~ LARGE CHANGE: Heatman can no longer be completed in speedrun. The rising/falling lava was increased in speed.then we just have to be quicker
Crashed everytime I tried to play online in your server, Lego.I had sv_unblockplayers on due to the number of people, it has nothing to do with the mod.
Is this an actual project while the original mission mode is happening?Yes, changes I have made to the mod will likely not be included in the normal mission mode.
+ Healing beam does not consume ammo unless it successfully heals a target player, neither consumes ammo when healing a player that is at full HP.I'm thinking of changing the healer back into a projectile, but one that is spawned in front of you based on momentum as opposed to hitscan. The hitscan one has issues in my version of the mod that the normal version does not have, despite being the exact same thing coding-wise. I will probably apply these changes when I get some real freetime today.
+ Roll class players see a small health bar/number (representing remaining hp) a pixel above the ground where the ally stands, showing health based on 10% 20% 30% -etc.- 100% if based on health bar (All Client sided)
+Health beam can cut through ProtoMan's shield (or other possible blockers, like DarkMan's shields) reducing healing annoyances
then we just have to be quicker...Good luck with that...
Duo's fist should be on the left hand side.
I had sv_unblockplayers on due to the number of people, it has nothing to do with the mod.Never EVER turn that on in the current build of Zandronum, it has been reportedly the cause of the entire "ThroughSpecies" problem (Which has led people to mistake that Item 1 caused crashes).
It's very difficult to choose Fake Man for single player.
It can't unless either the source ports changes the Single Player Class Menu to allow customization. Maybe there's also a way to create a custom class relection. I Know Real Guns mod has a custom class selection that also allows users to pick their perks.Quote from: "Beed28"It's very difficult to choose Fake Man for single player.
^This. Idk if that can actually be fixed though...
Quote from: "Lego"due to the number of peopleNever EVER turn that on in the current build of Zandronum
This is an issue I tried to resolve. It would use a feature that does not exist in the current build of Zandronum. It is a ZDoom Feature, however.It's very difficult to choose Fake Man for single player. Although, the Ranger from Quake in Samsara has this same problem.
You could try the "Real Guns" way, although that one is boring to code and I'm not sure if it will always try to make it so you have the class you have choosen on Respawn.Quote from: "Beed28"This is an issue I tried to resolve. It would use a feature that does not exist in the current build of Zandronum. It is a ZDoom Feature, however.It's very difficult to choose Fake Man for single player. Although, the Ranger from Quake in Samsara has this same problem.
1.) There's no resetgame door anywhere. This means that the game is brought to an abrupt halt after awhile because all the weapons have been earned. There's a server rotting on DoomSeeker as I post this because of this.afaik? yes there is. it's literally right behind where everyone spawns.
3.) Darkman's Cutter Twins' ammo consumption is WAY too high for when they're on either side of you floating idly. Every half-second, an ammo bar goes down. Literally any other Darkman weapon would be more efficient to use. Hell, Roll's Atomic Radiance is more efficient. As least that lasts fairly long.
-snip-These bugs seem to be either lag or mod related...may want to check up on that because I don't remember encountering anything close to things related to this.
1.) There's no resetgame door anywhere. This means that the game is brought to an abrupt halt after awhile because all the weapons have been earned. There's a server rotting on DoomSeeker as I post this because of this.You are correct. There is not one and I agree that there should be one. It will be added next version.
2.) I liked Bass's original SP buster better; not only is this a pain to use when you need to move and shoot simultaneously (Toadman's stage JESUS CHRIST), but I thought the rage concept was new and fun to use.I personally like this version of Bass Buster...it just seems more correct than the one in the original MMSP. I will be keeping it for my own opinion reasons.
3.) Darkman's Cutter Twins' ammo consumption is WAY too high for when they're on either side of you floating idly. Every half-second, an ammo bar goes down. Literally any other Darkman weapon would be more efficient to use. Hell, Roll's Atomic Radiance is more efficient. As least that lasts fairly long.This will probably be changed, but Darkman requires a learning curve before you realize your shield can only be turned off by switching weapons.
Here's something else interesting. As it stands, the ACS script for this is uncompilable. Seriously, I went to SLADE3 and tried to compile the ACS script as is and it gave me some error about legofunc. Just FYI :D .It was not intended for others to recompile my code. The solution is quite simple, you need to use my functions library (https://dl.dropboxusercontent.com/s/f7f0xptz6eghxf7/LEGOFUNC.txt?token_hash=AAEl1fX_7mkPHL1c0MRYjds4C2OgJzcdA_QYsgl0GGm7ZA) that I intended to release at a later date. In order to compile the current build you have to place that in the same directory as your ACC and rename it to LEGOFUNC.acs. You can also find a full list of functions and their actions here (https://dl.dropboxusercontent.com/s/ys6c7fhfm8b005q/Lego%27sDumbFunctions.txt?token_hash=AAGdmCNgVKIHqANtLyY2DyhzVmwz0apzGHzBvNSonTAyNA).
were you loading it with any other mods. it certainly sounds like you were.
afaik? yes there is. it's literally right behind where everyone spawns.
here's a tip for darkman. switch your weapon when you're not using the shield to cut down on ammo costs. use cutter twins for additional firing support, not as a hugging weapon, his other shields are better at that.
oh right, if it's not common knowledge yet, I helped with this mod, which is why I'm posting.
...but I certainly disapprove of needless cosmetic changes such as changing the skins for classes.Yeah, the Bass skin change was questionable.
Also, in the hub, the additional room with the weapon tally thing (that shows which weapons which class has) feels awkward and tacked on, especially since it uses a completely different set of textures. I would have suggested merely altering the original weapon tally screen via extending it/adding another one next to it, since the camera thing that is present on that space now is fairly useless, and you can't even see its new function while playing offline/as the leader. At the very least, widen the corridor leading to the additional room. I've seen a bunch of dopes role playing as Fake Men police and barricading the room, and allowing people to do that kind of stuff is no good.
3.) No one (and I mean NO ONE, not just Docrobot) could pick up weapon capsules. This sucked donkey balls for weapons with high ammo consumption.
it's not a weapon designed for hugging, so increasing its power for hugging would be against the purpose of the weapon.
Revamping stuff like Bass Buster and Proto Buster is debatable, but I certainly disapprove of needless cosmetic changes such as changing the skins for classes.I loved the revamped busters. I'm glad to be able to use Mega Man's charge buster, and Proto and Bass's busters are beautiful aesthetically.
Hey kids! I took a look at your mod...Well, sort of. I only had a proper look at Doc Robot, so have some comments regarding him.Now that I'm done dissecting that quote...
For Doc Robot:
-Doc Robot can pick up WTanks, despite him being unable to use them.
I will probably keep this because you can drop items online considering it's coop/survival. It will need to be changed offline, though.
-"The Gargantuan Cutter can decapitate anything who dares to cross your path!" Ow, my grammar.
My apologies, I rushed with the weapon descriptions.
-Gargantuan Cutter absolutely demolishes Escaroo or whatever his name is. It demolishes a lot of things, actually, but this example is especially problematic since the guy is a miniboss.
Duo Fist does it worse than Gargantuan Cutter...both will most likely be nerfed next version.
-Needle Twister demolishes both Toad Man and Heat Man. I'm not exactly sure what the weakness chain is for this mod, but shouldn't it only demolish one of the two?
That is unintentional, but not untrue. It will probably receive a nerf next version.
-I would suggest adding an Oil Slider-esque transparent ammo bar to Needle Twister to indicate how long you can hold down fire for, since at the moment said time limit is not specified. I don't like unspecified time limits when it comes to weapons. Being thrust further into the air when using it in mid-air is a bit odd, too; perhaps it should check zheight or whatever so it only thrusts you upwards if you're on the ground?
-Surprise Rain seems awkward, since it's two abilities put together; regular old Rain Flush (albeit with altered graphics) is slapped on to a crappier version of Classes Drill Man's altfire (since it can't travel through players or enemies). I always interpreted Toad Man's super ability being summoning the torrent of water from the pipes above, which I thought would translate into summoning a pillar of water from the ceiling instead of becoming a puddle. If you want to keep your puddle interpretation, I would suggest altering it to focus more on the 'hiding in a puddle' aspect. That is, let it travel through players and enemies to give it more of an evasive use, and instead of the Rain Flush attack slapped on, perhaps give it a radius splash (literally splashing water) attack when you hop out of the puddle or something. At the very least, give it a transparent ammo bar to indicate how much longer you can hide in your puddle.
Doc Robot is Uki's class, I will talk with him about these two.
Generally, I would prefer if edits to the original content present in the mod were kept to a minimum, aside for balancing purposes with the addition of 4 new classes. Revamping stuff like Bass Buster and Proto Buster is debatable, but I certainly disapprove of needless cosmetic changes such as changing the skins for classes.
Proto was changed to differentiate him from Duo. Mega was given a charge buster to make him less...um...yes, less um; that seems like the appropriate word for it. Bass was changed because I didn't like the berserker effect all that much. All cosmetic changes are simply a matter of personal opinionated preference.
Also, in the hub, the additional room with the weapon tally thing (that shows which weapons which class has) feels awkward and tacked on, especially since it uses a completely different set of textures. I would have suggested merely altering the original weapon tally screen via extending it/adding another one next to it, since the camera thing that is present on that space now is fairly useless, and you can't even see its new function while playing offline/as the leader. At the very least, widen the corridor leading to the additional room. I've seen a bunch of dopes role playing as Fake Men police and barricading the room, and allowing people to do that kind of stuff is no good.
WHELP. Looks like I do have to make the map less like Light's lab...I added the extra room because I could not get an extended weapon screen to look good/accurate to the initial design of the lab.
But yeah, what exactly does the screen do? I'm an offline player, so I'm wondering.The screen changes to show a preview of the stage via use of a moving camera, which means it is not likely that the space will be removed. all of that needs to be marked as hidden because I probably missed some while making that screen.
---
Anyway, the linedefs of the weapon got "room" needs to be flagged as hidden so it won't show up on the automap. Also, speaking of the automap, I tried using IDDT and saw that parts of the other levels were present in the hub map(!!!). Will this unnecessary space be removed?
I had this problem offline with no mods added as well.Please tell me you were serious about this. List all the circumstances associated with this bug, because I still have yet to encounter it.
-snip- Problems with Toadman.That seems...odd...I'll look into it.
Over-1 Class.Tsuki. I'm fairly certain you're drunk.
Quote from: "TailsMK4"-snip- Problems with Toadman.That seems...odd...I'll look into it.Quote from: "tsukiyomaru0"Over-1 Class.Tsuki. I'm fairly certain you're drunk.
I understand how it would make sense...but for the same rationale it would not. This isn't Megaman X...nor is this Xover. I don't hold Xover with very high regard and I truly don't care about any other explanations you plan to give. There will not be Over-1 in this mod.
You really want Over-1? Make it yourself.
Pardon the incredible amount of cacophonous garble.
OVER-1 (???? ?? ?b? Wan?) is the main character from Rockman ×over, a Reploid created by Dr. Light and Dr. Cossack (...)This is my reason :I
This is my reason :I
Counter: It's a free (at least in Japan) social gameQuote from: "tsukiyomaru0"This is my reason :I
This is my reason why XOver shouldn't touch this game.
If anything, at most you could consider crossing over protagonists from other Megaman-like games, Like... Rokko-chan maybe? Yeah, there's one I'd like to see. Rokko-chan looks interesting.
Three others, eh? Nezumiman, Marisa Kirisame / Alice Margratoid, Spiritia Rosenberg, Doropie / Francesca... I'm pretty sure there are more characters that could cross over into this. I'd like to also see-Quote from: "tsukiyomaru0"If anything, at most you could consider crossing over protagonists from other Megaman-like games, Like... Rokko-chan maybe? Yeah, there's one I'd like to see. Rokko-chan looks interesting.
At the very least I agree with this. Though considering how the classes were added in sets of four, (original: Megaman, Protoman, Bass, and Roll. SiN: Duo, Doc Robot, Darkman4, and Fakeman) I think we'd need three others to go with it.
That is assuming any new classes would even be considered right now.
(...) sniper joe (...)You said EVERYTHING
Maybe you could make a mod (or change this one) based around villains?That. A "Play as the bad guys to capture Dr. Light" would be interesting. the Megaman for it? Why not Sniper Joe?
Lego stated he has no ideas for adding new classes to this.Quote from: "tsukiyomaru0"If anything, at most you could consider crossing over protagonists from other Megaman-like games, Like... Rokko-chan maybe? Yeah, there's one I'd like to see. Rokko-chan looks interesting.
At the very least I agree with this. Though considering how the classes were added in sets of four, (original: Megaman, Protoman, Bass, and Roll. SiN: Duo, Doc Robot, Darkman4, and Fakeman) I think we'd need three others to go with it.
That is assuming any new classes would even be considered right now.
Roll could never use copyweapons and no one complained about her.As I was posting my last post, I thought about that, so I decided to not complain about Darkman and Fakeman being able to copy weapons because then the only classes would be Megaman, Protoman, and Bass (and kind of Duo if you count the arcade games). I'm pretty sure I didn't say anything like that, did I?
I don't give a crap that three fourths of the characters that were added were villains, and I find it strange that many of the classes suggested are also villains.
Stop making ridiculous claims, Doc.Please elaborate.
-snip plz-Well, Rokko-chan's main gimmick for me seemed to be her dash...it could break maps requiring long jumps, so...
(...) was originally an unknown type of mass-produced humanoid robots created by Dr. Light based on Proto Man. Dr. Wily modified the robots for combat, creating the Joe series, which resemble Proto Man in his Break Man form.Really?! Dr Light made them TOO?!
Also, Roll could never use copyweapons and no one complained about her.I just wanna point out, in Marvel vs Capcom 2, Roll could use Tornado Hold and Leaf Shield, via Eddie, just like how Megaman could use them. So she has done so once.
I just wanna point out, in Marvel vs Capcom 2, Roll could use Tornado Hold and Leaf Shield, via Eddie, just like how Megaman could use them. So she has done so once.Twice, she could do so in MvC1, as well as 2.
extra coop maps featuring the bosses CMM wasn't going to do)? Will we still have the display of what classes have what weps?
Gee, that sure is a lot of "we"s Doc.
If you're referring to you being in this mod, meow.
If you're referring that no one else is going to add on, well, that's a challenge that I'd accept if I could code just to prove you wrong.
I personally appreciate what has been done and like some of the concepts, whether they make "Hero vs. Antihero" sense. Wily breaks this. Anyways, so many people want their spices in this soup.
I think this would be the part where I say "Either be grateful for what you have or go make something yourself", but that would be meowing. Oh wait, I just said it.
I think it was already brought up awhile ago. So its probably fixed.
3.) After I killed Toadman as Docrobot, a message popped up sayingCode: [Select]ACS: I don't know what SURPRISERAIN is
then it didn't give me the weapon. The weapon get animation played, but I didn't have the weapon, nor did the weapon room say I did, nor did it say I even killed Toadman. I had to give myself SurpriseRainWep.
3.) Fixed in v1b-1
Then Duo has low health, he isn't tired. He dosen't stand on knee.Psh! Duo's too cool to have weakness frames! [Not really, I just lack all kinds of skills in the library of rotations.]
Just thought of this. Will there be a v2 of this? What will it add?If I were to make a v2, it would probably consist of any updates Mike builds into the official Mission Mode...I can't really do much else without chancing Mike giving up on it.
with standard mission mode
Is there a way to make skins for these classes. I rather play as shadow in placement of fakeman XD.There's a way, but I will not reveal that most guarded secret.
>_>Damnit! Now he knows! Now think of all the horrible things that could happen!
<_<
Just make a skin with skininfo and change the class it's made for.
That's all.
i tryed that. i still couldn't switch to it.I'll see if I can help you, but rename class to FakemanSP or Fakeman just in case.
i found this in the mod's filesso i added this to the skin info file(click to show/hide)but it still doesn't let me switch to it under player setup.(click to show/hide)
So i tried skin shadow in the consul, and it said it worked but nothing happened.
I think i even tryed removing the file from the skins folder to see if it worked.
EDIT: Here's the file, just for debug. http://www.mediafire.com/?jjgwlicyp0ll7xq (http://www.mediafire.com/?jjgwlicyp0ll7xq)
+NOSKIN
ConsoleCommand("set game_docorobot_heatmandefeated 0");
What's the issue here? Oh. Right. It's a freaking typo.ConsoleCommand("set game_docrobot_heatmandefeated 0");
Fixed.
Tsuki here also wants to know, "Why does Bass stop moving when he shoots?"Let me expand on that:
what is wrong with youtic = ~0.028 seconds
"let's make Bass borderline unplayable with a hugeass delay between shots DESPITE BEING THE RAPID FIRE CLASS"
no
(I'm not entirely sure what could be done with Darkman, Doc Robot, or Fakeman, but I'm sure something clever could be.)Darkman: Darkman 2
Ok no. That sounds a little bit overpowered...maybe for Doc's, but certain not Bass'. Even Doc's is a bit of a long shot...I'm just not keen on the idea of invincibility overall...In that case, perhaps you could just have higher defense and little to no collision during the dash, so attempting to dash into say, a Gyotot doesn't make you fish food. You'd still take damage, but at about half or 1/4th of the enemy's normal attack power.
Why not just make them dashing attacks invincible to contact attacks, but still allow them to get hurt (and interrupted) by projectile from monsters?Quote from: "Lego"Ok no. That sounds a little bit overpowered...maybe for Doc's, but certain not Bass'. Even Doc's is a bit of a long shot...I'm just not keen on the idea of invincibility overall...In that case, perhaps you could just have higher defense and little to no collision during the dash, so attempting to dash into say, a Gyotot doesn't make you fish food. You'd still take damage, but at about half or 1/4th of the enemy's normal attack power.
I feel as if I should point out Heat Man's stage, while still possible (as I've beaten it numerous times) it's still got a few things that gripe me.All of this. Except the thing about the Spring Heads. It's not so much that there's so many of them. It's that they're placed in extremely inconvenient and sometimes unavoidable areas. Like after the tube with the Sniper Joe and the switch island directly after that. Unless you're extremely careful and paranoid (or just plain lucky), there's no real good way to avoid those things.See that bridge (marked red on the minimap)? When you initially raise the lava after lowering it, the bridge becomes submerged under the lava, stranding any player unfortunate enough to be in the yellow sections of the map. Sure on standard Survival it's tolerable since you have an infinite number of lives, but on Survival Co-Op (a recent trend in the MM8BDM netgaming community ATM), it's jarring.(click to show/hide)
Spring Heads are everywhere in the map, making it difficult for players without a Master Weapon to pass without taking a hit, given the speed of the Spring Heads.
I would give the Bass Buster a tighter angle range, but that isn't possible without the frandom function which is only available in ZDoom.
Fire:
PLSG A 0
PLSG A 0 A_GunFlash
PLSG A 3 A_FireCustomMissile ("NewPlasmaBall", (random(120,-120)/100.0), 1, 0, 0, 0, (random(120,-120)/100.0))
PLSG B 20 A_ReFire
Goto Ready
How do I switch classes while in Single Player?
Quote from: "Flare Blitz"How do I switch classes while in Single Player?
Player Options > Class
But you have to die after changing it.
you could go into console and type in "class *placeclassnamehere* hit enter and you're done.
You can't spectate in Single Player.Yes you can. Achieved by either binding it to a key in the options or go into console and type on spectate.
-snip-Thank you!
Anybody have a mirror? Best Ever seems to be down.That is because Best Ever is down for good and this mod hasn't been updated in 3 years.