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Author Topic: [Expansion] Rockman No Constancy (We're done now go away)  (Read 107260 times)

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May 23, 2014, 01:26:02 AM
Reply #465

Offline SickSadWorld

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Re: [Expansion] Rockman No Constancy (We're done now go away
« Reply #465 on: May 23, 2014, 01:26:02 AM »
Ok real v4a compatibility update this time!

http://static.best-ever.org/wads/rockma ... y-v1b4.pk3

Thanks especially to Messatsu for his contributions and polish. Thanks also to Beed for consulting. Cheers!

June 05, 2014, 07:17:25 AM
Reply #466

Offline Stardust

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Re: [Expansion] Rockman No Constancy (We're done now go away
« Reply #466 on: June 05, 2014, 07:17:25 AM »
Sorry to bump this like that, but some random idea I had, and I think would fit better here since it's the most famous MM expansion (and one of the few which managed to get done)
Was the idea of adding RM classes in an expansion ever brought? Taking a rooting code from CSCC, YD or JC Classes, since *most of the time* all the RM in rom hacks are simple recolorations, we could make RNC classes that behave "canonly to the RNC rom hack".
Graphics can be done easily by recolorating the Classes graphics. I'm saying this about RNC Classes, but it applies to every single Megaman rom hack expansion.
And also, who knows, maybe could this give more interest in playing expansions?
(I mean who wouldn't play as RNC Crash Man *-*)

June 05, 2014, 12:31:35 PM
Reply #467

Offline -Daiki-TheOni

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Re: [Expansion] Rockman No Constancy (We're done now go away
« Reply #467 on: June 05, 2014, 12:31:35 PM »
Quote from: "Stardust"
Sorry to bump this like that, but some random idea I had, and I think would fit better here since it's the most famous MM expansion (and one of the few which managed to get done)
Was the idea of adding RM classes in an expansion ever brought? Taking a rooting code from CSCC, YD or JC Classes, since *most of the time* all the RM in rom hacks are simple recolorations, we could make RNC classes that behave "canonly to the RNC rom hack".
Graphics can be done easily by recolorating the Classes graphics. I'm saying this about RNC Classes, but it applies to every single Megaman rom hack expansion.
And also, who knows, maybe could this give more interest in playing expansions?
(I mean who wouldn't play as RNC Crash Man *-*)

If I'm not mistaken, there was a plan about that: make somekind of YD expansion including RNC classes.... but I don't know what happened.

June 05, 2014, 12:38:56 PM
Reply #468

Offline Magnet Dood

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Re: [Expansion] Rockman No Constancy (We're done now go away
« Reply #468 on: June 05, 2014, 12:38:56 PM »
YD classes still has a folder in it called RNC Classes if you poke around in Slade, but I think the idea never really got off the ground.

November 10, 2014, 03:07:16 PM
Reply #469

Offline BookofDobson

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Re: [Expansion] Rockman No Constancy (We're done now go away
« Reply #469 on: November 10, 2014, 03:07:16 PM »
Umm Is there anyone I could ask for some textures from here.... Please?

November 11, 2014, 12:21:47 AM
Reply #470

Offline Knux

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Re: [Expansion] Rockman No Constancy (We're done now go away
« Reply #470 on: November 11, 2014, 12:21:47 AM »
Dobson, you could simply extract the textures from the wad using Slumped. I guess you could use Slade 3 instead, if it was user friendly.

November 11, 2014, 03:02:57 AM
Reply #471

Offline BookofDobson

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Re: [Expansion] Rockman No Constancy (We're done now go away
« Reply #471 on: November 11, 2014, 03:02:57 AM »
Quote from: "Knux"
Dobson, you could simply extract the textures from the wad using Slumped. I guess you could use Slade 3 instead, if it was user friendly.

i know how. I was asking out of permission

November 11, 2014, 04:19:49 AM
Reply #472

Offline Knux

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Re: [Expansion] Rockman No Constancy (We're done now go away
« Reply #472 on: November 11, 2014, 04:19:49 AM »
None of the people who made this expansion made the textures, so you technically don't have to ask for permission.

June 01, 2017, 08:53:35 PM
Reply #473

Offline Dio-Brando

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Re: [Expansion] Rockman No Constancy (We're done now go away)
« Reply #473 on: June 01, 2017, 08:53:35 PM »
TFW when Best-Ever is down... :(

June 01, 2017, 09:39:52 PM
Reply #474

Offline GameAndWatcher

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Re: [Expansion] Rockman No Constancy (We're done now go away)
« Reply #474 on: June 01, 2017, 09:39:52 PM »
TFW when Best-Ever is down... :(
This mod hasn't been supported or in development in literal years. I doubt Max is bringing this back anytime soon.

June 01, 2017, 10:32:05 PM
Reply #475

Offline DarkAura

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Re: [Expansion] Rockman No Constancy (We're done now go away)
« Reply #475 on: June 01, 2017, 10:32:05 PM »
I've been working on re-booting the RNC-Expansion for quite some time. I'm about 95% done with it and just need to fix several things with and might (doesn't mean I 100% will) release it before the end of the week, provided that I get Max's permission/stamp of approval to do so.

June 02, 2017, 12:33:51 AM
Reply #476

Offline Xhatahx

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Re: [Expansion] Rockman No Constancy (We're done now go away)
« Reply #476 on: June 02, 2017, 12:33:51 AM »
YEEES

Also, have you been re-ripping the soundtrack? The tracks already in the mod sound... off.

June 02, 2017, 03:08:54 AM
Reply #477

Offline DarkAura

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Re: [Expansion] Rockman No Constancy (We're done now go away)
« Reply #477 on: June 02, 2017, 03:08:54 AM »
Don't know how to. Was hoping someone that knew how to would lend a hand.

June 03, 2017, 04:47:59 PM
Reply #478

Offline Xhatahx

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Re: [Expansion] Rockman No Constancy (We're done now go away)
« Reply #478 on: June 03, 2017, 04:47:59 PM »
I think I can try re-ripping the songs, although I won't be able to do it for 2 days since I'm in the middle of nowhere.

June 25, 2017, 05:03:58 PM
Reply #479

Offline DarkAura

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Re: [Expansion] Rockman No Constancy (We're done now go away)
« Reply #479 on: June 25, 2017, 05:03:58 PM »
v2a is now live and available to download!
v2a hotfix 1 is now live and available to download!

Expansion: http://www.mediafire.com/file/7xkb63v19t9tazy/RNC-Expansion-v2ah1.pk3
Map Pack: http://www.mediafire.com/file/cyzqdmj57x4wz2d/RNC-MP-v2ah1.pk3

v2a-h1 Change Log:
Spoiler for Hiden:
--- Map Pack ---

*More compression and organization.
*Altered Skybox camera in RNCAIR to match the Expansion.
*Fixed brightness-tranferring 3D floors being "killing fields" in RNCQUI.
*Tweaked Shiny Beam script slightly.


--- Expansion ---

*More compression and organization.
*Fixed left-most spike pit not insta-killing players in certain areas.
*Fixed brightness-tranferring 3D floors being "killing fields."
*Tweaked Shiny Beam script slightly.
*Repalced Crash Bomb pick-up in RNCCLA with Remote Mine.
*Replaced Quick Boomerang pick-ups in RNCQUI with Plug Ball.
*Fixed weapon pick-up text missing exclamation points.
*Added new HUDs for Za Warudo, Rising Sun, Spin Wheel, and Ice Circle.
*Several adjustments to Spin Wheel's coding to help reduce visual obstruction:
   - Added spawner actor similar to Screw Crusher's coding
   - Added invisible frame
   - Increase forward recoil (5 > 10)
*Fixed floaty Ice Circle actor not being floaty in RNCDW3.
*Fixed script not swapping Mega Buster for Rock Buster upon respawn.
*Added sprites for Item-1NC and Item-2NC because I forgot to test everything w/o Voxels.
*Fixed frag limit for Wily stages during campaign. My bad. ( ,_ ,)
v2a Change Log:
Spoiler for Hiden:
MM8BDM v5b compatability!

Map Pack available for download that has the RNC weapons replaced with their core counterparts.

Voxel Pack? What Voxel Pack? There's never been a Voxel Pack!

WEAPONS/ITEMS
----------------
*Added Item-2 NC with voxels

*Added Item-3 sprites and voxels in the event hat it gets added to the core in the future.

*Added AltFire states for all weapons, because that is now a thing.

*Hard Buster: Re-named Rock Buster.

*Delay Flame: Projectile states altered so it thrusts upward intervally and fires instead of stop, thrust up, then fire.
            Added OilPitIgnite to projectile.

*Ice Circle: States altered to behave akin to Leaf Shield, staying up for a limited amount of time.
       IceCircleFX spawners moved to "Flash" state.
       Added weakness to Thunder Claw, Plug Ball, Thunder Wool, and Electric Shock while active.
       Added immunity to Ice Wall and Chill Spike while active.

*Proto Charge: ColorTranslation and flashing Buster HUD effects moved to "Flash" state.
              Added OilPitIgnite to projectiles.
         AltFire rapid-fires uncharged shots.

*Rising Sun: No changes.

*Rumbling Bang: Trail effects altered to be truer to in-game.

*Spin Wheel: No changes.

*Wind Slicer: Added death sprites for projectiles.

*Za Warudo: Revamped (copy/pasted) coding to function like CBM-FlashMan's Time Stopper,
              including effect spawner and exact state freezing.
         WELL SHIT, V5B TIME STOPPER IS THE SAME DAMN THING NOW

SKINS
-----
Revised Heat-NC skin provided by FTX6004
Revised Clash-NC, Bubble-NC, and Flash-NC skins provided by DarkAura (me)

MAPS (Collective)
-----------------
*All transporters are fixed so they no longer crash the game when used.
   (RNCHEA/RNCCLA/RNCBUB/RNCQUI/RNCDW3)
*Block Monster LineDef parameters added/removed/alter/fixed/etc. (All maps)
*Ladder-climbing speed lowered from 30 to 27. (All maps)
*Textures re-colored. (All maps)
*Map Cards added (All maps)
*Higher quality music with loops (thanks to Xhatahx for re-ripping the music)


MAPS (Individual)
-----------------
*RNCTITLE* NEW!
---------------
*Title Map added with (beta) intro.
*Added arguement check to MegaHair to change sprites.

RNCAIR
------
*Voxels added for Yoku Blocks
*Yoku Block script altered: Blocks do not spawn immediately as the map loads.
                     Both blocks do not spawn at the same time, but alternate.
*Line Identification special removed from border LineDefs.
*Added custom sloped rail textures.

RNCHEA
------
*Voxels added for Yoku Blocks
*Pillars by Rumbling Bang can no longer be climbed upon.
*Texture-switching script altered: First texture swap triggers after 4 minutes (8,400 tics.)
                     Second texture swap triggers 32 seconds (1,120 tics) after the first.
                     Script parameter added to change what colored Yoku blocks spawn.
*Yoku Block script altered: Blocks do not spawn immediately as the map loads.
               Different-colored blocks spawn based on texture script.
*Transporter fix.
*New hiding spot for Yashichi.

RNCFLA
------
*Arguement added to plant actors to switch to RNCFIN colors.

RNCCLA
------
*Full rotation sprites added for Post and Platform actors.
*Voxels added for Platform.
*Transporter fix.

RNCBUB
------
*Transporter fix.
*New water texture.

RNCMET
------
*Yashichi area blocked off so no one (such as CBM-MetalMan) can hide in there.
*Custom oil drop actor added.

RNCQUI
------
*Glass 3D-Floors altered for the areas around the Shiny Beams.
*Shiny Beam script altered: Timing altered so the beams appear to light up the crystals they are fired at.
                Warning arrows altered to look 8-bit.
*ShinyBeamShooterUp and ShinyBeamShooterDown combined with ShinyBeamShooter to fire forward/up/down depending on an arguement check.

RNCWOO
------
No major changes.

RNCDW1
------
*Pillars no longer crash the game when in view.
*Rotations added for Mecha Dragon NC

RNCDW2
------
*PikoPiko room re-textured.
*Added custom Small Health and Large Energy actors with disabled gravity for conveyor belts
*Added custom Mirror Buster Giver with disabled gravity for conveyor belts.

RNCDW3
------
*Transporter fix
*Added altered weapon/pick-up actors with flipped sprites and disabled gravity for the upside-down areas.

RNCDW4
------
*No major changes.

RNCFIN
------
*Heavily altered script beyond defeating Super Wily.
*Re-done post-Super Wily room.

RNCCRED
-------
*Shaved off more than 50% of the "map."
*Added character/map actors and altered script to make the sequence seem less static.


TO-DO LIST
----------
Re-write intro (depending on if it's even good enough to begin with)
Figure out how to make Delay Flame work w/o having to use scripts.
Overhaul end credits sequence into something new (no need to have map-by-map credits since
   Map Cards do exactly that)
Re-code Super Wily.
All-around re-tweaking.
Additional MM2-style outro after Super Wily.
Add in Super Wily skin when I get IAmAMedalHunter's permission to do so.
Code Item-3 (only if it's gonna be implimented in the core pack in the future.)
OVERHAUL ALMOST EVERYTHING! (basically re-make the whole pack, sans maps.)
Other thing not mentioned here.

If you find an issue that needs to be addressed, PM me here or prod me on Discord.