 03:42:31 PM
Why were some of the MM8 songs changed?
Updated to be more accurate remixes of the PSN/SS Mega Man 8 themes, at least that's what I'm getting at.
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: Gothic on May 28, 2017, 03:39:56 PM
Question about the Quint battle: When the MM10 chapter is released, will the Solar Man phase of his battle going to be changed for something Stardroids related?
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: nehuenloco on May 28, 2017, 11:11:34 PM
Any tip on the Power Musclers?
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: JohnVyttalRay on May 28, 2017, 11:13:11 PM
Use Metal Blades, this should work
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: nehuenloco on May 28, 2017, 11:14:58 PM
Use Metal Blades, this should work

Thanks!
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: JohnVyttalRay on May 28, 2017, 11:22:22 PM
No problem!  :mrgreen:
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: Badz on May 29, 2017, 03:57:28 PM
I see that ResetPlayerStats was commented out in this version. Is there a new replacement for it?
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: Joseph Collins on May 29, 2017, 08:37:58 PM
I just found out something horrible about this version.

Survival in Numbers doesn't work with Zandronum v3!!  :cry:

Yes, I know Mega Man World does, but it's not the saaame.
For one thing, that variant doesn't have a "resetgame" puke alias.  Or a puke command for it to begin with...


Funny enough, I seem to have driven up interest in the mod again, though, after I got Zombie to fix his server...
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: CutmanMike on May 29, 2017, 09:29:58 PM
I see that ResetPlayerStats was commented out in this version. Is there a new replacement for it?

No. That actor was bad practice as you'd have to constantly update it when new inventory/status effects/etc were added. Reggae was the only thing using it in core.
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: FiremanX on June 01, 2017, 02:34:18 PM
In Slash Man stage there's a typo in Pharaoh Man's name bot and it can load him because of that.

(http://i.imgur.com/4Hzgy0g.png)

Also...
why half of Bomb Man is underfloor?
(http://i.imgur.com/K8Dnpsw.png)

Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: GameAndWatcher on June 01, 2017, 02:36:25 PM
The Pharaohman typo has already be acknowledged, and the other bug should go in the "Bugs/Suggestions" sub-forum.
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: Annonymous on June 03, 2017, 04:01:37 PM
How do you fight the wily capsule in v5b?
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: NES Boy on June 03, 2017, 07:39:58 PM
Just don't use the Super Armor when fighting Bass.
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: Promestein on June 07, 2017, 02:39:59 PM
I have a situation. I'm currently trapped in the past.

I must have gone back to the start of chapter 11 using Magic Man, because that's where I am, but Magic Man is gone. I've still got my letter from The Mysterious Hero and my trophies.
(https://i.imgsafe.org/80ed01ef4b.png)

I'm not sure if something will mess up when I go through the rest of chapter 11, but I guess I'll just have to play and find out. Worst case scenario, I could just replay the campaign.

EDIT: Rocketed through the rest of chapter 11. Everything is back as it was before. I imagine this could be agitating if it happened with, say, chapter 1.
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: JohnVyttalRay on June 07, 2017, 04:27:26 PM
I always wondered if you used magic man to go the past and play an stage while in the past, the memory would be lost. It looks like I was right, or was this just a unlucky bug?
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: TheDoc on June 07, 2017, 08:36:29 PM
No, when you use Magic Man, it creates a completely separate save that boots up by default. When you use Magic Man to return to the "present", it sets your magic save to 0, so that your original save will load by default.
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: Promestein on June 07, 2017, 09:58:19 PM
I've been trying to recreate it, but to no avail. I'm now guessing it had to do with me refighting the Genesis Unit, since, as you put it, Magic Man creates an entirely separate save. I must have done something to make the game think I was only just starting chapter 11.
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: NES Boy on June 09, 2017, 02:16:16 PM
I know it's a little too early to start talking about V6, but which version of the Mega Man 10 title screen are you going to use on the Stage Select screen? The one you start out with?

(http://www.sprites-inc.co.uk/files/Classic/MM10/Misc/Screen/TitleScreens/mm10_ps3_a.gif)

Or the one you get after downloading Bass?

(http://www.sprites-inc.co.uk/files/Classic/MM10/Misc/Screen/TitleScreens/mm10_ps3_b.gif)
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: SebaOutbreak on June 09, 2017, 10:36:15 PM
Hello, I'm having a bit of trouble with Gamma's reworked fight.

When Proto Man gives you the grappling hook and tells you to use it to climb up and destroy Gamma with a close range weapon, I can't seem to make the damn hook work. I've tried lots of stuff, and of course I had to activate god mode since the Sniper Joes would keep on spawning and shooting non-stop. I've tried being under Gamma, far away, going near the walls, jumping, no clipping... and I still can't get the hook to work. I hear the sound of the item activating, but nothing happens.

Any help would be appreciated, I've already beaten the game but I was checking the new fights reworked for V5b and ran into this. Cheers!
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: PotatoStrike on June 10, 2017, 09:32:58 AM
Hello, I'm having a bit of trouble with Gamma's reworked fight.

When Proto Man gives you the grappling hook and tells you to use it to climb up and destroy Gamma with a close range weapon, I can't seem to make the damn hook work. I've tried lots of stuff, and of course I had to activate god mode since the Sniper Joes would keep on spawning and shooting non-stop. I've tried being under Gamma, far away, going near the walls, jumping, no clipping... and I still can't get the hook to work. I hear the sound of the item activating, but nothing happens.

Any help would be appreciated, I've already beaten the game but I was checking the new fights reworked for V5b and ran into this. Cheers!

Did you try getting close to Gamma and aim the top of his head?
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: CutmanMike on June 10, 2017, 01:15:09 PM
Any help would be appreciated, I've already beaten the game but I was checking the new fights reworked for V5b and ran into this. Cheers!

This sounds like a bug. Were you using any cheats at the time?
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: supermario99 on June 11, 2017, 02:08:05 AM
Hey Mike!I have been enjoying the game for a while now and I was on another forum post where I asked a dev if there would be any updates past v7 and they said no so I was wondering if there woulx be any updates not versions pat v7?
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: Korby on June 11, 2017, 05:45:56 AM
There will not be a v8 unless Capcom surprises the world with a new Megaman game.
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: funaholic on June 11, 2017, 06:34:14 PM
for some reason after I beat Gutz Dozer my game reset,please help
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: SebaOutbreak on June 12, 2017, 06:16:28 PM
Thanks for your replies.

Potato: Yes, I did. I even tried switching the auto-aim on and off, just in case, but nothing changed. I tried aiming everywhere, specially on the head, but nothing happened.

CutmanMike: I did not use cheats until I had tried everything I could to climb up to Gamma. Since nothing worked (and the Joes kept killing on me), I turned on god mode to try some other things, also tried IDCLIP for some other stuff, but still cound't find a way to make the hook appear or work.

I'll soon try it again and see what happens. I didn't do anything weird before the fight, just fought the Robot Masters normally. I died 2 or 3 times to Gamma though. Thanks again.
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: Goomba98 on June 13, 2017, 01:00:36 AM
Will v6 be MM10 or MMV?
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: Promestein on June 13, 2017, 01:05:22 AM
V6 will be MM10, if I recall correctly.

It would be kind of weird to fight the Stardroids immediately after Roboenza gets released.
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: Goomba98 on June 17, 2017, 11:10:15 PM
Good, because in that case, I want to remind the newbies that will come with v6 that we still have a Mega Man game to cover. (Not many people know about MMV, I'm sure.)
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: ZipZap on June 18, 2017, 01:58:29 AM
Then again, the intro (SUPER COOL BY THE WAY) does include the stardinks.
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: CutmanMike on June 19, 2017, 01:25:47 PM
A new Zandronum beta build is out. V5B's zip file will be updated to include this build.

You can manually download it from here: http://zandronum.com/download#betas
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: Ultimate on June 20, 2017, 11:08:58 AM
2 weeks of raging and replaying the game...for that one trophy...
          I think Cutmanmike should atleast give a hint to how to get the "Flawless Victory" trophy,as I got it only by chance,insane luck (and by pure determination)
4 extra things : in the TV scene you can talk to Dr.Light from behind the couch
You CAN get Solar Blaze from Eddie (found that one out randomly in the training room)
A nice attention to detail : it also seems that you can use weapons OTHER than the Top Spin on Gamma (Knight Man's weapon worked)
And it seems as Protoman helped you from earlier than expected (Guts Dozer escape part)

One suggestion aswell : For the Alt_Fire of the Ballade weapon,make it fire (for example) 2 tiny ballade bombs (as in the first phase of the ballade fight on the gameboy)

One question : are you also gonna do the wonderswan game (Megaman and Bass : Challanger from the future) ?
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: Promestein on June 20, 2017, 02:53:38 PM
Mirai kara no Chousensha will not be in the core. The Dimensions showing up in the Robot Museum is all it's getting.
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: Tomas30022 on June 20, 2017, 09:38:25 PM
do i lost my file when i install this new version of Mega Man?
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: JohnVyttalRay on June 21, 2017, 12:43:51 AM
not necessairly. If you copy an file called "zandronum - (the name of the user) from the old version you've played and download v5b and put that file in v5b's folder, you'll have your progress loaded.
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: NES Boy on June 21, 2017, 01:12:59 AM
One question : are you also gonna do the wonderswan game (Megaman and Bass : Challanger from the future) ?
Mirai kara no Chousensha will not be in the core. The Dimensions showing up in the Robot Museum is all it's getting.
There was a fan project called The Forgotten Adventures (http://cutstuff.net/forum/index.php?topic=6793.0), which adds additional chapters based on other games and Mega Man media, but interest died off from that. One of the users involved from that project, Magnet Dood, is currently working on DOS Reborn (http://cutstuff.net/forum/index.php?topic=10122.0), based on a reimagining of the PC games by Simon Stafsnes Andersen, the guy who made Owlboy (http://owlboygame.com/). But progress on that is going slowly, mainly due to school work. But with summer comming up (in fact, the solstice is tomorrow), I'm sure it will pick up again soon.

fortegigasgospel, who spearheaded The Lost Adventures, is still working on the Original DOS Completion Project (http://cutstuff.net/forum/index.php?topic=10250.30), but he still has quite a lot to go.
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: Zanderwild on June 30, 2017, 10:33:56 AM
The file is unavailable from either link
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: Leon P. Katz on June 30, 2017, 11:32:38 AM
I have another question. Are they any other secrets that have not been discovered in game yet?
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: CopShowGuy on July 02, 2017, 08:24:56 PM
Oh man.  I was so caught up in moving when this came out that I didn't realize it was out!  Love so many of the changes.  Especially that some previously 2D platforms are now 3D (Yoko blocks, Item 1, etc.).

An odd happening:
My screen flickers a lot during certain scenes.  It flickered a lot during the credits.  And it sometimes does the same when I'm on the memory teleporter pad.  And usually when I bring up the map.
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: Jdude330 on July 04, 2017, 07:41:09 PM
I've been having a lot of fun with the new expansion, but I've been wondering: Is there a place I can listen to Against Those Odds? (Trying to be as spoiler-free as possible, not saying where it plays :) ) It's one of my favorite tracks in the game, and I would really like to see a link to it. I could just rip it from the files, but a youtube link is more shareable if i want to show it to some friends.
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: CopShowGuy on July 06, 2017, 03:59:05 AM
Oh man.  I was so caught up in moving when this came out that I didn't realize it was out!  Love so many of the changes.  Especially that some previously 2D platforms are now 3D (Yoko blocks, Item 1, etc.).

An odd happening:
My screen flickers a lot during certain scenes.  It flickered a lot during the credits.  And it sometimes does the same when I'm on the memory teleporter pad.  And usually when I bring up the map.

Seems the fix for this is to not play in full screen :(
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: Hint on July 09, 2017, 05:35:49 AM
Hello, I'm having a bit of trouble with Gamma's reworked fight.

When Proto Man gives you the grappling hook and tells you to use it to climb up and destroy Gamma with a close range weapon, I can't seem to make the damn hook work. I've tried lots of stuff, and of course I had to activate god mode since the Sniper Joes would keep on spawning and shooting non-stop. I've tried being under Gamma, far away, going near the walls, jumping, no clipping... and I still can't get the hook to work. I hear the sound of the item activating, but nothing happens.

Any help would be appreciated, I've already beaten the game but I was checking the new fights reworked for V5b and ran into this. Cheers!

Use the Top Spin
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: andreasaspenberg on October 11, 2017, 08:34:45 AM
about time somebody released more wily stages and more capture the flag stages.
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: Jill Gronemeier on March 02, 2018, 10:48:20 PM
i hope the boss for megaman 8 is the green devil.it woud be really cool.
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: fortegigasgospel on March 04, 2018, 12:25:45 AM
Hate to break it to ya buddy, but we are on MM9 already, and you might like the boss for 8 more.
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: CyanBlue on March 09, 2018, 02:15:46 PM
It works from XBox?
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: GameAndWatcher on March 10, 2018, 01:30:18 AM
It works from XBox?
Only if you manage to port Zandronum to an Xbox console, which would likely be more work than it's worth.
Title: Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
Post by: Sir Anon0mos on March 10, 2018, 02:01:33 AM
It works from XBox?
Only if you pre-ordered before the Rokko-Chan update.