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Messages - CutmanMike

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I look forward to catching an active server!

MM8BDM Discussion / Re: when will V6 comeout?
« on: April 16, 2020, 01:09:04 PM »
We're still on track, don't worry.

MM8BDM Discussion / Re: MM8BDM V6 - Development begins!
« on: April 11, 2020, 02:08:03 AM »
And my questions still haven't been answered:

The title screen with Bass includes is currently being used for v6.
The option to toggle items is low priority and in my opinion isn't worth implementing for core as it only adds to the additional things modders have to worry about, so don't expect that feature in v6. It wouldn't be too hard to make a simple add-on mod for this though!

Please note that Mega Man 9 and Mega Man 10 is recreated for Mega Man Maker, while Mega Man 8-bit Deathmatch reused the same soundtrack from the same games.

We won't be recreating the tracks for MM9 or MM10 as they sound great as they are, from the source.

Bugs/Suggestions / Re: [Suggestion] Modder's Delight: Item Spawn Func
« on: March 28, 2020, 12:34:17 AM »
By the way, as discovered by Celebi you'll have problems if you don't put a tic before the A_Jump(256, "Spawn2"). Try dropping the items in game via the console, it will have the base icon. Can only imagine other methods of spawning them would cause the same thing.

Anyway we'll check this one out as it's not very intrusive.

Bugs/Suggestions / Re: [Suggestion] Modder's Delight: Item Spawn Func
« on: March 27, 2020, 12:35:30 PM »
Probably going to answer my own question here, but is there any reason the base inventory items have to give themselves a custominventory (to be replaced by modders) instead of just running a named ACS script? AFAIK named acs scripts can be replaced the same way as DECORATE actors if they share the same name and are loaded on top. I'm guessing if one were to say, combine two of the above mods, it would be a lot easier to make a compatibility patch file that just replaces the custominventory and adds a line for both scripts the mods are wanting each item to execute. But I was wondering if there were any other reasons beyond that?

Just so we're straight on the subject, vanilla core maps (and the other resources in core) are free to edit and expand upon in any shape or form for the purpose of mods and extensions. I have no problem with people editing them to better suit new gameplay styles (in this case, competitive CCBM). However, people who have spent time and effort making their own custom maps may not feel the same way, so please contact them before making alterations.

I don't think what you're asking for is possible, nor would it make things any easier for modders? Playerclasses can be coded to do just about anything, but skins are just a simple sprite/sound replacement of a playerclass.

As for Roll's changing room, it is basically a built in skin changer that (sadly) can't dynamically access what classes/skins exist like the Zandronum menus can.

Skins & Bots etc / Re: Maxine's dumb user skin
« on: January 19, 2020, 11:15:48 PM »
Please don't bump old topics with no reason.

Events / Re: Competitive Standard
« on: December 28, 2019, 07:36:56 AM »
god zapper just shut up

Don't post here if this is all you're gonna add to the discussion, thanks.

MM8BDM Discussion / Re: MM8BDM V6 - Development begins!
« on: March 23, 2019, 09:51:06 PM »
After V6, is Mega Man V going to be the last chapter in V7? 'Cause I'm starting to feel like Mega Man 11 is not in this campaign, and doesn't have a trophy of its own. :confused:

That was the plan, but Mega Man 11's existence changed things up. The ending of V6 will let you know which game we're tackling next! :)

MM8BDM Discussion / Re: MM8BDM V6 - Development begins!
« on: March 19, 2019, 08:51:03 PM »
It's really great to finally see the game's pacing being addressed. Though, I have to wonder, are the campaign's bosses being tweaked in light of the damage increase?

Since it's easy to tweak how much damage they take from each weapon, yes.

MM8BDM Discussion / Re: MM8BDM V6 - Development begins!
« on: February 19, 2019, 11:44:06 PM »
Also, I was poking around the MM8BDM-V5d pk3 and I noticed that inside the folder with Mega Buster sprites, there were also unused (?) sprites of the Level 3 Charge shot. Are there any plans to implement this in the main game?

Not at the moment. The sprites are still there as they are used by certain cutscenes/bosses.

Could you add the "Random" on the Bot Setup?

Unfortunately this is out of our hands as we can't mod that part of the engine. However, if you use the "addbot" command on the console a random bot will be added for you.

MM8BDM Discussion / Re: MM8BDM V6 - Development begins!
« on: February 11, 2019, 11:42:00 AM »
Redundancy is the main reason for not creating new mobility items. The more there are, the more players have to learn.

Or you could have it spawn underneath you if you're a certain distance from a wall, then zip you up to the top of it like a Wheel Cutter. Considering the existence of Item-1, having Item-3 act as slow and clunky as it did in MM2 is just a downgrade from what we already have, especially in an arena shooter.

This is probably the best suggestion I've seen for Item-3 so far though.

MM8BDM Discussion / MM8BDM V5D - Released!
« on: December 01, 2018, 09:22:51 PM »

Mega Man 8-bit Deathmatch V5D is here! This version is mainly a bug fix/cleanup build to provide several improvements for players and modders before V6 development goes into full gear! It also includes several revamped weapons, maps and skins. We also added some new post-game dialogue to prepare you for V6! Check out the patch notes below for more information!

Change List:

Spoiler for Hiden:

Proto Buster, despite being routinely nerfed, is still an incredibly powerful and oppressive weapon. So we're making it take longer to charge up to warrant its fast and powerful projectile.
- Required Weapon Charge for Charged Shot: 24 > 36

Bass Buster is a powerful tool for creating pressure. It can feel overbearing, so we've added a mechanic that causes its bullet spread to become more erratic the longer you fire without stopping. A small delay after letting go of fire was added to eliminate potential abuse cases and further reduce pressure.
- Weapon Behavior: After firing several bullets in a row the weapon's random spread will increase up to a cap.
- Weapon Behavior: A 28 tic delay has been added upon letting go of fire.

Gyro Attack is a weapon that has players of the community split on one specific mechanic of it. Its double hit allows it to deal double damage if timed precisely before hitting a player, making it a 2 Hit Kill in specific scenarios. We're reducing the damage on the split as a result.
- Weapon Behavior: Split Gyros will now give players protection from further Gyro Attacks for 2 tics.
-- Double Hit Damage: 54 > 40

Dive Missile is oppressive, particularly on large maps like MM2AIR. This should help resolve a lot of the frustration that comes with fighting the weapon without making it worthless as an offensive tool and a check to mobility.
- Weapon Behavior: Dive Missile can find a target [at any time > only within the first 4 tics of its life]

== ICE WALL ==
We know at least one person will complain about this, but it was a strange mechanic that we didn't feel had a place in the game.
- Weapon Behavior: Ice Wall no longer clips to the top of walls upon being spawned.

The rework put Skull Barrier in a much healthier spot than the potentially everlasting immortality, but it still feels a little too oppressive. As an attempt at taking it down a peg, it'll stay up for less time and take longer to put it up again. It's possible these changes aren't enough, and we may have to follow up again later.
- Skull Shield Duration: 175 tics > 130 tics (Roughly 10 seconds down to almost 8)
- Skull Barrier Cooldown: 70 > 80

Mega Ball is probably the most awkward weapon to use as a weapon, so we've added a whole bunch of mechanics to help with that.
- Weapon Behavior: Mega Ball now copies the player's momentum as it is spawned. Holding fire will automatically fire the ball.
-- Altfire: Spawns Mega Ball with the same behavior as pre-5d versions.
- Initial Firing Delay: 9 Tics > 6 Tics
- Delay After Kick: 23 Tics > 26 Tics

"Rolling Cutter spawns a damager every tic and those damagers are rippers that can hit twice. Although this change seems small, it will reduce cases where you are brought to 0 HP instantly. Sweetspots will still kill you instantly, though."
- Projectile Damage: 12 > 10

Fun fact, Black Hole Bomb was tied with Hornet Chaser as the slowest projectile in the game, and one of the few that players can truly outrun.
- Projectile Speed: 10 > 12

- Explosive Damage: 10 > 8
- Direct Hit Damage: 4 > 5
- Explosion Radius: 85 > 64

- Tornadoes Spawned: 15 > 30
- Tornado Spawn Rate: Every 8 tics > Every 4 tics
- Tornado Damage: 20 > 10
- Tornado Vertical Speed: 20 > 40
- Tornado Lifting Speed: 20 > 40

- Vertical Thrust on Spawn: 0 > 10

- Mid Shot Damage: 25 > 15
- Main Projectile Damage: 30 > 20
- Fragment Damage: 12 > 7
- Weapon Behavior: Traveling fragments no longer spend any time with NOINTERACTION on.

- Projectile Gravity: x900 > x15
- Weapon Behavior: Water Wave can now travel up slopes.

- Has a new firing sound effect.

- Item Behavior: Wire Adaptor will now pull you directly to what you hit without the force of gravity getting in the way.

"A new server variable to play around with in case you're playing with bots or scenarios where players are affected by Block Monster lines that eliminates the Block Monster lines used for keeping bots from swarming into a mosh pit in certain maps."


== MM1ICE ==
- Reworked by Rozark

== MM2FLA ==
- Adjustments by LlamaHombre and Korby

== MM4PHA ==
- Reworked by Ivory and Copy Robot

== MM6FLA ==
- Adjustments by CutmanMike


-Added the mapper tools MM8BDM_BeatPitSector and MM8BDM_TeleportEntrance. Add BeatPitSector to a damaging pit sector to enable support for beat call. TeleportEntrance is an easy way to set up an Actor Hits Floor teleport sector using MM8BDM's teleport script.
-New chapter artwork for Chapters 1 and 5 by Pegg.
-Added new configuration options to the launcher to allow players to define paths to Zandronum, MM8BDM.pk3 and megagame.wad. Leaving them blank will use the current directory of the launcher.
-Added Training to the New Game menu.
-SV_InfiniteAmmo now works with most weapons.
-Credits for baiis8bit changed to famitard.
-Fixed HUD Ammo numbers crashing online players.
-Fixed Galaxyman NPC's color palette.
-Fixed Proto Buster's charge color palette.
-Fixed a cropping issue on Alien's skin.
-Fixed Rush Marine duration being used up outside of water.
-Fixed Wave Burner not consuming ammo correctly outside of water.
-Fixed Magicman not showing the intro to the MMWT chapter if you selected the MMWT chapter.
-Fixed Training not functioning properly.
-Fixed Bass's boss fight having a butt laser.
-Fixed Beat Support not appearing online.
-Fixed an out of bounds exploit on MM1GUT.
-Fixed a sticky ladder on MM9GAL.
-Fixed teleport fog colors not resetting on death.
-Fixed some bad Block Monster lines on MM5CHA, MM5GRA, and MM5CRY
-Fixed an issue where Beat would not function on MM5CHA.
-Fixed texture offset issues on MM9TOR. Again.
-Fixed an issue with Plugman's mugshot.
-Fixed painstate spam when using Beat Call against a pit surface.
-Fixed Super Adaptor crashing servers in certain scenarios.
-Fixed some minor texture issues on MM7STR.
-Fixed Quickman, Dustman, Dr. Wily, and BBA Megaman from being oddly silent in bot matches.
-Added hansungkee's sprites for:
   -Solar Blaze
   -Evil Robot's death
   -Duo's skin, with adjustments by Pegg
   -Napalm Man's skin
-Changed behavior of Sticky Platforms to be smoother online.
-Added a missing frame on Air Shooter.
-Added a missing Block Monsters line on MM9MAG.
-"core_translations" made clientsided to improve server loading speed slightly.
-Added missing //$Titles to certain weapons.
-Added rotations to the Shademan Knight prop by Copy Robot
-Added new inventory flag to prevent fall damage from making you vanish on death.
-duofistboss renamed to DuoFist_Campaign and moved to evilrobot.txt
-Time Stopper will now always deal 5 damage.
-Added some textural updates to MM6DW1 by Watzup7856
-Proto Buster's shield now utilizes warping.
-Added the "intensePlaying" bool to fix intense music constantly replaying itself.
-Tornado Hold can no longer carry you through thin 3D Floors.
-MMCTF24's blue poles given +FORCEYBILLBOARD.
-MMBCOL Ice Machines now properly take frags from players.
-Dark Man boss battle damage and animations tweaked slightly to improve clarity/difficulty.
-Megaman Playerclass now starts with "mm8bdmplayer" inventory.
-Added a new postgame cutscene in Dr. Light's lab.


Download from MEGA

Rejected / Re: campaign mode on v6
« on: November 12, 2018, 10:56:10 PM »
Unfortunately not possible, and better saved for a separate mod.

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