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Messages - CutmanMike

Pages: [1] 2 3 ... 251
1
MM8BDM Discussion / Re: Megaman 8 bit deathmatch full screen problems
« on: January 06, 2021, 03:24:27 PM »
Drop the console with `and type vid_adapter. It will tell you which monitor Zandronum is using. If it's "1" type vid_adapter 0, or visa versa.

2
Not to be rude, but you might want to take this complaint somewhere else on the forum. Replying with an unrelated issue on a topic where some members of the development team has been posting in regards to my opening question when they might be pretty busy with other things at the moment (they have lives too) won't make the Wiki any more active.

The forum is pretty quiet, no need for that. :)

Unrelated topic here, but the wiki page about the weapons, the Boss Attack, a stage named Unknown, and 2 more chapters after chapter 11 are not updated as of now. :(

As anyone can sign up to the wiki, you can volunteer yourself to update it if you like. See this thread: https://cutstuff.net/forum/index.php?topic=9740.0

3
The ending to v6 was planned out a long time ago, unfortunately this was long before Mega Man 11 was announced. Will still don't have many plans for V7, but the story will probably be more light hearted in tone. Don't expect it to be more epic than V6's ending, it won't happen. ;) Still, we don't have much planned so far, there's still fresh soil for ideas and plenty of time to come up with something as we have almost no resources (tiles sprites) for MM11 content.

We're focusing on V6B for now, which is aimed at the core code of the game to make it less of a pain for modders to make new weapons/classes/etc.

4
More specifically it's because the launcher was written in Autohotkey, which modern Windows detects as a potential threat: https://www.autohotkey.com/boards/viewtopic.php?t=59598

Unfortunately we'll have to create a new launcher from scratch to fix this, which isn't going to happen for a while.

You can download a version without the launcher here: https://cutstuff.net/public/MM8BDM-v6a-nolauncher.zip

However, you'll have to use something like ZDL or Doomseeker to launch the game.

ZDL: https://github.com/lcferrum/qzdl/releases/tag/3-1.1
Doomseeker: https://doomseeker.drdteam.org/

5
Cutstuff Discussion and Feedback / Re: Cutstuff Medals - Guide
« on: November 19, 2020, 07:13:39 PM »
For whatever reason the forum software prevented me from issuing medals, but has miraculously started working again today? Anyway, I've issued a bunch of medals I owed people. Please let me know if you're missing any!

6
Help & Editing / Re: Doombuilder Map Card Script Not Working in V6
« on: November 14, 2020, 03:37:07 AM »
You need to update your ACC and acs files in your Doombuilder Compilers folder. Extracting these in there should allow you to compile https://zdoom.org/files/utils/acc/acc158win.zip

7
Some work in progress screenshots that show unused stuff. Again, spoilers here.

(click to show/hide)

Molly:


An early concept of Deep Digger was to have it change properties depending on what surface you "dug" from. I still think this a neat idea, but it would require giving every surface texture in the game a property of what "type" it is, which isn't very viable in this engine. Especially if you consider custom maps with new textures.

8
MM8BDM Discussion / MM8BDM Concepts and unused Assets [MASSIVE SPOILERS]
« on: November 08, 2020, 04:16:04 PM »
Greetings. In this thread I will be posting details around the development and conception of MM8BDM's story campaign. It's interesting to see how things developed over time, and how well things have aligned to my vision of the final game. The team did a great job at adapting what I had in mind and  I am 100% satisfied with how things turned out. However, everyone is different and I'm sure some of you will find interest in some of the unused things for the game, and maybe even disappointment some of these didn't make it in. Enjoy.  :)

Here be spoilers! You've been warned

Final Boss concept (2016)
(click to show/hide)

MM10 Final Boss
(click to show/hide)

MMV Final Boss
(click to show/hide)

MM8BDM Final Boss (Player)
(click to show/hide)

MM8BDM Final Boss (Boss)
(click to show/hide)

Hidden Boss:
(click to show/hide)

Other:
(click to show/hide)

I will post more should anything I've missed come up.

Here's full galleries of Pegg and BatteryBlack's artworks, some I omitted from this post:
https://imgur.com/a/PhN3AnT
https://imgur.com/a/LNkmXCz

9
Pending / Re: [Discussion] CTF weapon layouts are really outdated
« on: November 07, 2020, 07:07:43 PM »
Moved to pending as this is something that needs doing. It was on the table for v6a at one point but other things were more important.

10
Bugs/Suggestions / Re: Crippling Sunstar Bug
« on: November 04, 2020, 08:39:58 PM »
Ohh... Yeah, none of the cheat commands are officially supported (because there's no good way to account for all of them), and using them against bosses can cause abnormal effects like this. Your best bet if you want to cheat is to use the Buddha command, which keeps you alive if you go below 1hp.

11
Bugs/Suggestions / Re: Crippling Sunstar Bug
« on: November 03, 2020, 07:20:15 PM »
Let me know it the issue goes away. If not I'll ask you to reset your ini file and THEN see if it crashes. If it doesn't after that, I'll want to have a look at your ini to try to see what setting is causing it so I can implement a fix.

12
Bugs/Suggestions / Re: Crippling Sunstar Bug
« on: November 03, 2020, 07:05:08 PM »
Your save progress only gets recorded to your ini file when the game closes properly. I.e, if you ran the entire game of 8bdm and it crashed on the final boss, you'd lose everything. I recommend closing the game after using those codes to ensure the data is recorded.

Does it only crash in phase 2 then? Couple of things to try:

Instead of going through the cutscene with wily again, just do the following codes:

mm8bdm_sunstarunlock 3
map unkown6

This will take you straight to phase 2 without any other fluff in the previous cutscene loaded. If it still crashes then, try the same but in software mode.

13
Bugs/Suggestions / Re: [Suggestion] MM7 Skull Fortress Naming Scheme
« on: November 03, 2020, 05:05:40 PM »
MMWTDW2 Wily Tower Observatory could work

14
Bugs/Suggestions / Re: Crippling Sunstar Bug
« on: November 03, 2020, 05:03:28 PM »
Haven't heard of this issue before. First things first, are you using software mode or opengl? If you're in software, try switching to the opengl renderer.

Second, here's some codes to help you get back where you left off. You have to open the console with ` to use them:

mm8bdm_saveprogress 1124
mm8bdm_mmvsaveprogress 255

That should get you back to where you were, but obviously won't give you your exact unlocked weapons, so here's a code to help you get those back:

mm8bdm_screwcount 5000

15
My personal beef with it is some people stuggle just getting to the point where he starts using it, so when he finally does you don't have much time to figure out what you're supposed to do. Having said that though, I don't know how to go about fixing this other than making him use the ball attack earlier.

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