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Mega Man 8-bit Deathmatch => Projects & Creative => Topic started by: Russel on May 10, 2013, 03:29:34 AM

Title: [Mod] Mission Mode: Strength in Numbers [v1e]
Post by: Russel on May 10, 2013, 03:29:34 AM
This mod adds four additional classes for the players to choose from.
These classes are:
Duo
Doc Robot
Darkman
Fakeman

I have made several other changes based on what I thought would need to be changed in actual core Mission Mode.
The changes include optimization of certain code sections, globalization of the weapon get code, and even down to slight
things like changing the skins of Bass and Roll.
Full changelog
(click to show/hide)

Without further ado, I give you Mission Mode: Strength in Numbers [v1e] (http://best-ever.org/download?file=mmspsin-v1e.pk3)
Previous Versions:
(click to show/hide)
[Forked from the original thread for convenience of user confusion]

Special thanks to Korby and Uki for the help they put in with creation of this mod.

Note to server hosts: I have added a server variable called sv_sp_allclassweps, setting this to 1 will enable all classes to get weapons from a boss regardless of which class defeated it.
Title: Re: [Mod] Mission Mode: Strength in Numbers
Post by: Rozark on May 10, 2013, 05:18:24 AM
inb4 people make smiley faces with Fakeman's Cutman weapon/I forgot the name/this looks great/here have some cake
Title: Re: [Mod] Mission Mode: Strength in Numbers
Post by: tsukiyomaru0 on May 10, 2013, 06:06:06 AM
Crashed everytime I tried to play online in your server, Lego.
Title: Re: [Mod] Mission Mode: Strength in Numbers
Post by: OrangeMario on May 10, 2013, 08:49:48 AM
I know I have not played this mode as often, but I'd make a suggestion for some buffs to roll as far as healing.

+ 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.
+ 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.

Just some thoughts. Hopfully this will make Roll a much more better healer compared to Darkman's ToadMan weapon.
Title: Re: [Mod] Mission Mode: Strength in Numbers
Post by: ChaoticChao on May 10, 2013, 10:22:54 AM
Is this an actual project while the original mission mode is happening?
Title: Re: [Mod] Mission Mode: Strength in Numbers
Post by: Beed28 on May 10, 2013, 10:46:34 AM
Title: Re: [Mod] Mission Mode: Strength in Numbers
Post by: leoalex50 on May 10, 2013, 10:52:32 AM
Quote from: "Lego"
~ 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
Title: Re: [Mod] Mission Mode: Strength in Numbers
Post by: Russel on May 10, 2013, 01:54:52 PM
Quote from: "tsukiyomaru0"
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.

Quote from: "ChaoticChao"
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.

Quote from: "OrangeMario"
+ 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.
+ 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
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.

Quote from: "leoalex50"
then we just have to be quicker
...Good luck with that...
Title: Re: [Mod] Mission Mode: Strength in Numbers
Post by: Korby on May 10, 2013, 04:56:13 PM
Quote from: "Beed28"
    Duo's fist should be on the left hand side.

I'm well aware. I forget the exact reason I didn't do it, but I did have one at some point.

Also, Fake can't be much harder than Roll  :ugeek:
Title: Re: [Mod] Mission Mode: Strength in Numbers
Post by: xColdxFusionx on May 10, 2013, 06:01:58 PM
I think Beed means in the main menu. Once you hit a certain number of classes, the "class select" menu for starting up Singleplayer mode becomes a pain in the butt to navigate.
Title: Re: [Mod] Mission Mode: Strength in Numbers
Post by: tsukiyomaru0 on May 10, 2013, 06:12:18 PM
Quote from: "Lego"
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).
Title: Re: [Mod] Mission Mode: Strength in Numbers
Post by: TheDoc on May 10, 2013, 08:22:39 PM
Quote from: "Beed28"
It's very difficult to choose Fake Man for single player.

^This. Idk if that can actually be fixed though...
Title: Re: [Mod] Mission Mode: Strength in Numbers
Post by: tsukiyomaru0 on May 10, 2013, 08:34:24 PM
Quote from: "TheDoc"
Quote from: "Beed28"
It's very difficult to choose Fake Man for single player.

^This. Idk if that can actually be fixed though...
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.
Title: Re: [Mod] Mission Mode: Strength in Numbers
Post by: Russel on May 10, 2013, 09:13:21 PM
Quote from: "tsukiyomaru0"
Quote from: "Lego"
due to the number of people
Never EVER turn that on in the current build of Zandronum

I was well aware of this issue. I specified my reasoning. I wasn't expecting the number of people joining to the server and did not prepare. Either way, there is no need to berate me just because I turn on some unsupported feature. I turned it off after a while and it only seemed to crash new joining clients. This was the point when I opted to restart the server anyhow.

Quote from: "Beed28"
    It's very difficult to choose Fake Man for single player. Although, the Ranger from Quake in Samsara has this same problem.
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.
Title: Re: [Mod] Mission Mode: Strength in Numbers
Post by: tsukiyomaru0 on May 10, 2013, 09:33:11 PM
Quote from: "Lego"
Quote from: "Beed28"
    It's very difficult to choose Fake Man for single player. Although, the Ranger from Quake in Samsara has this same problem.
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.
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.

Edit: On second thought... Forget the Real Guns way. Perhaps messing with THIS (http://zdoom.org/wiki/MENUDEF) could work?
Title: Re: [Mod] Mission Mode: Strength in Numbers
Post by: Beed28 on May 10, 2013, 09:39:09 PM
I don't think Zandronum even supports MENUDEF...
Title: Re: [Mod] Mission Mode: Strength in Numbers
Post by: TheDoc on May 12, 2013, 03:37:07 AM
I played this on survival online and....well there were problems.
1.) Everyone wore blue and cyan no matter the weapon. Idk if this is bcuz of this mod but wuddever
2.) The weapon room showed Docrobot as having his Toadman weapon, but he kinda sorta didn't
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.
4.) Anyone could select the stage. Not sure if this was intended.
5.) I couldn't see the boss health bar whether I was spectating or fighting. You can imagine why this would be a problem :|
6.) The flashing on the bosses were kind of strange. They would go between original coloring and blue-cyan.

Those are the bugs. Now here's my problems with the mod in general.

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.
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.
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.

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 .
Title: Re: [Mod] Mission Mode: Strength in Numbers
Post by: Korby on May 12, 2013, 04:09:04 AM
were you loading it with any other mods. it certainly sounds like you were.

Quote from: "TheDoc"
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.

Quote from: "TheDoc"
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.

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.
Title: Re: [Mod] Mission Mode: Strength in Numbers
Post by: Russel on May 12, 2013, 04:25:50 AM
Quote from: "TheDoc"
-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.

Quote from: "TheDoc"
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.

Quote from: "TheDoc"
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.

Quote from: "TheDoc"
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.

Quote from: "TheDoc"
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).
Title: Re: [Mod] Mission Mode: Strength in Numbers
Post by: TheDoc on May 12, 2013, 04:28:19 AM
Quote from: "Korby"
were you loading it with any other mods. it certainly sounds like you were.

No. No I didn't.

Quote from: "Karby"
afaik? yes there is. it's literally right behind where everyone spawns.

I typed in resetgame and nothing happened, but i'll try it again, i guess.

Quote from: "Kirby"
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.

If you agree that using it as a hugging weapon is a bad idea, why don't you fix it? Either make the ammo consumption less or just remove the hugging altogether, so everyone's happy.

Quote from: "Kerby"
oh right, if it's not common knowledge yet, I helped with this mod, which is why I'm posting.

I actually didn't know that. Well, ya learn something new every day.

EDIT: Oops, didnt see your post lego
Title: Re: [Mod] Mission Mode: Strength in Numbers
Post by: Korby on May 12, 2013, 05:02:27 AM
it's not a weapon designed for hugging, so increasing its power for hugging would be against the purpose of the weapon.
Title: Damn Fake Man RPers.
Post by: Shade Guy on May 12, 2013, 11:59:27 AM
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.

For Doc Robot:
-Doc Robot can pick up WTanks, despite him being unable to use them.
-"The Gargantuan Cutter can decapitate anything who dares to cross your path!" Ow, my grammar.
-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.
-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?
-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.

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.

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.
Title: Re: [Mod] Mission Mode: Strength in Numbers
Post by: Beed28 on May 12, 2013, 12:43:36 PM
Quote from: "Shade Guy"
...but I certainly disapprove of needless cosmetic changes such as changing the skins for classes.
Yeah, the Bass skin change was questionable.

Quote from: "Shade Guy"
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.
At least people can't cosplay as Guts Man.

But yeah, what exactly does the screen do? I'm an offline player, so I'm wondering.

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?
Title: Re: [Mod] Mission Mode: Strength in Numbers
Post by: Gummywormz on May 12, 2013, 02:28:46 PM
Quote from: "TheDoc"
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.

I had this problem offline with no mods added as well.
Title: Re: [Mod] Mission Mode: Strength in Numbers
Post by: TheDoc on May 12, 2013, 03:03:54 PM
Quote from: "Korby"
it's not a weapon designed for hugging, so increasing its power for hugging would be against the purpose of the weapon.

That's why I'm more for removing the hugging altogether. We both agree that the hugging isn't the main purpose of the weapon, so why not just remove it completely? I'm aware that you can "turn off" the cutters by switching weapons, but that should only be necessary if you're done using it, not because you want to save ammo. The reason this is okay for Darkman's other weapons is because those weapons are MEANT to be left on. Cutter Twins' hugging ability simply isn't because of the ammo consumption. Just remove the hugging.
Title: Re: Damn Fake Man RPers.
Post by: Gumballtoid on May 12, 2013, 03:37:21 PM
Quote from: "Shade Guy"
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.

On the other hand, I died inside when I saw the RM7FC Bass and mobile Roll. Those are probably the two alternate skins I dislike the most and I found the basic skins to be satisfactory, but it's a matter of preference, really.
Title: Re: [Mod] Mission Mode: Strength in Numbers
Post by: Max on May 12, 2013, 03:42:12 PM
I don't approve of the revamp to Bass' buster. It's difficult to take out enemies such as Big Eyes and Sniper Joes, as you have to move by jumping just to avoid shots or stay out of range. The update to the visuals are fine by me, but the new revamp seemed a little underpowered and it removes the whole bezerker thing that Bass had going on which went well with his close-range weaponry.

The Proto Buster on the other hand is fine. It seems a little underpowered in it's current state, but it's functionality is much better than Bass'.

I'd just like to add that I had no problems picking up energy.
Title: Re: Damn Fake Man RPers.
Post by: Russel on May 12, 2013, 06:50:14 PM
Quote from: "Shade Guy"
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.

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.
Now that I'm done dissecting that quote...
Quote from: "Beed28"
But yeah, what exactly does the screen do? I'm an offline player, so I'm wondering.

---

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?
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.

Quote from: "Gummywormz"
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.
Because...if you have the DocBusterSP in your inventory, you will be completely unable to pick up energy.
Title: Re: [Mod] Mission Mode: Strength in Numbers
Post by: TheDoc on May 12, 2013, 08:56:39 PM
I think I've already said, I don't like the current Bass, so I threw together a hotfix giving him his original MMSP buster.

http://www.mediafire.com/?ibb9qr1y5xwcbaa

P.S: Load this in after MMSPSIN. It worked fine for me, but tell me if there's any problems. Also, just FYI, I didn't change the skin; too lazy and just plain don't care.
Title: Re: [Mod] Mission Mode: Strength in Numbers
Post by: TailsMK4 on May 14, 2013, 06:10:16 PM
Since I haven't seen it mentioned, but on my Survival server, even though players receive Toad Man's weapon after defeating him, the progress at Dr. Light's Lab still show no one has defeated Toad Man yet. Therefore classes still show Toad Man's wep missing even though it appears in the rotation when the player switches his/her weps. Heck, even Toad Man's face still appears on the stage select screen. The other three do not have the problem.
Title: Re: [Mod] Mission Mode: Strength in Numbers
Post by: tsukiyomaru0 on May 14, 2013, 06:12:05 PM
Just one thing: Why not make an Over-1 class?
Title: Re: [Mod] Mission Mode: Strength in Numbers
Post by: Russel on May 14, 2013, 06:21:10 PM
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.
Title: Re: [Mod] Mission Mode: Strength in Numbers
Post by: tsukiyomaru0 on May 14, 2013, 06:25:34 PM
Quote from: "Lego"
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.
Quote from: "MMKB, Over-1 entry"
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
Title: Re: [Mod] Mission Mode: Strength in Numbers
Post by: Balrog on May 14, 2013, 07:07:37 PM
Quote from: "tsukiyomaru0"
This is my reason :I


This is my reason why XOver shouldn't touch this game.
Title: Re: [Mod] Mission Mode: Strength in Numbers
Post by: tsukiyomaru0 on May 14, 2013, 07:43:25 PM
Quote from: "Balrog"
Quote from: "tsukiyomaru0"
This is my reason :I


This is my reason why XOver shouldn't touch this game.
Counter: It's a free (at least in Japan) social game
Also, this is just like that "Dante VS Donte" or "Sonic Unleashed" story: Just because it plays differently or is an AU, people like to pick on it. Come, Over-1's design is not very bad (talking about the official artwork, not the in-game sprites) and he would make more sense than Fakeman or Darkman copying weapons.
Title: Re: [Mod] Mission Mode: Strength in Numbers
Post by: Korby on May 14, 2013, 07:48:45 PM
That doesn't make it any better.

Look, personally, I think Over-1 looks cool. But he sucks. He and his game suck hard, and I'm pretty sure there aren't many Megaman fans who can respect the character whatsoever. He will not be in this mod as Lego has stated, and further arguing about it, whether you agree with Lego or not, will be removed from this topic.

Thanks in advance.
Title: Re: [Mod] Mission Mode: Strength in Numbers
Post by: tsukiyomaru0 on May 14, 2013, 08:31:04 PM
(click to show/hide)
In-topic: I think we do not need THAT many playable classes. Seriously. Added Duo? Fine, makes sense, he was playable in the arcade games. Added Doc Robot? Uh... Okay, he could borrow power from MM2 bosses so maybe he could use other's powers as well, but isn't he a bad guy? Darkman and Fakeman? I don't recall neither originally having copywep, nor being good guys.

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.
Title: Re: [Mod] Mission Mode: Strength in Numbers
Post by: Knux on May 14, 2013, 08:50:53 PM
The name of the mod is Strength in Numbers. Of course we need that many classes. Arguing about some of them being villains is silly. I mean, look at SSBB.
Title: Re: [Mod] Mission Mode: Strength in Numbers
Post by: SmashTheEchidna on May 14, 2013, 09:20:28 PM
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.
Title: Re: [Mod] Mission Mode: Strength in Numbers
Post by: TheDoc on May 14, 2013, 09:28:00 PM
I've also experienced the Toadman glitch TailMK4 mentioned.

(click to show/hide)
Once, I killed Toadman as Docrobot, but I didn't even get the weapon, as well as the above happening.

Regarding Darkman and Fakeman, I love the Fakeman and Docrobot (Surprise Rain is meh) weapons, hate the Darkman weapons, and agree that none of them should be in this particular mod. Maybe you could make a mod (or change this one) based around villains?
Title: Re: [Mod] Mission Mode: Strength in Numbers
Post by: ChaoticChao on May 14, 2013, 09:32:06 PM
For other classes, they could try auto, wily, Cossack, and sniper joe. If some are out of the question, there could be the killers, megaman?, or maybe a cameo from another game?
Title: Re: [Mod] Mission Mode: Strength in Numbers
Post by: tsukiyomaru0 on May 14, 2013, 09:33:40 PM
Quote from: "Gizmo The Cat"
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.
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: "ChaoticChao"
(...) sniper joe (...)
You said EVERYTHING

Quote from: "TheDoc"
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?
Title: Re: [Mod] Mission Mode: Strength in Numbers
Post by: fortegigasgospel on May 14, 2013, 11:40:15 PM
Quote from: "Gizmo The Cat"
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.
Lego stated he has no ideas for adding new classes to this.

If I could make classes and things I'd personally do Fan from Rockman Strategy. Little to no information on the character offers a lot of leeway for customization.
Over-1 could maybe get different armors from each boss which change around his stats a bit.
Enker, Punk, Ballade and Quint would be cool, but thinking of what they could get different is the issue.
Rokko-Chan could work out also.
If someone could think of 1 more a full set of unloved characters could possible be figured out.

But not for this mod as stated by Lego.
Title: Re: [Mod] Mission Mode: Strength in Numbers
Post by: Korby on May 15, 2013, 12:13:20 AM
Fun fact.
Me and Lego were making separate mods around the time this started. Lego was working on modifying the original, whereas I was making an additional classes mod[the original version only added Duo, this was when only Cutman was released.]. Eventually, Smash brought up that the mode would be really fun with 6 to 8 people, so I was like "...You're right!" So I started to make more classes. My requirements for the classes is they had to use a buster[this meant no megaman killers or quint], and I didn't want to use any of the "unloved" characters because they're unloved for a reason, and they had to be part of the Megaman classic series. My original plans for classes had Duo, Dark, Doc, and Hard Hat in that order, but after some complaints that Hard Hat wouldn't make much sense, including complaints like "he's just a generic enemy" and "what is a hard hat," Joe suggested Fakeman and Lego made him.

Somewhere along the way, me and Lego decided to combine our mods and then we made this. If you don't enjoy the classes I chose, then, well, suck it up. They're not being changed, and if you don't like one or more of the classes, that's good. I've always said that the entire point of a classes mod is to have classes you will like and classes you don't like. After all, if someone likes all the classes, they're not varied enough and the mod isn't providing enough of an experience. See: No Items, Fox Only, Final Destination.

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.
Also, Roll could never use copyweapons and no one complained about her.

And here's my opinion on all of the classes suggested.

Everything Tsuki's suggested except Rokko-chan: No. Just no.
Rokko-chan: This is one I've actually considered, but she wasn't really part of the classic series, and part of her gameplay is her higher jump, and implementing that would break maps.
Auto: I didn't want to make Auto because I don't like Auto.
Wily: YOU ARE FIGHTING WILY. This makes less sense than the villains I already have.
Cossack: No fighting ability, and I'm not finishing Cossack Mech.
Sniper Joe: Already mentioned this, but he's a generic enemy and people complained about that with Hard Hat.

If I missed anything, oh well.

If I seem hostile, I'm not, I'm just a bit annoyed that people thedoc are making such ridiculous claims
Title: Re: [Mod] Mission Mode: Strength in Numbers
Post by: TheDoc on May 15, 2013, 12:33:04 AM
Quote from: "Korby"
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?

Quote from: "Korby"
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.

I remember saying that If we ARE gonna include villains (and, in fact, that'd be fine by me), we should make a villains kind of mod. It makes no sense that Darkman, Docrobot, and Fakeman are out to fight Dr. Wily, and are getting help from Megaman and Co. to do so.

Quote from: "Korby"
Stop making ridiculous claims, Doc.
Please elaborate.

Anyways, about the classes that ChaoticChao suggested, I agree that none of these classes would work (except Wily, but I'll explain)

Auto: Wait, we're seriously roping Auto into this? He's a helper. He's in the same league as Eddie. You don't see Eddie joining the classes (and NO, we are NOT adding Eddie).
Wily: I can see this if you put him in the hypothetical villains mod, other wise what Korby said.
Cossack: This makes no sense.
Sniper Joe: Why don't you make a Telly class? Sniper Joe is supposed to be a stage enemy and nothing more. He's even less of an option than Auto.
Title: Re: [Mod] Mission Mode: Strength in Numbers
Post by: tsukiyomaru0 on May 15, 2013, 12:35:03 AM
Quote from: "Korby"
-snip plz-
Well, Rokko-chan's main gimmick for me seemed to be her dash...it could break maps requiring long jumps, so...
As for the remainder, they are from games inspired by Mega Man, so if a "Cameo version" should happen, it would make no sense to not include them.
As for Hard Hat/Metool and Sniper Joe... Well, they are iconic, aren't they? More iconic than Fake Man, actually.

Also, didn't know this, but...
Quote from: "Sniper Joe article"
(...) 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?!
Title: Re: [Mod] Mission Mode: Strength in Numbers
Post by: Rozark on May 15, 2013, 12:50:49 AM
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.
Title: Re: [Mod] Mission Mode: Strength in Numbers
Post by: TailsMK4 on May 15, 2013, 12:57:50 AM
I was going to say something regarding Sniper Joe and Metool...but I think the discussion has been beaten to death already, so now for something I think is more legitimate to consider: how will the HUB look once we end up having more than 8 Robot Masters to fight (aka we get a release of the extra coop maps featuring the bosses CMM wasn't going to do)? Will we still have the display of what classes have what weps?
Title: Re: [Mod] Mission Mode: Strength in Numbers
Post by: fortegigasgospel on May 15, 2013, 12:58:47 AM
Quote from: "Korby"
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.
Title: Re: [Mod] Mission Mode: Strength in Numbers
Post by: GameAndWatcher on May 15, 2013, 01:05:14 AM
Quote from: "fortegigasgospel"
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.
Title: Re: [Mod] Mission Mode: Strength in Numbers
Post by: Russel on May 15, 2013, 01:06:46 AM
Quote from: "TailsMK4"
extra coop maps featuring the bosses CMM wasn't going to do)? Will we still have the display of what classes have what weps?

That is a question for the modders of that particular section. I, myself will not include them in this mod and I was only planning on covering the bases for the first four bosses. But, if I were in management of that mod I would be both a)Overwhelmed and b) Wanting to make it so the server host could choose a set of robots for the players to fight....but that's just me.

Also. enough scrutiny over what the classes in this mod are. Like I said about Over-1 initially, if you want other classes to be in a different classes mod, make it yourself. The classes in this mod are static and will not be changing as long as I'm in charge.
Title: Re: [Mod] Mission Mode: Strength in Numbers
Post by: TailsMK4 on May 15, 2013, 07:03:08 AM
Just wanted to say that somehow the Toad Man glitch was resolved. I have no idea why it even started, or rather how it even got fixed. It might be because Roll beat him, but that's the only theory...
Title: Re: [Mod] Mission Mode: Strength in Numbers
Post by: Russel on May 15, 2013, 12:03:32 PM
Well, that's nice to know...I will go through again and see if I can identify the problem later today.
Title: Re: [Mod] Mission Mode: Strength in Numbers
Post by: Gumballtoid on May 15, 2013, 07:01:44 PM
I don't think I've made any mention of this yet, but Needle Hammer, when it runs out of ammo, sometimes fucks up the HUD. You can change weapons and use them, but it constantly shows Needle Hammer's last firing frame. There are cases where it hasn't happened, but oftentimes it does.
Title: Re: [Mod] Mission Mode: Strength in Numbers
Post by: Knux on May 15, 2013, 07:22:42 PM
Oh, I remember something like that happening. When it did though, I wasn't able to use anything else, so I had to die on purpose. Speaking of Needle Hammer, do you think it could use more ammo?
Title: Re: [Mod] Mission Mode: Strength in Numbers
Post by: TheDoc on May 15, 2013, 08:07:24 PM
Quote from: "Rozark"
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.

Ok, sorry. Change all the "we"s to "you"s. I'm not trying to make anyone do what I want. I'm giving suggestions, putting in my two cents. Ultimately, it's your mod and there's nothing I can do. I'm sorry if I came across as intrusive.
Title: Re: [Mod] Mission Mode: Strength in Numbers
Post by: ZeStopper on May 16, 2013, 01:10:08 AM
You do know that this mod gives total access to the Fake Man skin through editing, right?
Title: Re: [Mod] Mission Mode: Strength in Numbers
Post by: Ukiyama on May 16, 2013, 01:15:31 AM
You do know that it has existed for forever, and that it probably will be massively changed whenever MM9 comes into existence right? Wouldn't be too worried about it.
Title: Re: [Mod] Mission Mode: Strength in Numbers
Post by: CHAOS_FANTAZY on May 18, 2013, 04:17:09 PM
So I finally got around to trying out this mod more seriously.  I sat down and played through as Fake-Man (Alone on Hard, of course) today.

Atomic Chain is stupidly overpowered.  It is capable of OHKO'ing Big Eyes and even Giant Mets.  And we get how many shots of this God weapon?  24?  I'd recommend scrapping the idea altogether and coming up with a new weapon, but if you're dead-set on keeping it, I'd give it an ammo nerf the likes of which this community has never seen.
Also, why'd you change the "Secret Revealed" whistle?  I can quite easily say I prefer Proto's to Dark's by miles.
Title: Re: [Mod] Mission Mode: Strength in Numbers
Post by: Russel on May 18, 2013, 05:03:28 PM
I changed the secret to Dark's whistle before I added  Darkman. I intended to make it so that Protoman whistled on spawn and respawn, which I never fully implemented. If you have any other suggestions, then that would be nice, as I want to do the same for Darkman.

I also nerfed Atomic Chain by tons, the returning projectile used to be a 40-damage ripper when it was never intended to be a ripper to begin with, then I wantef to make it easier to use. Anyway, fixed.
Title: Re: [Mod] Mission Mode: Strength in Numbers
Post by: Darknessmanultra on June 02, 2013, 09:19:35 PM
i have a problem
when i defeat heatman with roll, a message appears, saying: "ACS: i don't know what atomicradiencewep is"
after that i don't get the atomic radiance
Title: Re: [Mod] Mission Mode: Strength in Numbers
Post by: Russel on June 02, 2013, 09:22:23 PM
typo, fixed.

Thanks
Title: Re: [Mod] Mission Mode: Strength in Numbers
Post by: Oliver on June 08, 2013, 09:59:52 AM
It's same with Docrobots Surprise rain in Single Player or Offline Skirmish. The weapon just start to say: "ACS: I don't know what surpriserainwep is"
Is it fixed, or is it just me that just forgot?
Title: Re: [Mod] Mission Mode: Strength in Numbers
Post by: Ukiyama on June 08, 2013, 02:21:40 PM
It's another one of those misnaming things but I think it was already brought up awhile ago. So its probably fixed.
Title: Re: [Mod] Mission Mode: Strength in Numbers
Post by: TheDoc on June 08, 2013, 03:12:38 PM
Quote from: "Ukiyama"
I think it was already brought up awhile ago. So its probably fixed.

Quote from: "TheDoc"
3.) After I killed Toadman as Docrobot, a message popped up saying
Code: [Select]
ACS: I don't know what SURPRISERAIN isthen 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.

Quote from: "Lego"
3.) Fixed in v1b-1

Yup.
Title: Re: [Mod] Mission Mode: Strength in Numbers
Post by: Oliver on June 08, 2013, 08:03:43 PM
I found another thing. Then i used Protoman's Atomic flames in Dr. Lights Lab and then fired them on the floor and ceilings, i could easily se through them. It's same in Toadman stage. Just saw the rain and enemies thorugh the ceiling in Toadman stage.  :|
Title: Re: [Mod] Mission Mode: Strength in Numbers
Post by: Russel on June 08, 2013, 10:59:23 PM
Are you talking about the transparency Atomic Flames has? If so, that was intentional and is even in the official version of Mission Mode.
Title: Re: [Mod] Mission Mode: Strength in Numbers
Post by: Korby on June 08, 2013, 11:14:27 PM
He can apparently shoot the ceiling/floor and they become invisible so he can see through them, or at least that's what I seem to understand from it.
Title: Re: [Mod] Mission Mode: Strength in Numbers
Post by: tsukiyomaru0 on June 08, 2013, 11:18:50 PM
Disregard
Title: Re: [Mod] Mission Mode: Strength in Numbers
Post by: Russel on June 08, 2013, 11:27:22 PM
The problem is software...I saw the issue when looking at the ceiling/floor and shooting atomic flames. Basically, the projectile seems to continue going through the floor and fades out like it does when it disappears. This issue is a software thing and is sort of beyond our control.

EDIT: Wait, nevermind. I can fix this, thanks for the report.
Title: Re: [Mod] Mission Mode: Strength in Numbers [v1c]
Post by: Russel on June 10, 2013, 06:08:25 AM
Double post, but it's justified---sort of.

Anyway, bump for v1bc!
Title: Re: [Mod] Mission Mode: Strength in Numbers [v1c]
Post by: Hallan Parva on June 10, 2013, 09:58:13 PM
Did you fix Roll's "Floor Healer" by any chance? :ugeek:
Title: Re: [Mod] Mission Mode: Strength in Numbers [v1c]
Post by: Russel on June 10, 2013, 10:39:42 PM
Unfortunately, I didn't implement the revamped roll healer I had planned to...that will probably be a change for v1d.
Title: Re: [Mod] Mission Mode: Strength in Numbers [v1c]
Post by: TheDoc on June 11, 2013, 02:14:35 AM
After I beat Toadman as Docrobot, it DID give me the weapon, buuuuut...
(click to show/hide)
Secondly,
(click to show/hide)
Title: Re: [Mod] Mission Mode: Strength in Numbers [v1c]
Post by: Russel on June 11, 2013, 05:39:21 AM
It's not surprise rain anymore. With lack of a better description, Uki surprised me with a new weapon for Doc.
ha ha ha ha ha ha ha ha. That was bad.

Either way, I have done a ctrl+f and replace on all instances of SurpriseRainWep for FloodFlushWep...not entirely sure if it was properly configured in the main acs source file, though...

EDIT: Upon review of SCRIPTS from sphub.wad, it turns out I forgot to replace all instances of surpriserainwep with floodflushwep...even though I specifically remember doing it...whoops. I know what I did wrong and I plan to get it fixed for v1d, which would explain why the markings on the weapon get screen are fuzzed up, in spite of their code (probably) working correctly under normal conditions.
Title: Re: [Mod] Mission Mode: Strength in Numbers [v1c]
Post by: Oliver on June 11, 2013, 10:34:04 AM
Then Duo has low health, he isn't tired. He dosen't stand on knee.
Title: Re: [Mod] Mission Mode: Strength in Numbers [v1c]
Post by: TheDoc on June 11, 2013, 04:21:38 PM
Just thought of this. Will there be a v2 of this? What will it add?
Title: Re: [Mod] Mission Mode: Strength in Numbers [v1c]
Post by: Russel on June 11, 2013, 04:43:49 PM
Quote from: "Oliver"
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.]

Quote from: "TheDoc"
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.
[see: Rage Roboenza]

Also, if no more fixable bugs are to be reported, I will go ahead and release v1d [and hope it sticks this time.]
Reason being, I need to work on chipping down my gigantic list of projects in hopes of releasing something worthwhile this summer.
Title: Re: [Mod] Mission Mode: Strength in Numbers [v1c]
Post by: Superjustinbros on July 14, 2013, 02:38:22 PM
I keep getting this error each time I try to load the .pk3 file with standard mission mode:
(http://i913.photobucket.com/albums/ac331/Superjustinbros/MM8BDMErrorcoop_zpsbc16c528.png)
Title: Re: [Mod] Mission Mode: Strength in Numbers [v1c]
Post by: Max on July 14, 2013, 02:49:27 PM
Quote from: "Superjustinbros"
with standard mission mode

You only need to add MMSPSIN-v1c.pk3
Title: Re: [Mod] Mission Mode: Strength in Numbers [v1c]
Post by: Superjustinbros on July 18, 2013, 04:38:24 PM
Got it.

I really need to comment on the "missles" Protoman gets when he overcharges the Buster. I find them more annoying than Protoman's standard buster since they seem to have more of a delay and are slower when fired. Perhaps you can do the original formula but make the missiles you generate not fire unless you hit alt fire (releasing the normal fire button just shoots a Charged shot), and they go away from your inventory if you take too long to shoot them after generating them. Or make them a secondary weapon like Roll's Roll Buster and Heal Buster (the later still needs fixing, which I'm sure got mentioned many times before).

There's also some sort of bug. Often when switching between classes, the new class will have the moves and behavior of the class played before. When beating a Robot Master in such a case, the previous class is the one that gets the weapon.

You could also take a cue from the classes mod and allow Mega Man and Bass to perform slides/dashes with alt fire. With Fake Man, alt could make him reload, and Dark Man's current shield could be cancelled with alt fire as well (to prevent from draining special weapons when not desired to use one).

This next thing is my opinion, but I prefer the MM10 Bass with the MM10 Bass Buster (sounds included, same goes for Proto Buster since I don't see why it had to be made green) over the RM7FC Bass with the RM&Forte Bass Buster. I like mobile Roll over standard Roll, though.
Title: Re: [Mod] Mission Mode: Strength in Numbers [v1c]
Post by: TheDoc on July 18, 2013, 08:14:52 PM
Bumping this topic reminded me of a glitch. You know how shooting one of Proto's stored shot causes it to linger in mid-air, then go forwards? Well, if you do that while running forwards, when the shot flies forwards, it effectively gets blocked by Proto's shield. In other words, your shield is constantly getting in the way of the shot because the delay puts it behind the shield. On occasion, this has even happened when I'm strafing. I must sit perfectly still while shooting to not kill my shot.
Title: Re: [Mod] Mission Mode: Strength in Numbers [v1c]
Post by: Superjustinbros on July 18, 2013, 08:34:39 PM
My Co-Op server also seems to get quite the lag spike. Dunno if it's whenever or not it's because I'm not hosting in a BE server but when it happens everyone starts mentioning it and leaving due to the lag becoming so excessive with so many players to deal with.

On the game itself, often the weapon displays in Light's lab are not shown correctly compared to what the associated character has in supply. Such as Dark Man not having Toadman's weapon even if it's displayed on the giant monitors.
Title: Re: [Mod] Mission Mode: Strength in Numbers [v1c]
Post by: Russel on July 19, 2013, 02:51:11 PM
Light's lab is...special. I know it may seem lazy on my part to not fix bugs like that, but I really can't think of a good/easy way to test it, so...um...I will leave it be for now and try to fix it later.
As for the bug Doc reported, that can't really be fixed easily without the use of THRUGHOST, which would allow the projectile to pass through the shield just fine but it would also pass through Sniper Joe shields, which is why I didn't leave it in, as this had been a contemplation of mine during initial development. The other obvious option is THRUSPECIES, which I want to avoid making use of, but would totally use just to upset a certain ghostly fellow.
Not biased at all, nope.
Title: Re: [Mod] Mission Mode: Strength in Numbers [v1c]
Post by: gamerman on July 25, 2013, 12:37:55 AM
Is there a way to make skins for these classes. I rather play as shadow in placement of fakeman XD.
Title: Re: [Mod] Mission Mode: Strength in Numbers [v1c]
Post by: ZeStopper on July 25, 2013, 12:39:26 AM
Quote from: "gamerman"
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.
I have mastered that technique and Lego can add them if he wants.
Title: Re: [Mod] Mission Mode: Strength in Numbers [v1c]
Post by: Russel on July 25, 2013, 03:28:56 AM
>_>
<_<

Just make a skin with skininfo and change the class it's made for.
That's all.
Title: Re: [Mod] Mission Mode: Strength in Numbers [v1c]
Post by: ZeStopper on July 25, 2013, 04:31:25 AM
Quote from: "Lego"
>_>
<_<

Just make a skin with skininfo and change the class it's made for.
That's all.
Damnit! Now he knows! Now think of all the horrible things that could happen!
It also works with any other class based mods.
But you might wanna have weak frames for the skin, if it works.
Title: Re: [Mod] Mission Mode: Strength in Numbers [v1c]
Post by: gamerman on July 25, 2013, 08:44:37 PM
i tryed that. i still couldn't switch to it.
i found this in the mod's files
(click to show/hide)
so 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.
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)
Title: Re: [Mod] Mission Mode: Strength in Numbers [v1c]
Post by: ZeStopper on July 25, 2013, 09:53:39 PM
Quote from: "gamerman"
i tryed that. i still couldn't switch to it.
i found this in the mod's files
(click to show/hide)
so 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.
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)
I'll see if I can help you, but rename class to FakemanSP or Fakeman just in case.
Title: Re: [Mod] Mission Mode: Strength in Numbers [v1c]
Post by: gamerman on July 27, 2013, 12:17:39 AM
tried both..no results.
Title: Re: [Mod] Mission Mode: Strength in Numbers [v1c]
Post by: Russel on July 27, 2013, 12:28:21 AM
Quote from: "MMSPSIN-v1c.pk3/actors/SPClasses.txt"
+NOSKIN

I forgot about this, but none of the classes in Single Player can not skins. I'm fairly certain this was done to prevent use of skins that work in vanilla on Megaman so that a Megaman can't go play around using a skin of the other classes.
Title: Re: [Mod] Mission Mode: Strength in Numbers [v1c]
Post by: ZeStopper on July 27, 2013, 01:34:16 AM
That's also probably why it doesn't work with Megaman and Rock in classes.
Title: Re: [Mod] Mission Mode: Strength in Numbers [v1c]
Post by: gamerman on July 27, 2013, 04:13:46 AM
hm..so i could mod my file and remove that line of code to allow skins?
Title: Re: [Mod] Mission Mode: Strength in Numbers [v1c]
Post by: Hallan Parva on July 27, 2013, 04:14:26 AM
... Technically yes, but then you wouldn't be able to join any online servers ever.
Title: Re: [Mod] Mission Mode: Strength in Numbers [v1c]
Post by: ZeStopper on July 27, 2013, 04:40:56 AM
But you could just post it here or on a wad hosting site.
Title: Re: [Mod] Mission Mode: Strength in Numbers [v1c]
Post by: gamerman on July 27, 2013, 05:27:59 AM
i only wanted to use it with my irl friends.
but yeah, it worked. a bit buggy with the skin switching though. This can be worked around by using the console.
I can put it up somewhere if people want it.
EDIT: added by request..the files.
http://www.mediafire.com/download/42ycy ... pecial.zip (http://www.mediafire.com/download/42ycychdctu61xc/coop_special.zip)
Title: Re: [Mod] Mission Mode: Strength in Numbers [v1c]
Post by: TheDoc on August 02, 2013, 08:14:33 PM
(click to show/hide)
Title: Re: [Mod] Mission Mode: Strength in Numbers [v1c]
Post by: Russel on August 03, 2013, 02:01:42 AM
Image is broken. I recommend some other hosting source or to change the dimensions of the image or something.

Also, thank you for reporting this issue, I was literally about to test another build.

EDIT: Oh you have got to be kidding me.
Code: [Select]
ConsoleCommand("set game_docorobot_heatmandefeated 0");What's the issue here? Oh. Right. It's a freaking typo.
Code: [Select]
ConsoleCommand("set game_docrobot_heatmandefeated 0");Fixed.
Title: Re: [Mod] Mission Mode: Strength in Numbers [v1c]
Post by: TailsMK4 on August 04, 2013, 05:34:32 AM
Docorobot?

I remember when GHeatMan was a thing. :lol:
Title: Re: [Mod] Mission Mode: Strength in Numbers [v1d]
Post by: Russel on August 15, 2013, 07:28:10 PM
Finally released v1d!
Under Siege still has me working 'round the clock, so I'm not sure how good quality this will be...

Changelog:
(click to show/hide)

Download v1d here. (http://static.best-ever.org/wads/mmspsin-v1d.pk3)
Title: Re: [Mod] Mission Mode: Strength in Numbers [v1d]
Post by: ProjectHazoid on August 15, 2013, 07:33:26 PM
Aw yeah, lookin' forward to more of this!
Title: Re: [Mod] Mission Mode: Strength in Numbers [v1d]
Post by: tsukiyomaru0 on August 22, 2013, 09:48:22 PM
Survival crashes randomly in transition Laboratory -> Stage, possibly because it was not unloaded by intermission.
Title: Re: [Mod] Mission Mode: Strength in Numbers [v1d]
Post by: DarkAura on August 22, 2013, 09:54:39 PM
Tsuki here also wants to know, "Why does Bass stop moving when he shoots?"
Title: Re: [Mod] Mission Mode: Strength in Numbers [v1d]
Post by: tsukiyomaru0 on August 22, 2013, 10:08:09 PM
Quote from: "DarkAura"
Tsuki here also wants to know, "Why does Bass stop moving when he shoots?"
Let me expand on that:
In MM&B and MM10, he stops to fire but his shoots are 100% accurate.
In this mod, he stops to fire but he shoots like a drunk peeing.

If DPS is the problem, have a 5~7 tics interval between shoots and halved damage if compared to megabuster uncharged, I guess.
If you want to keep the spread, be reasonable with it, perhaps by having the spread be proportional to your X/Y speed in a way.
Title: Re: [Mod] Mission Mode: Strength in Numbers [v1d]
Post by: Hallan Parva on August 22, 2013, 11:46:29 PM
what is wrong with you

"let's make Bass borderline unplayable with a hugeass delay between shots DESPITE BEING THE RAPID FIRE CLASS"






no
Title: Re: [Mod] Mission Mode: Strength in Numbers [v1d]
Post by: tsukiyomaru0 on August 22, 2013, 11:49:15 PM
Quote from: "SmashBroPlusB"
what is wrong with you

"let's make Bass borderline unplayable with a hugeass delay between shots DESPITE BEING THE RAPID FIRE CLASS"






no
tic = ~0.028 seconds
5 to 7 tics = ~0.142 to 0.200 seconds
BRO, DO YOU EVEN MATH?!

edit: just realized i replied to SmashBRO
Title: Re: [Mod] Mission Mode: Strength in Numbers [v1d]
Post by: Superjustinbros on August 31, 2013, 02:22:01 AM
So, about Bass and Doc Robot's Dash Attacks they learn from Heat Man, they should be invincible to damage during the dash.
Title: Re: [Mod] Mission Mode: Strength in Numbers [v1d]
Post by: Russel on August 31, 2013, 02:27:02 AM
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...
Title: For the record, SGC Bass > RM7FC Bass
Post by: Gumballtoid on August 31, 2013, 03:21:48 AM
I use Atomic Wave for the pillars of fire it leaves behind, whereas with Atomic Dash I prefer to attack head-on, with the pillars as a bonus. Personally, I like them as they are.

Also is it at all possible to make Rain Shower easier to aim somehow? I find it nigh impossible to actually land a hit on something with it.
Title: Re: [Mod] Mission Mode: Strength in Numbers [v1d]
Post by: Hallan Parva on August 31, 2013, 03:44:41 AM
I suggested that holding the button with Roll would spawn a non-damaging targeting reticule that shows where the attack would show up (a la Uki's Magnum weapon, Homing Sniper targeting effect) and releasing the button would activate the actual Rain Shower. That way it's easy to aim the small cloud over an enemy and you're not wasting ammo flailing around with the iffy range.

Also Bass's Heat Man and Needle Man drops are being adjusted for a side project, but I'm not sure if their incarnations in the main SiN file will be changed.
Title: Re: [Mod] Mission Mode: Strength in Numbers [v1d]
Post by: ZeStopper on August 31, 2013, 04:11:03 AM
I was wondering about Alt-fire being used to fire the basic buster/main weapon so that it's like Maverick Hunter X.
Would that be possible?
Title: Re: [Mod] Mission Mode: Strength in Numbers [v1d]
Post by: Russel on August 31, 2013, 05:48:20 AM
If you'll notice that in Mike's Mission Mode, Protoman has an altfire that was removed here.
I understand the reason for its existence, but it was removed from the mod to keep hold with the core standards of normal weapons.
Title: Re: [Mod] Mission Mode: Strength in Numbers [v1d]
Post by: Joseph Collins on August 31, 2013, 09:54:05 AM
So...  How about some class skins?  I, for one, would like being able to play as helmetless Megaman or Protoman, or Classic or (Classic) Mobile Roll, for example.  Mega, Proto, Bass, Roll, and even Duo all have extra skins available to them in the vanilla game, so why not enable them in the mod come next version? (I'm not entirely sure what could be done with Darkman, Doc Robot, or Fakeman, but I'm sure something clever could be.)
Title: Re: [Mod] Mission Mode: Strength in Numbers [v1d]
Post by: Korby on August 31, 2013, 04:29:54 PM
The only real problem with that that I can think of is making the "wounded" sprites for those skins, and I'm a lazy fart.
Title: Re: [Mod] Mission Mode: Strength in Numbers [v1d]
Post by: fortegigasgospel on August 31, 2013, 11:53:39 PM
Quote from: "Joseph Collins"
(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
Doc Robot: Captain N Doc Robot
Fake Man: Concept Fake Man
Title: Re: [Mod] Mission Mode: Strength in Numbers [v1d]
Post by: Joseph Collins on September 02, 2013, 12:06:43 AM
I have to admit, it would be pretty funny, running around as an odd-looking metallic Dr. Wily.  Heh heh.
Title: Re: [Mod] Mission Mode: Strength in Numbers [v1d]
Post by: Superjustinbros on September 02, 2013, 06:58:05 PM
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.
Title: Re: [Mod] Mission Mode: Strength in Numbers [v1d]
Post by: tsukiyomaru0 on September 02, 2013, 07:12:39 PM
Quote from: "Superjustinbros"
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.
Why not just make them dashing attacks invincible to contact attacks, but still allow them to get hurt (and interrupted) by projectile from monsters?
Title: Re: [Mod] Mission Mode: Strength in Numbers [v1d]
Post by: Russel on September 02, 2013, 08:00:20 PM
I actually sort of want to make the dash (I omitted the s because Bass' heatman weapon is getting reworked because Doc's is literally just a better version of it) omit collisions with enemies, as it would then make it more useful, but I don't want to make it too overpowered. I'll discuss it with Uki later when we continue development.
Title: Re: [Mod] Mission Mode: Strength in Numbers [v1d]
Post by: Korby on September 02, 2013, 08:14:20 PM
Do keep in mind that weapons should not be effective in every situation, though dashes do need something given that most of the enemies in this mode deal contact damage.
Title: Re: [Mod] Mission Mode: Strength in Numbers [v1d]
Post by: Superjustinbros on September 03, 2013, 05:59:27 PM
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.
(http://i913.photobucket.com/albums/ac331/Superjustinbros/Screenshot_Doom_20130903_134016_zps20cccdf7.png)
(http://i913.photobucket.com/albums/ac331/Superjustinbros/Screenshot_Doom_20130903_134116_zpsea68e8e6.png)
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.

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 also don't get why every time I try to switch to a new map via the Server Control window, it defaults back to 1 life even when I set them to 2.
Title: Re: [Mod] Mission Mode: Strength in Numbers [v1d]
Post by: Russel on September 03, 2013, 07:32:59 PM
I thought of fixing this because it is sort of an annoyance to me too
Title: Re: [Mod] Mission Mode: Strength in Numbers [v1d]
Post by: Korby on September 03, 2013, 09:35:45 PM
If Mike doesn't do this for his next version of Mission Mode, we'll do it for our next version.

On that note, I do not really see a need to release a new version of this at least until a new version of Mission Mode is released.
That will change if anyone finds anything seriously game breaking that isn't the yellow spots on Heatman.
Title: Re: [Mod] Mission Mode: Strength in Numbers [v1d]
Post by: CutmanMike on September 03, 2013, 09:58:04 PM
I've fixed this in my version but since stength in numbers is pretty much the alpha male now I don't think there's any reason for me to upload a new version until I've added new content (which will be a while).
Title: Re: [Mod] Mission Mode: Strength in Numbers [v1d]
Post by: Knux on September 03, 2013, 10:02:49 PM
You're still making those four stages, right?
Title: Re: [Mod] Mission Mode: Strength in Numbers [v1d]
Post by: CutmanMike on September 03, 2013, 10:21:31 PM
Eventually. I'm surprised no one has had a go at making extra maps for this in the mean time.
Title: Re: [Mod] Mission Mode: Strength in Numbers [v1d]
Post by: Beed28 on September 03, 2013, 10:22:39 PM
Well, I did make that Boss Rush map a while ago, but I'm not sure if that counts as an extra map or something.
Title: Re: [Mod] Mission Mode: Strength in Numbers [v1d]
Post by: Joseph Collins on September 04, 2013, 12:34:46 AM
Quote from: "Superjustinbros"
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.
(click to show/hide)
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.

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.
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.

The thing about the second switch is entirely accurate, though.  I've only been stranded once, but once was more than enough times for me.
Title: Re: [Mod] Mission Mode: Strength in Numbers [v1d]
Post by: TheDoc on September 04, 2013, 03:18:35 AM
The only spring head placement I disagree with is the one on the raiseable bridge in hard mode. There is NO way to get past it. Besides that, the springs themselves are A-OK.
Title: Re: [Mod] Mission Mode: Strength in Numbers [v1d]
Post by: gamerman on September 05, 2013, 01:18:15 AM
looks like i need to remake my skinable version.
Can we have doc robot fixed yet? Unless you guys did manage to fix his worthless surprise rain?
Title: Re: [Mod] Mission Mode: Strength in Numbers [v1d]
Post by: Joseph Collins on September 05, 2013, 06:10:35 AM
Oh, hey, that reminds me...  Has anyone mentioned the hitbox problems with certain projectiles, yet?  For example, Fakeman cannot shoot his Fake Revolver while pressed up against a wall to the right.  A fully-charged Mega Buster shot also bumps into walls far worse than it should, making it extremely difficult to hit things a distance away.  Roll's Healing Gun also seems extremely fickle about actually working correctly, but that could be due to pings as much as anything else. (I should probably test this on a LAN server...)

I'm sure there's other things, but that's all I can think of right off-hand.

Also, I know I've been posting all negative stuff in this thread, but I just want to say, this game mode is absolutely brilliant!  I love the mode overall!  It's a lot of fun solo or online.  Though I wish there were a way to change classes in Single Player or Offline Skirmish mode without completely destroying your previous character's progress. (I usually just run a LAN server if I want to complete the whole set, but you can't save the game there...)
Title: Re: [Mod] Mission Mode: Strength in Numbers [v1d]
Post by: Russel on September 05, 2013, 12:50:15 PM
Pressed up against a wall...? So...in the few situations when you have a wall directly to your right?
I can understand the charge shot...but normal shots being stuck in walls like that is an engine thing due to how the projectiles are placed upon spawning.

As for Roll's healer...ehhhhh...that thing...that thing is just...ew.
I hate Roll's healer so much. I could never get that working fully.
Ever since I added the sounds to it, Roll Healer never worked again.

Just so you know, this mod is a direct modification of Mission Mode (http://cutstuff.net/forum/viewtopic.php?f=31&t=5221), which was created by Cutman Mike, who still manages it, honestly...I just forked it from his 1a, adding four new characters (with some help), visually reworking Bass and Roll with arguably better sprites, and tweaking things I or others felt needed it. The maps, weapons for the first four classes, systems, and enemies were all of his creation and you should definitely support his version as equally as mine, considering this one literally just adds and changes the classes.
Title: Re: [Mod] Mission Mode: Strength in Numbers [v1d]
Post by: ZeStopper on September 07, 2013, 10:03:50 PM
What would happen if one were to add weapons from the core game into this via editing the maps?
I can't say I did it....hehehehe
Title: Re: [Mod] Mission Mode: Strength in Numbers [v1d]
Post by: Russel on September 07, 2013, 10:16:23 PM
It would be confusing due to the way the weapons are built.
They have the same icons, so it would it weird.
Nothing's to stop us from pulling a Samsara with these classes though
Hee...hee...hee~
Title: Re: [Mod] Mission Mode: Strength in Numbers [v1d]
Post by: ZeStopper on September 09, 2013, 12:30:11 AM
Soooooooooooooooooooooooo,

I did that thing, you know, I added core weapons to the map so now you can shoot bad dudes with other guys weapons.

That's good for you.

Download This (https://www.dropbox.com/s/ecmnkk3hddcnxlt/MMSPSIN-MoarWepz.pk3)
Stuff for le Future-
(click to show/hide)
Title: Re: [Mod] Mission Mode: Strength in Numbers [v1d]
Post by: Joseph Collins on September 09, 2013, 09:05:23 PM
That reminds me of a fun thing you can do with DM Flags.

Unlike the vanilla Mega Buster and other unlimited ammo weapons, the Single Player weapons are not coded to vanish when dropped.

Enable "players drop weapons when killed" on your server and bam.  Suddenly, Fakeman is running around with Restore Flush (if he picks it up) and Roll has a her brother's charge shot.  It's basically the same thing as the "fake playerclass" glitch, except you can access both class' weapons.  And of course, people need to die for it to happen.  Could be useful in the maps, though.  Like, for example, if Roll dies while healing someone, someone else can grab her heal gun and pick up the slack~

The downside?  This only lasts until you die.  Gives you some real incentive not to, though, eh?
Title: Re: [Mod] Mission Mode: Strength in Numbers [v1d]
Post by: Russel on September 09, 2013, 10:48:07 PM
Looks like I have more things to iron out then~
Thanks for the info and I'm sorry for killing your fun again...but if you're going to do something like that, you may as well just enable cheats.
Title: Re: [Mod] Mission Mode: Strength in Numbers [v1d]
Post by: ZeStopper on September 10, 2013, 01:55:22 AM
Aw well, it was just for kicks.
Title: Re: [Mod] Mission Mode: Strength in Numbers [v1d]
Post by: Joseph Collins on September 10, 2013, 07:57:16 PM
You're totally going to get rid of the fake playerclass change bug too, aren't you?  *sobs*  No more blue-dress Roll with a revolver or or Doc Robot with a heal gun for me.  TxT

For those who aren't aware, the bug doesn't actually give you extra weapons or anything.  It just makes you look like another class while staying as your original one.  So for example, you could be Bass but look like Duo with funny colors, or play as Protoman, but look like Roll with a shield to other players.  Again, you're limited to your original class weapons, but you look like a different class.
It's also worth mentioning that this bug only works in online modes.  It won't trigger in Single Player or Offline Skirmish modes for whatever reason. (Probably the same reason you can't change your class and keep progress in the same game modes.)
Title: Re: [Mod] Mission Mode: Strength in Numbers [v1d]
Post by: Knux on September 10, 2013, 07:59:51 PM
Or Bass with Proto Man's weapons. Too bad I cleaned my files a few days ago, along with a screenshot of Bass with Proto colors.
Title: Re: [Mod] Mission Mode: Strength in Numbers [v1d]
Post by: Superjustinbros on September 27, 2013, 06:05:31 PM
So I was thinking, Since Duo technically is considered the strongest but slowest of the classes (not being able to attack unless at a close range), could he have the Hard/Toad armor used in the Classes wads that gives him an additional 50% of HP? Or would that make him broken in contrast to the more mobile classes that can snipe from a large distance away?

IMO, a fully-charged Duo Fist doesn't do enough damage for it's own good.
Title: Re: [Mod] Mission Mode: Strength in Numbers [v1d]
Post by: Korby on September 27, 2013, 06:32:24 PM
It two shots Escargot and one shots just about every basic enemy in the game.

Also, Duo is currently Sturdy armor. The Duo class in classes is going to have just a little less than that. I'm not giving him Hard armor.
Title: Re: [Mod] Mission Mode: Strength in Numbers [v1d]
Post by: Superjustinbros on September 28, 2013, 08:52:02 PM
It must have been since I was playing on the highest difficulty that the enemies needed more hits with Duo.
Title: Re: [Mod] Mission Mode: Strength in Numbers [v1d]
Post by: Superjustinbros on November 19, 2013, 07:08:06 PM
Bump, I know. But what was the general reason why Bass shoots the Bass Buster from MM&B rather than the one from MM10 (complete with different sounds), and why does it fire out like a drunk guy holding a machine gun, even though in all Bass' canon games and vanilla MM8BDM he can fire it with perfect accuracy?

Could the next version also restore the original Proto Buster (the version that's not covered in green highlights nor has the quite inefficient-to-use Proto Missles thanks to their delay before firing, slower speed, and sometimes hitting Proto's shield).
Title: Re: [Mod] Mission Mode: Strength in Numbers [v1d]
Post by: Russel on November 19, 2013, 08:13:47 PM
I wanted to make the characters visually different, which is why everyone has different buster sprites, sounds, and animations. 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. [Likely to be in Zandronum 2.0]
Also feel I should mention that in 8BDM, the buster isn't fired with perfect accuracy; it just isn't randomized vertically. I suppose I could pull a vanilla Doom chain gun and make the first shot be perfectly accurate and everything else not.

Protoman's buster is designed in the way it is to make it different from Megaman and Duo without stretching the existence of a single charge shot. I gave Mega a charge buster to hopefully make him more viable and/or popular.

But yeah...I will likely all of Protoman's shots +THRUGHOST so they don't hit the shield anymore.
Title: Re: [Mod] Mission Mode: Strength in Numbers [v1d]
Post by: Number86 on November 20, 2013, 11:47:39 PM
Quote from: "Lego"
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.

You can actually get around this limitation by using division. For example, I gave Doom's Plasma Rifle a inaccurate spread of 12/-12 that pretty much works like frandom would:
Code: [Select]
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

Admittedly it's a bit hacky, but it works without making anything explode.
Title: Re: [Mod] Mission Mode: Strength in Numbers [v1d]
Post by: Hallan Parva on November 21, 2013, 12:16:13 AM
You are the coolest.


Also, admittedly I was supposed to make Proto Man suck less, but trademark laziness wins again. Whoops. Don't worry, he'll be far less awkward to use whenever Single Player (and, in turn, SiN) gets around to updating.
Title: Re: [Mod] Mission Mode: Strength in Numbers [v1d]
Post by: Flare Blitz on June 02, 2014, 11:02:31 PM
Hi!

I want to make a replica of this,  but instead of this,  it would be a Rockman No Consistancy version. I want it to be compatible with the new Justiderp, which changes bosses from 1-6. Oh., and I also want to host a server with these WADs. Can I have some help?
Title: Re: [Mod] Mission Mode: Strength in Numbers [v1d]
Post by: Korby on June 03, 2014, 02:16:32 AM
I'm a little bit confused by what you're asking for.
Could you elaborate a bit further?
Title: Re: [Mod] Mission Mode: Strength in Numbers [v1d]
Post by: Russel on June 03, 2014, 02:35:06 AM
...Yeeeeeesh...

Ok first off, this mod is already a spinoff of another mod that was simply meant to improve/change certain features of the previous version and add a slightly larger cast of characters. Not only would Classes compatibility not be justified, it would not be constant with the previous version of the mod. You can find the original Mission Mode here. (http://cutstuff.net/forum/viewtopic.php?f=31&t=5221)

Finally, in order to host a server using MMSPSIN, you simply run the latest pk3 with vanilla and host on MMSPHUB in survival or cooperative.
As for any of the other mods you listed...I don't recommend mixing...It's usually not a good idea to take drugs with alcohol.
Title: Re: [Mod] Mission Mode: Strength in Numbers [v1d]
Post by: Flare Blitz on June 03, 2014, 05:54:58 PM
The same thing except with Rockman No Consistancy bosses & Justiderp compatability.
Title: Re: [Mod] Mission Mode: Strength in Numbers [v1d]
Post by: Flare Blitz on June 03, 2014, 05:58:47 PM
@Lego I see what you mean. Scratch the Justiderp compatability then.
Title: Re: [Mod] Mission Mode: Strength in Numbers [v1d]
Post by: Flare Blitz on June 13, 2014, 12:48:03 AM
How do I switch classes while in Single Player?
Title: Re: [Mod] Mission Mode: Strength in Numbers [v1d]
Post by: Dr. Crasger on June 13, 2014, 01:21:18 AM
Quote from: "Flare Blitz"
How do I switch classes while in Single Player?

Player Options > Class

But you have to die after changing it.
Title: Re: [Mod] Mission Mode: Strength in Numbers [v1d]
Post by: Tfp BreakDown on June 13, 2014, 01:44:17 AM
Quote from: "Dr. Crasger"
Quote from: "Flare Blitz"
How do I switch classes while in Single Player?

Player Options > Class

But you have to die after changing it.

Of you could spectate and switch from there or you could go into console and type in "class *placeclassnamehere* hit enter and you're done.
Title: Re: [Mod] Mission Mode: Strength in Numbers [v1d]
Post by: Dr. Crasger on June 13, 2014, 02:09:46 AM
You can't spectate in Single Player.
Title: Re: [Mod] Mission Mode: Strength in Numbers [v1d]
Post by: Korby on June 13, 2014, 02:12:08 AM
Quote from: "Tfp BreakDown"
you could go into console and type in "class *placeclassnamehere* hit enter and you're done.

Quick correction, the command for changing your class is "playerclass [class name]"
Title: Re: [Mod] Mission Mode: Strength in Numbers [v1d]
Post by: Tfp BreakDown on June 13, 2014, 02:30:28 AM
Quote from: "Dr. Crasger"
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.
Title: Re: [Mod] Mission Mode: Strength in Numbers [v1d]
Post by: Flare Blitz on June 15, 2014, 04:09:05 AM
...Whoh... All these replies just for 1 problem...
Title: Re: [Mod] Mission Mode: Strength in Numbers [v1d]
Post by: Fr3akGamer on June 15, 2014, 07:31:26 PM
So, is the next version of Mission Mode being worked on?
Title: Re: [Mod] Mission Mode: Strength in Numbers [v1d]
Post by: CutmanMike on June 15, 2014, 08:03:00 PM
viewtopic.php?p=287216#p287216 (http://www.cutstuff.net/forum/viewtopic.php?p=287216#p287216)
Title: Re: [Mod] Mission Mode: Strength in Numbers [v1d]
Post by: Korby on June 15, 2014, 11:32:32 PM
As for Strength in Numbers, which is an addon for an addon, I did have some ideas for an updated version, but it would take a long time to complete them, so I wouldn't expect that any time soon.
Title: [Mod] Mission Mode: Strength in Numbers [v1e]
Post by: Russel on June 23, 2014, 04:30:13 PM
Bump for a few notes.
First, this is literally just a compatibility patch for v4...there aren't any changes otherwise and everything should be functionally the same. Please note that because of the necessity for use of a new class base, there may be minor issues with pain states.
See the first post for the download link.

Here's a slightly more detailed changelog:
(click to show/hide)

Sorry this version doesn't contain everything I had planned previously. Any bug reports are appreciated and may or may not be addressed as they are reported.

I would also like to thank Cutman Mike for his patience in dealing with these classes mods of his stuff. These mods often take attention away from his hard work and often shadow appreciation he should be receiving as much as any other content creator.

Mission Mode, along with its original four classes, maps, and weapon sets were created by Cutman Mike. Additional classes, class reworks and weapon sets are not meant as a replacement of the original and merely as an extension of such.
Title: Re: [Mod] Mission Mode: Strength in Numbers [v1e]
Post by: Joseph Collins on July 06, 2014, 12:59:48 AM
Psst.  Hey buddy...

The URL is " http://www.best-ever.org/download?file=mmspsin-v1e.pk3 (http://www.best-ever.org/download?file=mmspsin-v1e.pk3) ".  You missed the WWW -- which shouldn't normally make a difference, but apparently does in this case.  <:
Title: Re: [Mod] Mission Mode: Strength in Numbers [v1e]
Post by: Dark_Chaos on August 29, 2015, 05:20:36 PM
Quote from: "Joseph Collins"
-snip-
Thank you!
Doesn't work. I apparently have the tails patch and that doesn't crash zandronum but it just loads the normal game when used :I
Title: Re: [Mod] Mission Mode: Strength in Numbers [v1e]
Post by: Russel on August 29, 2015, 07:12:34 PM
Load Tails' patch after SiN v1e and it might maybe work.
Title: Re: [Mod] Mission Mode: Strength in Numbers [v1e]
Post by: alexparr on August 06, 2018, 06:21:44 PM
Anybody have a mirror? Best Ever seems to be down.
Title: Re: [Mod] Mission Mode: Strength in Numbers [v1e]
Post by: fortegigasgospel on August 07, 2018, 01:16:42 AM
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.