Cutstuff Forum

Mega Man 8-bit Deathmatch => Projects & Creative => Topic started by: Max on May 18, 2013, 09:34:08 PM

Title: Mega Man X Singleplayer Classes (Version 2.75)
Post by: Max on May 18, 2013, 09:34:08 PM
After the defeat of Sigma's 8th body, his virus was spread... Isolated on the moon, amidst the ruins of the new world he desperately hoped to create. There was no possibility of escape, no way for his virus to seep onto the Earth and achieve form in a new body... At least, not in the 22nd century.

IN THE 21ST CENTURY
Dr. Wily had given up his dreams of world domination after his defeat at the hands of the legendary tournament robot, who had gone on to be sealed in gold in the robot museum. He lived in solitude, disappearing from the public eye so that he could work alone on his greatest project yet in a secret castle that nobody could find. It was then that he felt a calling, a presence of something otherworldly, yet distinctly familiar.
A few weeks later he had returned, attacking the laboratories of Dr. Light and Dr. Cossack in an unexpected blaze of machinery and explosives. Casualties were low and Dr. Wily disappeared as quickly as he had arrived, seemingly only looking to announce his presence and return to his villainous ways. Mega Man was stolen from Light Labs along with a few DLN. robots, whereas Dr. Cossack's lab was mostly unharmed with the exception of the agricultural Robot Master Toad Man, who was stolen. Both doctors were able to escape their laboratories...
It was not long before the good doctors had worked up a plan to end another one of Wily's schemes.
Dr. Light fled to an unknown location, scrambling to protect himself and develop his newest creations for the ensuing battle on Dr. Wily's newest fortress, though he knew not where it was.
Dr. Cossack called in every robot he had to defend his lab, and began to work on the technology he needed to contact the future, to pull their last hope from his native time period so that he could defend the past and ensure the future he lived in was safe.
This grace period was short and fleeting, however, as Dr. Light was located and captured less than 3 days later by Dr. Wily, only getting a chance to create some armour before he was taken away. Dr. Cossack instantly ramped up defences for a similar attack.

Mega Man X and the future's greatest Maverick Hunters (and Vile) were pulled to the past by Dr. Cossack. It is their mission to defeat Wily's robot army, rescue the DLN. and DCN. robots he captured, rescue Dr. Light, Mega Man, and the small band of heroes sent to find him, and ultimately save the future.

(http://i.imgur.com/HESOUn0.png) MEGA MAN X (http://i.imgur.com/RCw14z6.png)
(click to show/hide)

(http://i.imgur.com/yDWwn3J.png) ZERO (http://i.imgur.com/HPKEnND.png)
(click to show/hide)

(http://i.imgur.com/SyuBs1N.png) AXL (http://i.imgur.com/LMfALlX.png)
(click to show/hide)

(http://i.imgur.com/EYmKFgC.png) VILE (http://i.imgur.com/AklYs3K.png)
(click to show/hide)

Download here. Please do not load this mod with a skins folder!! (http://allfearthesentinel.net/download?file=mmxspv2-75.pk3)

Thanks and have fun

Changelog V2 > V2-75

(click to show/hide)
Title: Re: Mega Man X Singleplayer Classes
Post by: CHAOS_FANTAZY on May 18, 2013, 09:43:18 PM
I'm not even an X fan by any stretch, but from what I've heard about him the Copy Shot was both instrumental to and the most fun part of Axl's moveset.  I'm a little disappointed (And I know some other dudes who will be as well) to see that it won't be included.

I do like the idea of the little shooting range, though.  I've wanted to get a rough scale of "how much [x weapon] hurts" without entering a level before, and it looks like it would serve quite nicely for such purposes.
Title: Re: Mega Man X Singleplayer Classes
Post by: Max on May 25, 2013, 06:39:47 PM
(click to show/hide)
Getting a bit tired of skin making, anyone wanna make me a Zero skin?
Or some HUDs
Cause I really need HUDs
Title: Re: Mega Man X Singleplayer Classes
Post by: FTX6004 on May 25, 2013, 06:41:47 PM
Well i could try it but i having other works with skining.
Title: Re: Mega Man X Singleplayer Classes
Post by: TheDoc on May 25, 2013, 06:55:38 PM
Quote from: "Yellow Devil"
X gains the Fourth Armour and the Gaea Armour from two Dr. Light capsules hidden around the four levels.

So will the levels that the armors are hidden on be random or is it two particular levels that have already been decided? Also, when the new maps are added, will you split up the armor pieces in all 8 levels? I'd love to help, but I'm not the best skinner.

EDIT: Maybe it's just me, but in the screenshot, Armor X looks like his head has been shifted slightly to the left.
Title: Re: Mega Man X Singleplayer Classes
Post by: Max on May 25, 2013, 07:03:21 PM
Quote from: "TheDoc"
So will the levels that the armors are hidden on be random or is it two particular levels that have already been decided? Also, when the new maps are added, will you split up the armor pieces in all 8 levels?

There are two capsules, and they are in static locations. The Fourth Armour is (obviously) in Cutman's stage, and the Gaea Armour is in Needleman's stage at the moment. It'll stay this way, because that's both easier and more fun. I didn't enjoy having to pick up all four pieces before the armour could be used in X5/X6.

I can assure you that X's head did not change!
Title: Re: Mega Man X Singleplayer Classes
Post by: tsukiyomaru0 on May 25, 2013, 07:08:14 PM
Quote from: "Yellow Devil"
Quote from: "TheDoc"
So will the levels that the armors are hidden on be random or is it two particular levels that have already been decided? Also, when the new maps are added, will you split up the armor pieces in all 8 levels?

There are two capsules, and they are in static locations. The Fourth Armour is (obviously) in Cutman's stage, and the Gaea Armour is in Needleman's stage at the moment. It'll stay this way, because that's both easier and more fun. I didn't enjoy having to pick up all four pieces before the armour could be used in X5/X6.

I can assure you that X's head did not change!
I can see why TheDoc felt like it moved off a bit... The head of the sprite seems off-centered.

As for Axl's copy shot, I know of a way it could be used: By defeating the boss with it (landing the last shot with a Copy Shot), he could gain the ability to change into the boss in any other stage, but it could only be used once.
Title: Re: Mega Man X Singleplayer Classes
Post by: Max on May 25, 2013, 07:28:26 PM
Quote from: "tsukiyomaru0"
I can see why TheDoc felt like it moved off a bit... The head of the sprite seems off-centered.

(http://i270.photobucket.com/albums/jj107/MaxPower7137/noitisnt_zps384b89c6.png)

Quote from: "tsukiyomaru0"
As for Axl's copy shot, I know of a way it could be used: By defeating the boss with it (landing the last shot with a Copy Shot), he could gain the ability to change into the boss in any other stage, but it could only be used once.

I don't think this would add anything to his class. None of the boss' abilities would be more useful than what he already has, other than Heatman's dash for mobility reasons.
Title: Re: Mega Man X Singleplayer Classes
Post by: tsukiyomaru0 on May 25, 2013, 07:45:19 PM
Quote from: "Yellow Devil"
Quote from: "tsukiyomaru0"
I can see why TheDoc felt like it moved off a bit... The head of the sprite seems off-centered.

(http://i270.photobucket.com/albums/jj107/MaxPower7137/noitisnt_zps384b89c6.png)
Well, that confirms it... The head's width is even and the body's width is odd, which means that the head will always be a little to the left or right, and the only ways to fix this are:
* Make both either have even or odd width (Perfect centering in sprite, imperfect centering in offset if the width is odd)
* Change the back stance a bit so the groin does not end up marking the exact body center (May look odd, depending on stance)
* Resize sprite to 2X, center the head, import the new sprite, change actor's scale to 1.25 (100% accurate, but someone will likely nitpick on it)

Quote from: "Yellow Devil"
Quote from: "tsukiyomaru0"
As for Axl's copy shot, I know of a way it could be used: By defeating the boss with it (landing the last shot with a Copy Shot), he could gain the ability to change into the boss in any other stage, but it could only be used once.

I don't think this would add anything to his class. None of the boss' abilities would be more useful than what he already has, other than Heatman's dash for mobility reasons.
True, the bosses's abilities aren't much interesting to begin (See Doc Robot in Strength in Numbers), so I do agree that is much better to leave Copyshot off unless many complain about its lacking.
Title: Re: Mega Man X Singleplayer Classes
Post by: Max on May 29, 2013, 05:04:05 PM
(click to show/hide)

I'll do anything for HUDs
Title: Re: Mega Man X Singleplayer Classes
Post by: ProjectHazoid on May 29, 2013, 07:34:49 PM
I don't know whether or not you already have concept art for Axl's Weapons (or if he's even going to be holding different weapons for his HUD sprites) but I've done some little sketches of different weapons for Axl. It's all I'm good for.
(click to show/hide)

Otherwise disregard this completely useless post, and best wishes on this little project! :D
Title: Re: Mega Man X Singleplayer Classes
Post by: Max on May 29, 2013, 07:42:37 PM
[20:40:02] Max: who even
[20:40:15] Llama: ProjectHazoid
[20:40:19] Max: who

I have no idea who you are but

uhh

<3
Title: Re: Mega Man X Singleplayer Classes
Post by: tsukiyomaru0 on May 29, 2013, 07:49:35 PM
Quote from: "ProjectHazoid"
I don't know whether or not you already have concept art for Axl's Weapons (or if he's even going to be holding different weapons for his HUD sprites) but I've done some little sketches of different weapons for Axl. It's all I'm good for.
(click to show/hide)

Otherwise disregard this completely useless post, and best wishes on this little project! :D
Quote from: "Yellow Devil"
[20:40:02] Max: who even
[20:40:15] Llama: ProjectHazoid
[20:40:19] Max: who

I have no idea who you are but

uhh

<3
I have no idea neither, but nice sketches!
Title: Re: Mega Man X Singleplayer Classes
Post by: ProjectHazoid on May 31, 2013, 08:03:17 PM
(http://i977.photobucket.com/albums/ae258/ProjectHazoid/MMX_SP_Hudsprites_Haz_zpseada8f79.png)

So I volunteered to do a little bit of some HUD sprites despite not being a spriter. X's Gaea Buster and Axl's Nuclear Fission.


My neck hurts.
Title: Re: Mega Man X Singleplayer Classes
Post by: Max on May 31, 2013, 08:26:08 PM
(click to show/hide)

In addition, we have weaponry rooms now! Complete with single-frame-weaponry-tutorials?

(click to show/hide)
Title: Re: Mega Man X Singleplayer Classes
Post by: Knux on May 31, 2013, 08:36:20 PM
YD, you mispelled "popcorn", ya derp.  :ugeek:
Title: Re: Mega Man X Singleplayer Classes
Post by: Max on May 31, 2013, 08:37:10 PM
How did I look at that about 4 times and not notice
Title: Re: Mega Man X Singleplayer Classes
Post by: ProjectHazoid on June 03, 2013, 08:36:15 PM
Meanwhile
(http://i977.photobucket.com/albums/ae258/ProjectHazoid/zbuster_hudstuff_zpse51014de.png)
I tried my hand at the Z-buster. These are all the same frame actually, just fooling around wit the look.

This is picture I used as reference.

(click to show/hide)
Title: Re: Mega Man X Singleplayer Classes
Post by: Zard1084 on June 03, 2013, 09:26:12 PM
Quote from: "ProjectHazoid"
Meanwhile
(http://i977.photobucket.com/albums/ae258/ProjectHazoid/zbuster_hudstuff_zpse51014de.png)
I tried my hand at the Z-buster. These are all the same frame actually, just fooling around wit the look.

This is picture I used as reference.

(click to show/hide)
Well that looks all kinds of awesome! <3 i'll be looking forward to this!
Title: Re: Mega Man X Singleplayer Classes
Post by: TheDoc on June 03, 2013, 09:35:04 PM
Quote from: "ProjectHazoid"
(click to show/hide)

Um.....WOW. That's awesome! It seems a bit over-rotated to the right, though. It kinda looks like he's shooting to the left. That's the only thing I don't like; other than that, it's great. I really hope other people contribute to this because I can't draw HUDs for shit.
Title: Re: Mega Man X Singleplayer Classes
Post by: Magnet Dood on June 03, 2013, 09:56:44 PM
Needs to be a bit rounder but the details are all there
Title: Re: Mega Man X Singleplayer Classes
Post by: ProjectHazoid on June 04, 2013, 12:25:05 AM
(http://i977.photobucket.com/albums/ae258/ProjectHazoid/zbuster_hudupdate_zpsfb99bcde.png)
Slightly rounded. Not sure whether the top buster with the bluish tint will be used or the gray one at the bottom. I'm guessing since Zero will be using his X3 combo the buster will be flipped around for the left arm. It kinda irks me how Zero's who arm changes when he uses his buster as opposed to X who's hand merely disappears.
Title: Re: Mega Man X Singleplayer Classes
Post by: Max on June 13, 2013, 03:05:40 PM
WE DID IT
Title: Re: Mega Man X Singleplayer Classes
Post by: ProjectHazoid on June 14, 2013, 11:26:19 PM
(http://i977.photobucket.com/albums/ae258/ProjectHazoid/axlbullethud_test_zps8158b034.png)
So I decided to stop being lazy for 2 hours and crap this out. Axl Bullet gun and firing frame. The color of the gun on the right are colors picked from the X8 artwork, and the colors of the gun on the left are me trying to find the closest match in the palette.

(click to show/hide)
Where'd all the spriters go? I'm lonely...
Title: Re: Mega Man X Singleplayer Classes
Post by: tsukiyomaru0 on June 14, 2013, 11:31:41 PM
Quote from: "ProjectHazoid"
(http://i977.photobucket.com/albums/ae258/ProjectHazoid/axlbullethud_test_zps8158b034.png)
So I decided to stop being lazy for 2 hours and crap this out. Axl Bullet gun and firing frame. The color of the gun on the right are colors picked from the X8 artwork, and the colors of the gun on the left are me trying to find the closest match in the palette.

(click to show/hide)
Where'd all the spriters go? I'm lonely...
shouldn't it be, like... considerable smaller? Because hud sprites are usually made for a screen of 70x50, and then increased to 4xtheir original size to give that pixelated aspect
Title: Re: Mega Man X Singleplayer Classes
Post by: Hallan Parva on June 14, 2013, 11:34:49 PM
don't listen to Tsuki, he's a very rude arm



you won't see the whole arm in-game but personally I think the gun looks great
Title: Re: Mega Man X Singleplayer Classes
Post by: tsukiyomaru0 on June 15, 2013, 12:27:30 AM
Thing is, the sprite is actually pretty nice looking, in spite of causing possible bitmixing. In fact, if halve its size in bilinear and adjust it from there before bumping to 4x, it's likely you will get it to maintain the correct pixel aspect.

Then again... I'm not 100% SURE on what pixel aspect YD wants, is 1x, 2x or 4x, so I can't tell much. Just be prepared for both cases.
Title: Re: Mega Man X Singleplayer Classes
Post by: Magnet Dood on June 15, 2013, 01:50:39 AM
Quote from: "ProjectHazoid"
So I volunteered to do a little bit of some HUD sprites despite not being a spriter...

You lier

This is some of the best spritework I've ever seen

That being said, it does seem too small. Isn't it supposed to be the same as the others you made?
Title: Re: Mega Man X Singleplayer Classes
Post by: Knux on June 15, 2013, 02:06:39 AM
Hey, maybe the image hosting site he has it at reduced the picture size.
Title: Re: Mega Man X Singleplayer Classes
Post by: Korby on June 15, 2013, 03:07:08 AM
Quote from: "Magnet Dood"
it does seem too small

what

what







what

(click to show/hide)
what
Title: Re: Mega Man X Singleplayer Classes
Post by: Knux on June 15, 2013, 03:17:15 AM
Ah, see that? That's why it's good to consider more than one possibility!

Now about the gun. I like how it looks, and I think it's pretty detailed and polished. Project Hazoid definitely knows his stuff. However, I feel it's pointing too much to the left. When I hold out my arm in front of me as if I was holding a gun, it points forward more than to the left. I'd REALLY hate to say: "Try making it again" in any sentence because of the effort this takes. But I believe that making it point more forward and less to the left could help. Your call, dude. I still love it.
Title: Re: Mega Man X Singleplayer Classes
Post by: ProjectHazoid on June 15, 2013, 04:09:33 AM
Quote from: "Korby"
Quote from: "Magnet Dood"
it does seem too small

what

what







what

(click to show/hide)
what

What did you dooooooooooo? Anyways I'm pretty sure these sprites were going up to 400% or whatever. I already know that for the most part, the ENTIRE sprite i draw won't be on screen, but you know, its hard to get all that X series detail on such supposedly small sprites. especially finding a ref and getting the perspective right >_<

But yeah, I said I wasn't a spriter, past-inexperience be damned.


Is Axl dual-wielding his Axl Bullet this time around?
Title: Re: Mega Man X Singleplayer Classes
Post by: fortegigasgospel on June 15, 2013, 04:15:29 AM
Yea, huds are a LOT bigger in game then the images are out of game.
Title: Re: Mega Man X Singleplayer Classes
Post by: Russel on June 15, 2013, 04:45:38 AM
That isn't the case. Generally, huds are in 8BDM are scaled up to 400% in order to have correct-looking 8-bit styles. There is a certain mod that uses double rendered huds that are only scaled up to 200% whose name shall never be uttered until a full update.

However. The point I am trying to make is that huds are not automatically resized by the engine and size and detail of the hud is, in fact, a fabrication of the given resources.
Title: Re: Mega Man X Singleplayer Classes
Post by: Max on June 15, 2013, 09:08:12 AM
The only thing I can do with a HUD this HUEEEEEEG is shove it in the corner

(click to show/hide)

Or I could resize it to 2x instead of 4x, which makes it look great but it's also inconsistent with like every other HUD that ever was

(click to show/hide)

Quote from: "ProjectHazoid"
dual wield

Noooope
Title: Re: Mega Man X Singleplayer Classes
Post by: ProjectHazoid on June 15, 2013, 07:26:49 PM
Oh thank god.

EDIT: (http://i977.photobucket.com/albums/ae258/ProjectHazoid/new_AxlBullet_hazoid_zps67105f8b.png)
Cute little squirt isn't it?
Title: Re: Mega Man X Singleplayer Classes
Post by: tsukiyomaru0 on June 15, 2013, 07:53:19 PM
Quote from: "ProjectHazoid"
Oh thank god.

EDIT: (http://i977.photobucket.com/albums/ae258/ProjectHazoid/new_AxlBullet_hazoid_zps67105f8b.png)
Cute little squirt isn't it?
This is... Beautiful... :shock:
Title: Re: Mega Man X Singleplayer Classes
Post by: Magnet Dood on June 16, 2013, 12:05:41 AM
...It looked so small on the sheet... :shock:
Title: Re: Mega Man X Singleplayer Classes
Post by: ProjectHazoid on July 29, 2013, 09:43:55 AM
(http://i977.photobucket.com/albums/ae258/ProjectHazoid/cutterlauncher_hud_zpse1ad082e.png)
(http://i977.photobucket.com/albums/ae258/ProjectHazoid/gettingfroggy_hud_zpsf29848af.png)
Here we go!
Title: Re: Mega Man X Singleplayer Classes
Post by: Hallan Parva on July 29, 2013, 03:18:49 PM
Quote from: "ProjectHazoid"
(http://i977.photobucket.com/albums/ae258/ProjectHazoid/gettingfroggy_hud_zpsf29848af.png)
I love you


both for the spritework and for that line :ugeek:
Title: Re: Mega Man X Singleplayer Classes
Post by: tsukiyomaru0 on July 29, 2013, 04:21:40 PM
Quote from: "ProjectHazoid"
(http://i977.photobucket.com/albums/ae258/ProjectHazoid/cutterlauncher_hud_zpse1ad082e.png)
(http://i977.photobucket.com/albums/ae258/ProjectHazoid/gettingfroggy_hud_zpsf29848af.png)
Here we go!
Cannot use one word to describe how pleasant they are for my eyes.  :D
Title: Re: Mega Man X Singleplayer Classes
Post by: ZeStopper on July 30, 2013, 02:41:07 AM
It's still being worked on! But I don't understand why it's in Dr. Cossack's lab.
Title: Re: Mega Man X Singleplayer Classes
Post by: ProjectHazoid on August 01, 2013, 01:41:17 PM
(http://i977.photobucket.com/albums/ae258/ProjectHazoid/rekkouhapunch1_zpsa4dd5698.png)
Coming in for a landing...
Title: Re: Mega Man X Singleplayer Classes
Post by: Ceridran on August 01, 2013, 01:57:12 PM
Is he going to punch the ground? Reminds me of Duo.
Title: Re: Mega Man X Singleplayer Classes
Post by: ProjectHazoid on August 01, 2013, 02:38:30 PM
He sorta will. I've taken some inspiration from the Spiked Gauntlets of Hexen's fighter class though. I've finished all the weapons YD needed. Maybe later I'll actually go back through and polish them (lord knows a few of them will need it).
Title: Re: Mega Man X Singleplayer Classes
Post by: ZeStopper on August 01, 2013, 06:18:37 PM
I don't get why he isn't in this.
(click to show/hide)
Title: Re: Mega Man X Singleplayer Classes
Post by: Beed28 on August 01, 2013, 06:33:54 PM
If he isn't the final boss then I will cry myself to sleep:
(click to show/hide)
Title: Re: Mega Man X Singleplayer Classes
Post by: Max on August 01, 2013, 06:43:30 PM
There is no final boss
































for v1
Title: Re: Mega Man X Singleplayer Classes
Post by: ZeStopper on August 01, 2013, 07:37:23 PM
Dum dum DUM!
V2, we're have high hopes for you....
The front page....it says something that can only mean good....
Title: Re: Mega Man X Singleplayer Classes
Post by: Beed28 on August 01, 2013, 07:54:41 PM
Whoa whoa whoa wait....

What happened to the in depth info for the characters and screenshots?
Title: Re: Mega Man X Singleplayer Classes
Post by: Max on August 01, 2013, 08:02:44 PM
My 3DS removed half of it so I cut the other half

It should be released soon anyway
Title: Re: Mega Man X Singleplayer Classes
Post by: Korby on August 01, 2013, 08:03:23 PM
judging by the first post, it's about to be released

and apparently I was ninja'd by yd
Title: Re: Mega Man X Singleplayer Classes
Post by: ZeStopper on August 01, 2013, 08:45:08 PM
Aparrently there will be no GBD either, unless V2 adds him! :)
Title: Re: Mega Man X Singleplayer Classes (Version 1)
Post by: Max on October 14, 2013, 06:42:02 PM
Happy birthday to me

I guess this is done or whatever
Title: Re: Mega Man X Singleplayer Classes (Version 1)
Post by: Knux on October 14, 2013, 07:07:15 PM
Oh cool, I'm gonna go play it then.
Title: Re: Mega Man X Singleplayer Classes (Version 1)
Post by: CHAOS_FANTAZY on October 14, 2013, 08:03:29 PM
Went ahead and did a complete run as Axl

Literally every thing he can do is overpowered but you already knew that
Also he can't dash while holding Cutter Launcher or Nuclear Fission and WaterPistolWep does not even exist
Title: Re: Mega Man X Singleplayer Classes (Version 1)
Post by: Korby on October 14, 2013, 08:24:44 PM
Cutter Launcher and Nuclear Fission are two handed weapons, so he can't dash with them.

If you think Axl is overpowered, go equip Vile's infinity gig.
Title: Re: Mega Man X Singleplayer Classes (Version 1)
Post by: Knux on October 14, 2013, 09:00:15 PM
I completed a run with X, and got both of his armors. I decided to use the Gaea armor on Toad Man's stage, and it was good at first because of the OHKOs on enemies. Then I got to the Escaroo fights, and hot damn, was it hard to land hits on it even close up. Probably because of how fat the charge shots are, but then again, the other weapons didn't seem to do damage.
(click to show/hide)
Title: Re: Mega Man X Singleplayer Classes (Version 1)
Post by: ZeStopper on October 15, 2013, 12:14:17 AM
This finally came out.
I look forward to playing this.
Title: Re: Mega Man X Singleplayer Classes (Version 1)
Post by: Isaac940 on October 15, 2013, 12:25:26 AM
While I like what I'm seeing so far, there are a couple issues that came up today. First, Axl is missing his weapon from Toadman. Second, I see Zero randomly turning into Protoman at times. Thirdly, and probably the biggest issue, is that Zero can apparently teamkill via using that energy rain attack that runs off of the energy bar. It seems that if he uses it, any ally within a certain radius just up and dies.
Title: Re: Mega Man X Singleplayer Classes (Version 1)
Post by: ZeStopper on October 15, 2013, 02:32:42 AM
Just a question but......

Do you think that you can replace  the RMs with Mavericks?
Like Toadman would. Become Crush Crawfish and CutMan would become Boomerang Kuwanger.
Title: Re: Mega Man X Singleplayer Classes (Version 1)
Post by: Max on October 15, 2013, 01:12:19 PM
Quote from: "ThePlayer"
Do you think that you can replace  the RMs with Mavericks?

(http://media.tumblr.com/1463840d8616dcbb75a4ab35bb587732/tumblr_inline_mg937729ta1r1vgsg.bmp)
Title: Re: Mega Man X Singleplayer Classes (Version 1)
Post by: FTX6004 on October 15, 2013, 01:17:12 PM
In some reason by playing this offline it gives me crash.
Also i found that bug from Strength in Numbers. if thats really a bug?
Title: Re: Mega Man X Singleplayer Classes (Version 1)
Post by: tsukiyomaru0 on October 15, 2013, 01:23:26 PM
Nuclear Fission takes REALLY long to reload, by which time it makes it a really useless weapon. Why not make it behave more like a Torgue Rocket Launcher from BL2 (fires a rocket that travels considerably slower, perhaps at speed 30, and gets affected by gravity after 2 seconds, but falls considerably slower, which would mean gravity 0.5 to 0.2), having a large explosion that does not scatters fireballs around? That could allow for a higher fire rate (intervals of at most 4 seconds between shots)
Title: Re: Mega Man X Singleplayer Classes (Version 1)
Post by: Joseph Collins on October 15, 2013, 02:38:07 PM
I have to say... that whoever coded this could use some help.  This suffers from all of the bugs the official co-op mod and the Survival in Numbers fork have, as well as having quite a lot of other bugs unique to this fork.  For example...

- Dr. Cossack's war room is sealed in multiplayer, not letting players poke around and talk to the characters outside.
- All characters twitch and cycle character frames at times (usually after coming to a stop).
- Zero has a habit of turning into Protoman at random.
- The platforms in Needleman's stage are incredibly difficult to stay on unless your ping is very, very low (or you're in single player mode).  Even my great ping of 50, I ended up in the abyss more often than not.
- Several projectiles are clipping into the walls when they shouldn't.
- Charging Heatman's weapon with X's Fourth Armor doesn't seem to do much of anything.
- You can bypass the Escargoos in Toadman's stage in different ways.
- Zero's Rending Light of Supremacy kills other players in co-op mode, as well as enemies. (This is usually more funny than annoying.  Usually.)
- Fourth Armor X and Axl can bypass several areas with their hover.  Zero can also bypass areas with his Dragon Flame Blade or Air Waltz techniques.  While this does not break most levels (for example, Heatman's level won't let you hit the second switch before the first), it can expedite certain others. (Such as Cutman's.)

I don't know how many of these "bugs" are actually bugs, but I figured they were worth mentioning.  I wish I could actually do something to help with these, but I'm really crap when it comes to coding anything complex in this game.  So...  Otherwise, this has been a lot of fun so far.  I'm kind of disappointed there aren't more character classes or new levels, but I understand the concept.
Title: Re: Mega Man X Singleplayer Classes (Version 1)
Post by: Max on October 15, 2013, 04:17:53 PM
Netcode with Co-Op is really weird for some reason, there are a few functions I disabled for multiplayer as well just because it's intended to be a singleplayer mod primarily (eg. Dr. Light / Boss / Cossack lab dialogue)
There are some bugs (like Axl's water pistol disappearing and resetgame not taking away everything) but most of the other ones are due to either skins folder or netcode

I planned out more upgrades and an extra class for v2 but Maverick and Sigma levels are definitely not coming until core mission is done and even then I doubt I have the motivation to do them
Title: Re: Mega Man X Singleplayer Classes (Version 1)
Post by: Korby on October 15, 2013, 05:14:25 PM
Quote from: "Joseph Collins"
- Dr. Cossack's war room is sealed in multiplayer, not letting players poke around and talk to the characters outside.

I recall a beta test where people died from touching the snow because they had a skins folder.

It was incredibly silly  :ugeek:
Title: Re: Mega Man X Singleplayer Classes (Version 1)
Post by: Joseph Collins on October 15, 2013, 10:55:57 PM
Oh!  There was two weird bugs I encountered in Single Player, too.

- When I went into Single Player one time, I ended up in the floor.  When I hit the movement key, I zipped around the level extremely quickly.  It didn't matter what character class I changed into.  I was stuck.  I was able to quit normally.  The PK3 was loaded via Internet Doom Explorer by joining and leaving a server.
- A second time, I went into Single Player mode, I was again stuck in the floor.  However, this time, I died immediately.  Any time I respawned, I died again.  When I quit, the game crashed with an error dump.  The PK3 was loaded via the launcher this time.

I really, really have no idea how I triggered either of these...  It just randomly does this, for whatever reason.  It also sometimes just plain crashes the game after all the WADs load, too, if you load it up with the launcher.
Title: Re: Mega Man X Singleplayer Classes (Version 1)
Post by: Max on October 16, 2013, 11:58:23 AM
Don't use a skins folder
Title: Re: Mega Man X Singleplayer Classes (Version 1)
Post by: Joseph Collins on October 16, 2013, 12:44:06 PM
What?  I'm not loading the mod from the "Skins" folder, if that's what you mean.  I'm manually loading it from the "MM8BDM/Mods" folder, as I've done with other mods I've grabbed.

... or do you mean I should get rid of my Skins folder entirely; that just having the folder itself is enough to screw the mod up?  Because if that's the case, then that's inexcusably bad coding -- especially since the other two mission mods I mentioned work perfectly fine no matter how many skins get loaded up.

Also.  I notice there's no command to vote to return to the hub map. (Typically "puke 417", aliased to "hubcall".)  People often abandon a server in the middle of a stage (for some reason), and I'm the kind of person who hops back on just to put it back on the hub.  So... why was this command removed from your mod?  I like being able to quickly and easily put the map back to where it belongs if no one is playing.
Title: Re: Mega Man X Singleplayer Classes (Version 1)
Post by: Max on October 16, 2013, 12:52:00 PM
Quite plainly it's because the mod doesn't have Mega Man as a playable class
Title: Re: Mega Man X Singleplayer Classes (Version 1)
Post by: TheDoc on October 16, 2013, 12:52:24 PM
I think you do have to "get rid" of the skins folder, but what I did is just rename the folder to something like "skinsj" so that it doesn't load
Title: Re: Mega Man X Singleplayer Classes (Version 1)
Post by: Beed28 on October 17, 2013, 10:14:00 AM
Why does Axl's special weapons all have infinite ammo (even if the nuke you gain from Heat Man takes an absurdly long time to recharge)?

Also, when playing as Zero, when you fight Toad Man, the game crashes when he floods the room. It did not crash when playing as the other characters.
Title: Re: Mega Man X Singleplayer Classes (Version 1)
Post by: Max on October 17, 2013, 11:19:54 AM
Axl's had infinite ammo since X8
Crashes most likely skin folder related since I can't replicate it
Title: Re: Mega Man X Singleplayer Classes (Version 1)
Post by: tsukiyomaru0 on October 17, 2013, 02:17:41 PM
I'm using no skinpack whatsoever (only music packs).
No crashes, but some minor glitching does happen (Like the Proto Zero mentioned previously)
Title: Re: Mega Man X Singleplayer Classes (Version 1)
Post by: ZeStopper on October 17, 2013, 02:57:32 PM
Quote from: "Max"
Quite plainly it's because the mod doesn't have Mega Man as a playable class
Why not make a class using it as a base, but is entirely changed like the other Mission Mode's MegamanSP class!
But make it someone like Green Biker Dude or a foot soldier.
Title: Re: Mega Man X Singleplayer Classes (Version 1)
Post by: Joseph Collins on October 17, 2013, 07:42:49 PM
Or, you know, do like the other class mods and just change how the "Megaman" class works; override "Megaman" with X.  X is still a "Megaman", after all, so you can technically get away with calling him that in data files and on the class selection prompts.
Title: Re: Mega Man X Singleplayer Classes (Version 1)
Post by: Max on October 17, 2013, 07:46:31 PM
X's frames are nothing like Mega Man's
Cause armour
Title: Re: Mega Man X Singleplayer Classes (Version 1)
Post by: Joseph Collins on October 17, 2013, 10:47:49 PM
You may have to explain that reply a bit more thoroughly.  What's stopping you from simply renaming the X class to "Megaman"?

Also, I think I found the problem with X rapidly flipping through all his sprites when he stops.  The way the armors currently work, X has to hold an unselectable inventory item, as is the case with certain Vanilla weapons.  This works alright, except for the graphical glitches that happen.  If I knew how, I would personally piggyback the armors as unselectable sub-classes which also gain weapons when X does, then make the armor capsule in the side room into an interactive armor selection system. (Like Auto's combat training system in Vanilla.)  I wouldn't think it'd be too hard, but it would probably require extra work and a bit more coding.

I'd also like to suggest doing this for Vile and his weapon systems.  That would make configuring him a bit more easy and remove the need for an entire room filled with weapon changers.
Title: Re: Mega Man X Singleplayer Classes (Version 1)
Post by: TheDoc on October 17, 2013, 11:13:03 PM
That reminds me
Are you only supposed to be able to have one armor at a time? Because once I got Gaea Armor, unequipped it, and got Fourth Armor, but when I went back, I could only switch between Fourth and none. Is this on purpose?
Title: Re: Mega Man X Singleplayer Classes (Version 1)
Post by: Joseph Collins on October 18, 2013, 01:06:23 AM
Quote from: "TheDoc"
That reminds me
Are you only supposed to be able to have one armor at a time? Because once I got Gaea Armor, unequipped it, and got Fourth Armor, but when I went back, I could only switch between Fourth and none. Is this on purpose?
On the current public server, I've never had a problem switching from unarmored to Fourth to Gaea Armor.  I don't think any of the other players have, either, but I could be wrong.
Title: Re: Mega Man X Singleplayer Classes (Version 1)
Post by: TheDoc on October 18, 2013, 04:32:52 AM
This was offline
Title: Re: Mega Man X Singleplayer Classes (Version 1)
Post by: Joseph Collins on October 18, 2013, 06:15:47 PM
I can't see to replicate this event.  I got the Fourth Armor, then I got the Gaea Armor later, and after that stage, I could switch between them using the capsule without fail.  Hm...
Title: Re: Mega Man X Singleplayer Classes (Version 1)
Post by: TeirusuNuigurumi on October 18, 2013, 07:18:26 PM
Is it me or is Axl's toad weapon missing?

I know it's water pistol but where is it?
Title: Re: Mega Man X Singleplayer Classes (Version 1)
Post by: Superjustinbros on October 18, 2013, 10:02:14 PM
As fan as this is, I have to voice a few things.

A. This WAD in my opinion should've been built off of MMSPSIN so the smaller respawning enemies always will die in 1 hit. And also so the Ransackers in Toad's are not considered a "respawnable" enemy type. It'd also contain noticeable improvements to the Stage Select HUB, such as:

*Displaying the Leader's name on the bottom-left.
*The mugshots of the Robot Masters on the Stage Select window are flattened into the screen (noticeable if you look at the screen from anything but straight at it)
*The mirror moved to a location that doesn't show it as blue bricks unless you're right next to it.
*When entering the teleporter to select a stage, your character stops in place (rather than sliding and faces away from the Stage Select screen).

A1. Could the Player Character mugshots be redone to have all four characters facing the screen like in vanilla MMSP?

B. The X-Buster's arm-cannon graphics (including the Fourth Armor's) are not as professional-looking as the one in the MMX Classes pack. You could also have done the charging effect for the player absorbing in light, as well as fix the noticeable buster shot delay from pressing your shoot key/button and the weapon actually firing.

B1. Was the X Buster's default shot nerfed from Original Mega Man's?
B2. Could the hitbox for the fully-charged X-Buster Shot from the fourth armor while it's traveling be shrunken down for level structure/tiles (not entities/enemies) so it's easier to blast a Joe through a narrow opening?
B3. When you spawn with either armor equipped onto X, sometimes it fails to update the arm cannon sprite to represent the selected armor.

C. When inside an upgrade pod, your character could be shielded from all damage (I died inside the capsule in Needle Man's, and when I respawned at the starting point, I got teleported to where the upgrade capsule takes you after entering it).

D. Since the Stage Start and Boss Intros are from the X series, could you perhaps make the boss themes for all 4 Masters a Boss Theme from the X games as well as making the Stage Clear theme from Xtreme 2 play after killing the RM?

D1. A bit minor, but could the Robot Master die with the same sounds and explosion effect as a Maverick in the Xtreme games?
Title: Re: Mega Man X Singleplayer Classes (Version 1)
Post by: Korby on October 18, 2013, 10:26:17 PM
this mod was started around the same time SIN was, so that's why his mod doesn't have the general improvements lego and I did.

pretty sure yd stated several times that he's not good at hud graphics and if people wanted to make better ones, they could.
think the mugshots are a similar scenario
Title: Re: Mega Man X Singleplayer Classes (Version 1)
Post by: Joseph Collins on October 19, 2013, 02:07:21 AM
Quote from: "PLAINOLDLUIS"
Is it me or is Axl's toad weapon missing?

I know it's water pistol but where is it?
Looking at the coding, there is absolutely no reason that I can find as to why this weapon can't be selected. (Which probably means it some incredibly stupid oversight the likes of which I've encountered time and time again just working on skin overrides...) The coding looks to be complete, the projectiles exist and they do damage like they should, and the game recognizes that the weapon itself is an object... but for whatever reason, it can't be given or spawned into play.

The weapon itself, based on the coding, appears to be a "charge to fire" style weapon which releases a torrent of water when fired.  Could be neat.
Title: Re: Mega Man X Singleplayer Classes (Version 1)
Post by: tsukiyomaru0 on October 19, 2013, 12:27:51 PM
There's one thing I noticed: it NEVER appears in the inventory (When you check with "Printinv"). And it also didn't check Toadman as defeated for some reason now...
Title: Re: Mega Man X Singleplayer Classes (Version 1)
Post by: TheDoc on October 19, 2013, 02:53:55 PM
Are the armors supposed to reset when the players reset the game?



Cuz they don't
Title: This is going to get pushed to the next page
Post by: Max on October 19, 2013, 05:48:02 PM
What's new in Version Two?
Teaser One of Five

(click to show/hide)
Title: Re: Mega Man X Singleplayer Classes (Version 1)
Post by: Joseph Collins on October 19, 2013, 05:57:06 PM
No offense, but don't you think you should work on fixing the existing bugs before adding new ones?

Yes, I typed that correctly.
Title: Re: Mega Man X Singleplayer Classes (Version 1)
Post by: Max on October 19, 2013, 05:57:44 PM
who says i didn't
Title: Re: Mega Man X Singleplayer Classes (Version 1)
Post by: Joseph Collins on October 19, 2013, 06:06:04 PM
Fair enough.  Thought that does remind me...

I tried to reset the game on one of the servers recently.  I was the only player in the game and typed in the command, but when I went into the reset room, it returned a message "1/0 players want to reset the game" and it never reset.  Is that normal?
Title: Re: Mega Man X Singleplayer Classes (Version 1)
Post by: tsukiyomaru0 on October 19, 2013, 07:12:44 PM
Quote from: "Joseph Collins"
Fair enough.  Thought that does remind me...

I tried to reset the game on one of the servers recently.  I was the only player in the game and typed in the command, but when I went into the reset room, it returned a message "1/0 players want to reset the game" and it never reset.  Is that normal?
1/0 players
OH MY GAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
Did the server blow up?
Title: Re: Mega Man X Singleplayer Classes (Version 1)
Post by: TheDoc on October 19, 2013, 09:21:03 PM
This happened to me as well.

Also,
Quote from: "TheDoc"
Are the armors supposed to reset when the players reset the game?



Cuz they don't
Title: Re: This is going to get pushed to the next page
Post by: Beed28 on October 19, 2013, 09:30:26 PM
Quote from: "Max"
What's new in Version Two?
Teaser One of Five

(click to show/hide)
So does this mean unlimited invincible jet flying?
Title: Re: Mega Man X Singleplayer Classes (Version 1)
Post by: ZeStopper on October 19, 2013, 09:33:46 PM
How many more armors are there gonna be?
Title: Re: Mega Man X Singleplayer Classes (Version 1)
Post by: Max on October 19, 2013, 09:49:25 PM
Depends on how much / how little core Co-Op gets updated
Title: Re: Mega Man X Singleplayer Classes (Version 1)
Post by: Superjustinbros on October 19, 2013, 10:45:28 PM
One other thing about the upgrade pods:

If someone claimed the current level's armor already, other players should still be able to use the pod as a teleporter incase more than one player enters the secret path to the armor.
Title: Re: Mega Man X Singleplayer Classes (Version 1)
Post by: DiegoGamer1820 on October 20, 2013, 05:57:09 PM
MISSING Black zero and white axl

(click to show/hide)
Title: Re: Mega Man X Singleplayer Classes (Version 1)
Post by: tsukiyomaru0 on October 20, 2013, 06:24:12 PM
Quote from: "DiegoGamer1820"
MISSING Black zero and white axl

(click to show/hide)

And Ultimate Armor. The one there is Fourth Armor.
Title: Re: Mega Man X Singleplayer Classes (Version 1)
Post by: Darknessmanultra on October 20, 2013, 06:49:21 PM
Quote from: "DiegoGamer1820"
MISSING Black zero and white axl

(click to show/hide)

Don't forget about Vile MK-II and Vile-V

(click to show/hide)
Title: Re: Mega Man X Singleplayer Classes (Version 1)
Post by: DiegoGamer1820 on October 20, 2013, 07:17:33 PM
possibly these would the colors of the armor of zero and axl

(click to show/hide)

note:axl is different because I have a skin that I made last year but the link is broken  :(
Title: Re: Mega Man X Singleplayer Classes (Version 1)
Post by: Joseph Collins on October 21, 2013, 07:15:52 PM
I think you guys are getting a bit ahead of yourselves.  As well as Max.

Baby steps, guys.  Baby steps.  Though thinking about it, I wonder if there's a way to implement the Gaea Armor's spike invulnerability without making X invincible to pitfalls.  Unless I'm mistaken, both the spike sectors and the bottomless pit areas share the same sector ID which causes players to explode.  Changing spike-ridden sector IDs to kill anyone not using the Gaea Armor item/class (whatever method gets used in future versions) shouldn't be too hard.  Right?
Removing special weapons for that armor would be great, too, for authenticity purposes.  It would also give a good reason to change the armors from inventory to actual classes.  But again, that's just my opinion.
Title: Re: Mega Man X Singleplayer Classes (Version 1)
Post by: Korby on October 21, 2013, 07:24:24 PM
boy I sure do like posting instead of YD about his mod.

The Gaea Armor was given access to special weapons because not having them is dumb [citation needed].
I completely agree with his reason.
Title: Re: Mega Man X Singleplayer Classes (Version 1)
Post by: Joseph Collins on October 22, 2013, 03:48:13 AM
That post looks incomplete.  And I don't speak in acronyms.  Can you clarify what you mean by "posting instead of YD" for me?

As for the special weapons thing for the Gaea Armor, I can understand having them if the armor lacks range, speed, and spike invulnerability.  I'm willing to concede that point.  But I think if the armor were given the spike invulnerability it should have, in a future update, then special weapons should also be removed.  Though I doubt spike invulnerability would ever be added since there's only one stage that even has spikes right now.

So, yeah.  Moot point.
Title: Re: Mega Man X Singleplayer Classes (Version 1)
Post by: Korby on October 22, 2013, 04:43:05 AM
yellow devil

notice I said "about his mod" immediately after.
Title: Re: Mega Man X Singleplayer Classes (Version 1)
Post by: TeirusuNuigurumi on October 22, 2013, 01:25:56 PM
Quote from: "Joseph Collins"
Quote from: "PLAINOLDLUIS"
Is it me or is Axl's toad weapon missing?

I know it's water pistol but where is it?
Looking at the coding, there is absolutely no reason that I can find as to why this weapon can't be selected. (Which probably means it some incredibly stupid oversight the likes of which I've encountered time and time again just working on skin overrides...) The coding looks to be complete, the projectiles exist and they do damage like they should, and the game recognizes that the weapon itself is an object... but for whatever reason, it can't be given or spawned into play.

The weapon itself, based on the coding, appears to be a "charge to fire" style weapon which releases a torrent of water when fired.  Could be neat.


Nope, He don't even hold it.

I've cycled through all his weapons but Water Pistol.
Weird, eh?
Title: Posted from my Nintendo 3DSЎ
Post by: Max on October 22, 2013, 08:04:11 PM
Why would I nerf the Gaea Armour like that? That'd just give people even less incentive to use it
If anything I should be nerfing the Fourth Armour to the X5 version
Title: Re: Mega Man X Singleplayer Classes (Version 1)
Post by: TheDoc on October 24, 2013, 12:49:46 AM
Are the armors supposed to not reset when the players reset the game?
Title: Re: Mega Man X Singleplayer Classes (Version 1)
Post by: Max on November 09, 2013, 01:53:54 PM
So I kind of noticed that all of X's weapons are either situational or close-range, with the exception being Twin Slasher (which fires at an angle anyway)

Would the community be okay with one of X's weapons getting changed? Does anyone have any suggestions for a more rounded weapon?
Title: Re: Mega Man X Singleplayer Classes (Version 1)
Post by: TheDoc on November 09, 2013, 04:01:52 PM
I was actually hoping you'd change at least one of the weapons to a long-range weapon of sorts:

Heatman - Get Equipped with Speed Burner (Flame Stag MMX2)
Needleman - Get Equipped with Tornado Fang (Tunnel Rhino MMX3)

These are suggestions depending on who you want to change; I'm not saying I want ALL of these changes.
Title: Re: Mega Man X Singleplayer Classes (Version 1)
Post by: tsukiyomaru0 on November 09, 2013, 09:17:44 PM
Quote from: "TheDoc"
I was actually hoping you'd change at least one of the weapons to a long-range weapon of sorts:

Heatman - Get Equipped with Speed Burner (Flame Stag MMX2)
Needleman - Get Equipped with Tornado Fang (Tunnel Rhino MMX3)

These are suggestions depending on who you want to change; I'm not saying I want ALL of these changes.
I think Needleman could be the Maverick Hunter X version of Chameleon Sting.
Title: Re: Mega Man X Singleplayer Classes (Version 1)
Post by: Knux on November 10, 2013, 03:05:48 AM
I really didn't like the Bubble weapon on X. It's projectiles are too slow and arc upwards. Why not use the Acid weapon from X3 instead? It even makes more sense.
Title: Re: Mega Man X Singleplayer Classes (Version 1)
Post by: TheDoc on November 28, 2013, 03:24:04 AM
Found a couple things worth noting
1.)The platforms in Needleman's stage, when playing online, literally make you fall down through them 75% of the time when you jump off of them.
2.)The armors don't reset when you resetgame
3.) This particular bug occurs slightly different depending on whether you're online or not.
Single Player: If you are wearing armor when you get the other, nothing changes, so you have to go back to the lab to equip it.
Multi Player: If you are wearing armor when you get the other, you get the special weapons of the armor you just got PLUS you keep your old armor. For example, if I have defeated Heatman and Cutman, am wearing Fourth Armor, and acquire the Gaea Armor, I end up having FourthBuster, FourthSlasherWep, FourthCreeperWep, GaeaSlasherWep, and GaeaCreeperWep.

Imo, you should unequip the current armor and equip the armor you find when stepping into a capsule. O and I agree with Knux's weapons suggestion (and I myself favor Speed Burner as well)

EDIT:
Quote from: "TheDoc"
Are you only supposed to be able to have one armor at a time? Because once I got Gaea Armor, unequipped it, and got Fourth Armor, but when I went back, I could only switch between Fourth and none. Is this on purpose?
I think I know why this happened: the variables don't save. The armors are completely CVAR-based (contrary to the RM weapons), so that's why it didn't work; I must've saved after getting the Fourth Armor, so when I tried to switch again, it didn't work.......so could this be fixed?
Title: Re: Mega Man X Singleplayer Classes (Version 1)
Post by: Goomba98 on November 30, 2013, 08:46:03 PM
To solve the skin problems, why not make a dummy Mega Man class that can't be selected?
Title: Re: Mega Man X Singleplayer Classes (Version 1)
Post by: chingoku on December 08, 2013, 04:46:57 AM
Very cool sp modification  :D
Title: Re: Mega Man X Singleplayer Classes (Version 1)
Post by: NinjaDude on April 23, 2014, 09:51:41 PM
how do you use Vile's Leg Weapon?
Title: Re: Mega Man X Singleplayer Classes (Version 1)
Post by: Astro Seraphim on April 24, 2014, 01:29:39 AM
Quote from: "NinjaDude"
how do you use Vile's Leg Weapon?

You should press your "Activate Item" button
Title: Re: Mega Man X Singleplayer Classes (Version 1)
Post by: NinjaDude on April 24, 2014, 07:41:12 PM
Oh...and where are the armors and Do they work on easy mode
how do i find them?
Title: Re: Mega Man X Singleplayer Classes (Version 1)
Post by: Knux on April 24, 2014, 09:32:11 PM
Don't know anything about Easy Mode, but they're found on...
(click to show/hide)
Title: Re: Mega Man X Singleplayer Classes (Version 1)
Post by: Astro Seraphim on April 24, 2014, 10:56:42 PM
Quote from: "NinjaDude"
Oh...and where are the armors and Do they work on easy mode
how do i find them?

Yes,you can have acess to the armors in Easy Mode.
Title: Re: Mega Man X Singleplayer Classes (Version 1)
Post by: Knux on April 24, 2014, 11:30:09 PM
I had already answered his question on the spoiler.
Title: Re: Mega Man X Singleplayer Classes (Version 1)
Post by: NinjaDude on April 26, 2014, 11:28:16 PM
I found the location of the fourth armor in cutman's stage but how do you do the jumps without noclipping/flying?
Title: Re: Mega Man X Singleplayer Classes (Version 1)
Post by: Astro Seraphim on April 26, 2014, 11:52:30 PM
Try dash jumping.
Title: Re: Mega Man X Singleplayer Classes (Version 1)
Post by: Max on June 01, 2014, 12:05:38 PM
Replacing Spike Ball

(click to show/hide)
Title: Re: Mega Man X Singleplayer Classes (Version 1)
Post by: Zard1084 on June 01, 2014, 11:20:10 PM
Yea spike ball was weird to use... i'm also liking the replacement for spike ball! I can't wait to try it out!
Title: Re: Mega Man X Singleplayer Classes (Version 1)
Post by: Tfp BreakDown on June 01, 2014, 11:56:15 PM
Aw I'm going to miss it (Ah well At least there is still Quick Homesick for my boomerang-like needs) also Is Axl's toad weapon now obtainable?
Title: Re: Mega Man X Singleplayer Classes (Version 1)
Post by: Max on June 05, 2014, 06:48:36 PM
In-progress changelog

(click to show/hide)

Intended as a v4 update / bugfix rather than content update
Not finished yet... Are there any bugs I've missed (aside from skin folder issues)? If so list them quickly before I finish this update
Title: Re: Mega Man X Singleplayer Classes (Version 1)
Post by: Korby on June 07, 2014, 03:37:41 AM
I vaguely recall some typos in pre-fight dialogue, but I may be wrong.

The infinity gig is very finicky about returning and hurting enemies, though I'm not really sure how much you can mess with that.
Title: Re: Mega Man X Singleplayer Classes (Version 1-2)
Post by: Max on June 09, 2014, 03:44:55 PM
Okay so the actual release is here now

If I forgot anything super stupid I'll make a hotfix, but if not the next version will be 2 as intended.

Changelog + download on the main page.

The servers currently up are running the beta so if you got a pk3 from those you should probably replace it with the real version... And maybe some people should make servers for the new version too
Title: Re: Mega Man X Singleplayer Classes (Version 1-2)
Post by: Stardust on June 09, 2014, 05:17:14 PM
Very good job on this mod, there are many cool features for the classes, lots of options and a nice HUB level selector.
I still can't believe coders still aren't afraid to create 4 new weapons for each class. When someone will make new stages for Mission Mode you'd have to make even more :<
Title: Re: Mega Man X Singleplayer Classes (Version 1-2)
Post by: -FiniteZero- on June 09, 2014, 09:48:39 PM
I tried to run this, and it crashed each time I tried.

Is there a file I need along side this?
Title: Re: Mega Man X Singleplayer Classes (Version 1-2)
Post by: Max on June 09, 2014, 09:50:13 PM
No.
Run MMXSPv1-2.pk3 alone.
And don't load a skins folder with it (rename your skins folder to anything else so it won't load)
Title: Re: Mega Man X Singleplayer Classes (Version 1-2)
Post by: -FiniteZero- on June 09, 2014, 09:50:40 PM
Ah, that explains it.

Weird.
Title: Re: Mega Man X Singleplayer Classes (Version 1-2)
Post by: Max on June 11, 2014, 07:25:34 PM
(click to show/hide)

Doing v2 things
Teaser 2 of 5 I suppose
Title: Re: Mega Man X Singleplayer Classes (Version 1-2)
Post by: Astro Seraphim on June 11, 2014, 09:43:48 PM
Hey,hm,like,Axl and Vile (maybe) can get X buster somehow after they defeat a boss.So yeah...
Title: Re: Mega Man X Singleplayer Classes (Version 1-2)
Post by: Max on June 11, 2014, 09:58:36 PM
that's a bug in the beta, fixed in the actual release (none of the servers are running the actual release)
Title: Re: Mega Man X Singleplayer Classes (Version 1-2)
Post by: TheDoc on June 16, 2014, 12:54:23 AM
If you run MMXSPv1 in the current version of MM8BDM, it gives the error
Code: [Select]
Failed to allocate 2651 bytes from process heapWhat does that mean? Just curious
Title: Re: Mega Man X Singleplayer Classes (Version 1-2)
Post by: Max on June 27, 2014, 04:10:22 PM


Poor quality Black Zero demonstration (the blur lines from low FPS are part of the ACTION!)

Black Zero features double damage on non-special attacks along with 6 of his special attacks from Mega Man X5 (only missing Twin Dream and Dark Hold).

And yes Needleman did kick my ass the first time hence the crap edit
Title: Re: Mega Man X Singleplayer Classes (Version 1-2)
Post by: ProjectHazoid on June 27, 2014, 05:19:58 PM
Ooh~

Any chance of white Axl? How about some dang Ride Armor for Vile? >:U
Title: Re: Mega Man X Singleplayer Classes (Version 1-2)
Post by: Max on July 05, 2014, 09:07:57 PM
Sure let's go with White Axl

(click to show/hide)

MEGA MAN X SINGLEPLAYER CLASSES: THE ONLY MOD THAT GETS WORKED ON 1-2 HOURS A DAY, EVEN WHEN NOBODY'S PAYING ATTENTION!
Title: Re: Mega Man X Singleplayer Classes (Version 1-2)
Post by: Superjustinbros on July 06, 2014, 06:59:35 PM
I really think Mega Man X needs to be worked on big time. As it stands he's rather weak, with his normal Buster having a very low fire rate and lower power (from what I find) than standard MMSP's Mega Buster. Even when charged, it doesn't really do much against certain targets that standard Mega or one of the SIN classes (especially Fake Man) could take care of rather easily.

The special weapons X gets are lame, with the amount of damage delt by each weapon simply not being worth the effort it takes to aim and use them. Even when charged through use of an Armor, they're still faulty in select ways. They're supposed to be improvements over the X Buster, not downgrades that you can barely use outside of a boss's weakness.

Zero's standard roster is rather dull as well, I find. I can't exactly state as to why just yet, but some buffs here and there and he could be manageable. As for Vile, are there any attacks that he can use to kill the Spring Heads in Heat Man's stage?
Title: Re: Mega Man X Singleplayer Classes (Version 1-2)
Post by: Max on July 06, 2014, 07:27:08 PM
Mega Man X fires slow and charges slow because he does the most damage of any class in a single burst, his X Buster does a full 100 on charge which should be enough to kill Sniper Joes in a single hit! His uncharged shots do fire very very slow, this is true. It's to give him a weakness that his weapons account for, since they fire quickly and should be able to cover any surprises he might encounter.
The weapons... I'm not sure that they're a downgrade. Twin Slasher is able to cut down Fleas, Bladers and following enemies in one hit and fires quickly, so it accounts for the lack of power in uncharged shots. Bubble Splash is pretty similar. Tornado Fang should kill anything that you get close to with adequate sniping ability. Melt Creeper is the only one that fires slowly, and that just burns up Big Eyes, Sniper Joes without shields etc so that should cover if you still think the normal buster has a low power?... I'd like to talk about this a bit more because the concerns worry me a bit

Zero... Well, not so worried. His uncharged shots fire fast enough to cover any lack of power and his double shot slash combo is pretty powerful in itself, though again talking about it is good

edit: Gaea Armour charges super fast and Fourth Armour can do up to 188 damage so he should be fine there too depending on preference. Charged weapons are something I want to look at, especially Twin Slasher's.

edit2: might cut down the spread on Twin Slasher
Title: Re: Mega Man X Singleplayer Classes (Version 1-2)
Post by: Max on July 13, 2014, 06:09:20 PM
Updated front page. V2 kinda-sorta on its way to being completed.
Title: Re: Mega Man X Singleplayer Classes (Version 1-2)
Post by: Superjustinbros on July 14, 2014, 05:51:46 PM
Are you sure a charged X Buster without armor can down a Sniper Joe in one shot? It fails half the time because it's hitbox is too large (hitting everything but the Joe itself) and even when it does, it takes two charged shots to down a Joe and most of the bigger enemies, with the titan-sized enemies needing three to five, even with armor upgrades.
Title: Re: Mega Man X Singleplayer Classes (Version 1-2)
Post by: Max on July 14, 2014, 06:01:56 PM
Yep, forgot to take in health scaling. It takes one charged shot and TWO regular shots to kill a Sniper Joe. Still the most powerful class, I already buffed a couple of his special weapons to cover his weaknesses in being overwhelmed but I'm not touching his buster... Demo-ed a change to 120 damage and that was too much.

I haven't had issues with hitboxes so far, unless it was with the Fourth Buster... Still, worth tweaking
Title: Re: Mega Man X Singleplayer Classes (Version 1-2)
Post by: Max on September 03, 2014, 01:27:12 PM
It's been a while since I last posted and V2 has been kinda... Done for a while now, all the upgrades are done, stage modifying done, it runs pretty well... So what gives? Where's the update?
Well it's pretty mean to leave people in the dark even if they don't care so here's what's delaying V2.

(click to show/hide)
Title: Re: Mega Man X Singleplayer Classes (Version 1-2)
Post by: ProjectHazoid on September 06, 2014, 07:55:29 AM
Sweetness~ some Stoneman~
Title: Re: Mega Man X Singleplayer Classes (Version 1-2)
Post by: coolcat7022 on September 06, 2014, 12:57:56 PM
Are.. You making levels now?
Title: Re: Mega Man X Singleplayer Classes (Version 1-2)
Post by: Max on September 06, 2014, 01:39:59 PM
(click to show/hide)

Yep. And if anyone else is interested in making co-op stages, they should contact me and help out.
Title: Re: Mega Man X Singleplayer Classes (Version 1-2)
Post by: coolcat7022 on September 06, 2014, 02:15:38 PM
Actually, I have a suggestion for your MM6 representive, Centaur Man could be an AMAZING co-op experience with how his stage works.
Title: Re: Mega Man X Singleplayer Classes (Version 1-2)
Post by: TailsMK4 on September 06, 2014, 05:20:06 PM
Just wanted to say that I'm glad there's interest still in making new coop stages. Hopefully the interest will spike higher once my MM1/MMPU enemy pack gets finished. Been waiting on it since I was starting my first semester going for a Bachelor's in Computer Science, but I think it's about time for me to do one last push to get everything done. We'll see what happens. Regardless, I look forward to seeing what Stone Man's finished stage will look like.
Title: Re: Mega Man X Singleplayer Classes (Version 1-2)
Post by: Max on September 13, 2014, 06:32:04 PM
(click to show/hide)

I can't take any more. I've been working on this project for over a year by myself, with only ProjectHazoid for HUDs, Llama for some sound effects and music and Korby for Pixel Art. So here's my final call.

I need sprites for...

Au-Au (http://megaman.wikia.com/wiki/Au-Au)  (seal)'s attacking frames - ProjectHazoid Finished
Squidon (http://megaman.wikia.com/wiki/Squidon) - Blaze
Cyber Gabyoall (http://megaman.wikia.com/wiki/Spine#Cyber_Gabyoall) - LlamaHombre Finished
Wall Blaster II (http://megaman.wikia.com/wiki/Wall_Blaster#Wall_Blaster_2) - Korby Finished

Handling Propeller Eye myself, if I do any more I'll take them off the list but if nothing gets done at all I'm just plain going to stop working on this project and release V2 with 5 stages and the ultimate upgrades because the lack of interest is killing me
Title: Re: Mega Man X Singleplayer Classes (Version 1-2)
Post by: sa173533 on September 14, 2014, 01:01:18 AM
Hey,Max-chan.What other stages do you have planned?Fortress Stages?
Title: Re: Mega Man X Singleplayer Classes (Version 1-2)
Post by: Max on September 14, 2014, 01:11:32 AM
Depends if Blizzard Man is contributed for and completed, because this mod won't continue with its current lack of interest

If everything goes well and I can make everything I have planned, then
-Blizzard Man
-Shade Man
-Search Man

-Four fortress stages (MMX fortress stages)
Title: Re: Mega Man X Singleplayer Classes (Version 1-2)
Post by: Korby on September 14, 2014, 02:13:12 AM
I was about to mention that those were surprisingly easy enemies to sprite, but then I realized that all the hard ones have already been made by kapus/dood/those other people who made 5+ enemies.

Do you need back sprites for the wall blaster?
Title: Re: Mega Man X Singleplayer Classes (Version 1-2)
Post by: Knux on September 14, 2014, 02:29:26 AM
I remember I offered a hand in map making a few months ago, so if you still need help on that, let me know.
Title: Re: Mega Man X Singleplayer Classes (Version 1-2)
Post by: Max on September 14, 2014, 10:52:30 AM
Quote from: "Korby"
I was about to mention that those were surprisingly easy enemies to sprite, but then I realized that all the hard ones have already been made by kapus/dood/those other people who made 5+ enemies.

Do you need back sprites for the wall blaster?

Well unfortunately those guys seemed to only work up to 5, Cannon Joe was the only enemy I needed that was skinned but its not like anyone would make a SQUIDON skin anyway

needs a back/right but not a back, thanks
Title: Re: Mega Man X Singleplayer Classes (Version 1-2)
Post by: coolcat7022 on September 17, 2014, 10:27:49 AM
Well, I guess you just got a new downloader, Max.
Title: Re: Mega Man X Singleplayer Classes (Version 1-2)
Post by: Max on October 07, 2014, 07:28:08 PM
Blizzardman screenshot dump
Warning: huge
Warning: this map is huge

(click to show/hide)
Title: Re: Mega Man X Singleplayer Classes (Version 1-2)
Post by: coolcat7022 on October 07, 2014, 07:42:45 PM
Is it just me... Or does Blizzard Man's stage seem like a frozen metroidvania styled labyrinth?
Title: Re: Mega Man X Singleplayer Classes (Version 1-2)
Post by: Korby on October 07, 2014, 09:44:57 PM
It looks pretty straightforward to me.

That being said, I hope Max did make at least one open stage, because Needleman is wonderful.
Title: Re: Mega Man X Singleplayer Classes (Version 1-2)
Post by: coolcat7022 on October 07, 2014, 09:59:44 PM
Needle Man is best, stage-wise, boss-wise, Toad Man is the homie, in my book.
Title: Re: Mega Man X Singleplayer Classes (Version 1-2)
Post by: Max on October 07, 2014, 10:21:21 PM
Blizzardman is nonlinear but not as compact as Needle
Title: Re: Mega Man X Singleplayer Classes (Version 1-2)
Post by: coolcat7022 on October 07, 2014, 11:51:32 PM
May I make a suggestion? If you ever do any MM9-10 content, do special stages of Fake Man, Enker, Punk, and Ballade, that you unlock through secrets in levels in similar, but not replacing, armor placements, in which you encounter the character of the specific  special stage, who challenges you, and then jumps away.
Title: Re: Mega Man X Singleplayer Classes (Version 1-2)
Post by: BombHornet on October 10, 2014, 12:22:48 AM
So is Black Zero and White Axl in this update?
Title: Re: Mega Man X Singleplayer Classes (Version 1-2)
Post by: LarissaFlash on October 10, 2014, 05:23:14 PM
So new maps, oh damn so much hype!, Keep going!
Title: Re: Mega Man X Singleplayer Classes (Version 1-2)
Post by: Max on November 22, 2014, 12:46:02 PM
MMXSPv2 changelog. Let me know if there's any last minute changes that should be made.

(click to show/hide)

Should be holding a public testing server later today that will be held over this weekend, if anyone's interested. I'll post here when it's up.

EDIT: updated the front page if anyone still pays attention to that
Title: Re: Mega Man X Singleplayer Classes (Version 1-2)
Post by: LarissaFlash on November 22, 2014, 03:08:49 PM
Even if it's an alpha release, it's awesome.
Title: Re: Mega Man X Singleplayer Classes (Version 1-2)
Post by: Max on November 22, 2014, 09:01:54 PM
http://www.best-ever.org/download?file=mmxspv2b10.pk3

beta testing over the weekend

192.99.6.150:15139
Title: Re: Mega Man X Singleplayer Classes (Version 1-2)
Post by: ice on November 23, 2014, 03:30:45 PM
You might want to add a pause before stoneman 1st attacks like the rest of them did, the very instant he finishes talking he comes at you with a 1 hit kill before you even noticed the fight started
Title: Re: Mega Man X Singleplayer Classes (Version 1-2)
Post by: TheDoc on November 23, 2014, 05:18:02 PM
I was playing online by myself and, after I had beaten Stoneman with Vile, I decided to try to fight Heatman. Right when I spawned in Heatman's stage, the server crashed (this was my own server). I restarted the server, putting in the progress I'd made via Cvar, and the server didn't even get to start the MMXHUB map before it crashed again. On a hunch, I removed the CVAR saying I beat Stoneman and the server booted up just fine. This doesn't happen offline, I haven't tried it with Blizzardman, and keep in mind I was playing on my own server by myself.

EDIT: Scratch that; this is happening offline, but it's not because of me finishing Stoneman or anything. I'm just completely unable to enter Heatman's stage.
Title: Re: Mega Man X Singleplayer Classes (Version 1-2)
Post by: Astro Seraphim on November 23, 2014, 09:17:57 PM
Hm,What's the point of those ProtoMen hidden in some spots of the stages? Are they like Yashichis?
And..If you show your Copy Shot Weapon to Diveman he'll talk about Vile's Cherry Blast..
Oh,and one more thing,in the "Weapon Get Screen" when Axl gets Stoneman's Weapon,it will be written:  "Get Equipped with Stone Rifle" Instead of Stone Cannon.

And I still think Spike Ball should return.
Title: Re: Mega Man X Singleplayer Classes (Version 1-2)
Post by: TheDoc on November 24, 2014, 02:27:57 AM
Just wanted to note that Light's descriptions of the old armors (i.e fourth armor) are obsolete and inaccurate.
Title: Re: Mega Man X Singleplayer Classes (Version 1-2)
Post by: ice on November 24, 2014, 12:57:03 PM
Quote from: "TheDoc"
I was playing online by myself and, after I had beaten Stoneman with Vile, I decided to try to fight Heatman. Right when I spawned in Heatman's stage, the server crashed (this was my own server). I restarted the server, putting in the progress I'd made via Cvar, and the server didn't even get to start the MMXHUB map before it crashed again. On a hunch, I removed the CVAR saying I beat Stoneman and the server booted up just fine. This doesn't happen offline, I haven't tried it with Blizzardman, and keep in mind I was playing on my own server by myself.

EDIT: Scratch that; this is happening offline, but it's not because of me finishing Stoneman or anything. I'm just completely unable to enter Heatman's stage.

my ENTIRE computer crashed when I tried to go into stoneman's stage as vile ;>.>

P.S. The Au-au's are so adorable <3
Title: Re: Mega Man X Singleplayer Classes (Version 1-2)
Post by: Korby on November 24, 2014, 04:22:59 PM
turn off your skins folder if you have it on

I do feel like the new stages require(somehow) more waiting than the older ones, especially Blizzardman, in which you must hide around corners unless you prefer to be shot by REALLY fast bullets.
Also, I think Blizzardman would probably be nigh-impossible to fight as vanilla Vile. The only way I could beat him was to just dash around while he was rolling, especially for his super.

also, axl's cut weapon does more damage to stoneman than what i assume to be his actual weakness
Title: Re: Mega Man X Singleplayer Classes (Version 1-2)
Post by: TheDoc on November 24, 2014, 06:11:14 PM
Quote from: "Korby"
turn off your skins folder if you have it on
HNNNNNNNGGGG thank you for reminding me of that.
Quote from: "Korby"
I do feel like the new stages require(somehow) more waiting than the older ones
I heartily agree to this, and it really shows when playing offline. In Stoneman's stage, having to X-Buster snipe the boulder launchers (idk their names don't judge), wait for all the gyro enemies to spawn so you can wait for them to come around the corner and kill them, then get rekt instantaneously by a power muscler (I know his name from the obituary -_-) only to have to do ALL of that over again is really irritating.
Quote from: "Korby"
Also, I think Blizzardman would probably be nigh-impossible to fight as vanilla Vile. The only way I could beat him was to just dash around while he was rolling, especially for his super.
I also agree to this, specifically the fact that I cannot dodge his rolling attacks whatsoever, ESPECIALLY his super. The only way I won (and I don't like having to do this) was just spamming the tar out of Infinity Gig.

Speaking of frustration, the ceiling bombs in Stoneman's stage that drop down and follow you can potentially kill you at max health just because they're impossible to hit. I usually use a wide-range attack if I can, but if you lose track of them, it's laughable how much damage they can do. Maybe you can still have them zig-zag, but they don't follow you? Or you could have them explode on contact?
Title: Re: Mega Man X Singleplayer Classes (Version 1-2)
Post by: fortegigasgospel on November 25, 2014, 02:24:47 AM
I noticed a graphical error at the very beginning of Stone, in the crack in the wall to your right when you spawn.
Also, Ice Burst for X from Blizzard doesn't seem like such a practical weapon, with nothing for it to actually be used for getting to I don't see much purpose for the weapon's main fire being there. Ice Burst in X6 was made for use as a platform, so it really has few spots for it to be useful in the stages we have now.
Now I suggested Drift Diamond, which with both Twin Slasher and Bubble Splash would be pointless (as it was basically Twin slasher with Bubble Splash's charge), perhaps Shotgun Ice would be a better pick? The main having the breaking which would be better for matching the style of Blizzard Attack, while the Charge would be good for helping traverse longer straightaways.
Title: Re: Mega Man X Singleplayer Classes (Version 1-2)
Post by: ice on November 25, 2014, 02:43:55 AM
Quote from: "Korby"
turn off your skins folder if you have it on
Not sure how I go about "turning it off". The game flat out doesnt even load if I have a skins folder (still not even sure how the heck the mod breaks from the presence of a skins folder)

As for the new stages, yeah, the difficulty spike is a bit too much, might need to either add more health or nerf the damage of the enemies, other than that, great work on Blizzardman's map and the whole submarine segment
Title: Re: Mega Man X Singleplayer Classes (Version 1-2)
Post by: Ceridran on November 25, 2014, 02:46:09 AM
To disable your skin folder, rename it to something else.
Title: Re: Mega Man X Singleplayer Classes (Version 1-2)
Post by: TheDoc on November 25, 2014, 02:47:50 AM
Speaking of Ice Burst, I found a glitch that I exploited the crap out of against a boss. If you charge Bubble Splash, then switch over to Ice Burst, you'll have the Bubble Shield AND Ice Dash active. Bubble Splash does continue draining, but after Bubble Splash runs out, you keep the Ice Dash active. Always. You can shoot Ice Burst and any other weapon and even switch to Ultimate Armor and still keep Ice Dash. The only way to turn it off is to charge Ice Burst and let it run down.

NOTE: I did this offline so I'm unsure if the same thing would happen online
Title: Re: Mega Man X Singleplayer Classes (Version 1-2)
Post by: Knux on November 25, 2014, 03:14:10 AM
Just wanted to report that X's Ultimate Armor has a weapon changing bug. I don't know what caused it, but I ended up being able to choose the armorless versions of the copy weapons. Here's two screenshots, taken one after the other:
(click to show/hide)
Title: Re: Mega Man X Singleplayer Classes (Version 1-2)
Post by: Isaac940 on November 25, 2014, 03:57:03 AM
Played this single-player as Axl, and just posting a couple thoughts and observations.

-Just a minor thing but the start menu still says V3

-There's a minor naming inconsistency; Axl's Stoneman weapon is called "Stone Rifle" on the weapon get screen, but Diveman calls it "Stone Cannon". Based on what it does my guess is that it's the latter.

-There's a pretty big singleplayer bug regarding the white color scheme that gives you copyshot. If you try and load a save where you are White Axl, you get the message:
"EXPECTED TO EXTRACT AN OBJECT OF TYPE 'INVENTORY'.
FOUND ONE OF TYPE 'COPYSHOT' INSTEAD."
And the game won't progress beyond the console. Loading a save when you were standard Axl still works and the armor was unlocked for use in Cossack's lab but any time I died using the White Armor it gave that message when it tried to load the autosave.

-I have no idea how I did it but I apparently completely screwed up Cutman's stage one run. I had an autosave that would autocrash Zandronum if you loaded it, the screw turret things in the ground couldn't shoot, and the helicopter dudes spawned almost constantly. Thankfully the shotgun worked well on them. Oddly enough, I went back in to Cut after getting Axl's capsule to try it out and the enemies worked fine.

-I one-shot Toadman with Nuclear Fission. Is it just that powerful or was his old weakness not removed?

-Weapon thoughts:
   *Cutman's cutter sniper thing (Hereby referred to as "Blade Sniper")-Holy hell this thing is powerful, and as long as the room isn't gigantic or the wall a horizon, the return time isn't that much. The ability to one-shot Joes at a distance accurately and quickly is big.
   *Freeze ray- the only thing I found this effective on was the birds in Toadman and Toad himself (though Nuclear fission blows it out of the water on that point). Joes seemed to be dealt with better by Nuclear Fission/Blade Sniper/Stone Cannon and weak guys never grouped up enough that the Autopistol or Shotgun didn't work just as well. Then again, it was my 5th weapon I got.
   *Needle Shotgun-Good at taking down smaller targets that you can get close to, works on larger ones as well if you either have room to move or a wall to hide behind to pump.
   *Nuclear Fission- Point at problem, click, problem goes away unless its a boss.
   *Water Pistol- While it was the 6th weapon I got, like Freeze Ray I never really used it due to other weapons working just as well.
   *Stone Cannon- Kind of clunky but powerful, it one-shots Joes. Kind of annoying if you accidentally ricochet the rock and it traps you. Also doesn't work if you are too close to a wall, the rock will break immediately in that case.
   *Copystuff- Didn't get to play around much with it but it seems goofy and cool
   *Starter Autopistol- Never loses use, useful in pretty much any situation.

-The only big annoyances I had with the new enemies were the Turret Joes in Blizzard since their shots were so damn fast and the octopus dudes in blizzard also cause their homing missiles seem either impossible or extremely hard to dodge without hiding behind a wall.

-I have no real opinion on Blizzard himself cause I nuked him in a second and a half with nuclear fission haha.

-The only thing about Stoneman that I noticed was that most of the time his Power Stones didn't do anything cause they'd crash against a wall before getting remotely close to me. Might be worth it to modify those so they actually become a threat. Otherwise thought he was okay, stone hands and all.

Saftey spoilers if someone doesn't want to know anything regarding capsule locations
(click to show/hide)

Overall was really fun. Axl is amazing to play as.
Title: Re: Mega Man X Singleplayer Classes (Version 1-2)
Post by: TailsMK4 on November 25, 2014, 04:02:48 AM
Freeze Ray is great against the shielded Joes since it goes right through the shields. Water Pistol I'll admit I didn't use much aside from charging it up before going against a single enemy for some quick damage. Don't forget you can hop on the stones you shoot with the Stone Cannon as well.
Title: Re: Mega Man X Singleplayer Classes (Version 1-2)
Post by: TheDoc on November 25, 2014, 05:11:42 AM
Quote from: "Isaac940"
Safety spoilers if someone doesn't want to know anything regarding capsule locations.
(click to show/hide)
Title: Re: Mega Man X Singleplayer Classes (Version 1-2)
Post by: Isaac940 on November 25, 2014, 06:22:52 AM
Quote from: "TheDoc"
Quote from: "Isaac940"
Safety spoilers if someone doesn't want to know anything regarding capsule locations.
(click to show/hide)
Title: Re: Mega Man X Singleplayer Classes (Version 1-2)
Post by: tsukiyomaru0 on November 25, 2014, 09:08:32 AM
I have noticed this thing that really bothers me: some weapons cannot be aimed properly (they are locked in XY axis, having no Z variation or way minimal) and the cutter-type weapons often stand out way too much in the DPS (use Infinity Gig against Stoneman. It's fun!).

For X's version of Cutman's weapon I was thinking Sonic Slicer (Overdrive Ostrich weapon) would be more suitable, having even 8-bit sprites for it.
Title: Re: Mega Man X Singleplayer Classes (Version 1-2)
Post by: BombHornet on November 25, 2014, 01:21:09 PM
I also noticed that the room with the Gaea armor capsule does not appear in Needleman's stage anymore.
Title: Re: Mega Man X Singleplayer Classes (Version 1-2)
Post by: Max on November 25, 2014, 01:49:29 PM
Wooooo thanks for the replies / interest everyone
I'm just gonna reply with my justifications to things I'm probably not changing as of now, everything I don't mention is probably changing / considered.

Quote from: "fortegigasgospel"
Also, Ice Burst for X from Blizzard doesn't seem like such a practical weapon, with nothing for it to actually be used for getting to I don't see much purpose for the weapon's main fire being there. Ice Burst in X6 was made for use as a platform, so it really has few spots for it to be useful in the stages we have now.
Now I suggested Drift Diamond, which with both Twin Slasher and Bubble Splash would be pointless (as it was basically Twin slasher with Bubble Splash's charge), perhaps Shotgun Ice would be a better pick? The main having the breaking which would be better for matching the style of Blizzard Attack, while the Charge would be good for helping traverse longer straightaways.

I picked Ice Burst to give X a somewhat supportive weapon as well as a lobbing one, since he's missing that spot. I would definitely not say it's impractical, because it can be used with air dashes to get even more distance than before, can be used to block an enemy from firing, and can be used to climb Needleman or Toadman's stages. Plus it's incredibly powerful at point blank, what with three chunks and the main ice. Even if it's just used as a lobbing weapon it's still powerful despite the drawbacks.

Quote from: "tsukiyomaru0"
I have noticed this thing that really bothers me: some weapons cannot be aimed properly (they are locked in XY axis, having no Z variation or way minimal) and the cutter-type weapons often stand out way too much in the DPS (use Infinity Gig against Stoneman. It's fun!).

For X's version of Cutman's weapon I was thinking Sonic Slicer (Overdrive Ostrich weapon) would be more suitable, having even 8-bit sprites for it.

A lot of weapons can be 'set' on the Z variation then travel straight, that's just their style
Twin Slasher is one of my favourite weapons in XSP so I don't really think that's changing either, it's X's best choice for rapid fire dispatching and works great against small enemies because of the spread, and can still be tilted to be used at medium range with a good fire rate... Buffs maybe, but I don't want to replace it with some slow, bouncing weird thing I never used in X2

Quote from: "Isaac940"
(click to show/hide)

(click to show/hide)

Quote from: "BombHornet"
I also noticed that the room with the Gaea armor capsule does not appear in Needleman's stage anymore.

It got moved
Title: Re: Mega Man X Singleplayer Classes (Version 1-2)
Post by: BombHornet on November 25, 2014, 03:55:29 PM
And I think I should add that the save function still does not let you play as another character and keep the other one's weapons

And secondly, in cutman's stage, If you end up having to restart the stage, a lot of Bladers will be spammed
Title: Re: Mega Man X Singleplayer Classes (Version 1-2)
Post by: Korby on November 25, 2014, 04:53:39 PM
The save function simply saves where you are and then reloads that space. I'm not sure where you got the idea of being able to switch characters from.
Title: Re: Mega Man X Singleplayer Classes (Version 1-2)
Post by: TailsMK4 on November 25, 2014, 06:42:35 PM
Quote from: "Isaac940"
Quote from: "TheDoc"
Quote from: "Isaac940"
Safety spoilers if someone doesn't want to know anything regarding capsule locations.
(click to show/hide)
Title: Re: Mega Man X Singleplayer Classes (Version 1-2)
Post by: TheDoc on November 25, 2014, 08:16:07 PM
Quote from: "Max"
Twin Slasher is one of my favourite weapons in XSP so I don't really think that's changing either, it's X's best choice for rapid fire dispatching and works great against small enemies because of the spread, and can still be tilted to be used at medium range with a good fire rate.
I personally like Twin Slasher the way it is now for annoying close-combat enemies (Gyotot, Jellyfish bomb thing in Stoneman's stage, etc.). If you want something powerful and ripping that shoots straight, there's always T-Fang.

Quote from: "TailsMK4"
Actually, I took out Ice Man quickly because I used Nuclear Fission on him in his second phase, so it does a lot of damage no matter who you use it against.
I saw this in Iceman's script
Code: [Select]
damagefactor "Nuclear", 0.0and assumed that it didn't work, but taking a closer look at Nuclear Fission,
(click to show/hide)
you can see that the initial projectile itself doesn't have a damagetype of Nuclear (or a damagetype at all for that matter). I don't know if this was on purpose or anything, but that's the only explanation I have for that.

Also, Nagasaki.
Title: Re: Mega Man X Singleplayer Classes (Version 1-2)
Post by: TailsMK4 on November 26, 2014, 06:32:44 AM
One of the biggest glitches involves Stoneman and Blizzardman, in which they never leave their intro phase because the health bar never finishes filling. This script is the culprit:

Code: [Select]
script 7 (void) // Boss healthbar charge (same method as unkown bosses)
{
While(CheckActorInventory(1000,"BossHealthBar")<100)
{
AmbientSound("item/energyup",127);
   // This will have to change if you want more than 4 players
   GiveactorInventory(1000,"BossHealthBar",4);
   for(int a=0; a<64; a++){ if(ClassifyActor(1000+a) & 34){GiveactorInventory(1000+a,"BossHealthBar",4);}}
Delay(2);
   GiveactorInventory(1000,"BossHealthBar",4);
   for(int b=0; b<64; b++){ if(ClassifyActor(1000+b) & 34){GiveactorInventory(1000+b,"BossHealthBar",4);}}
Delay(2);
   GiveactorInventory(1000,"BossHealthBar",4);
   for(int c=0; c<64; c++){ if(ClassifyActor(1000+c) & 34){GiveactorInventory(1000+c,"BossHealthBar",4);}}
Delay(2);
   GiveactorInventory(1000,"BossHealthBar",4);
   for(int d=0; d<64; d++){ if(ClassifyActor(1000+d) & 34){GiveactorInventory(1000+d,"BossHealthBar",4);}}
Delay(2);
}
Delay(20);
}

Now, for those that know coding, what makes the while loop terminate?

(click to show/hide)

Now, here's the big problem: the script relies on the first player being alive at the time the boss spawns. If the player is spectating or dead (or worse, not in the game), the script goes in an infinite loop. How can this be fixed? I have this fix myself in MMWorld, and I'll shorten the code free of charge as well:

Code: [Select]
script 7 (void) // Revised Boss Health Intro
{
for(int e=0; e<26; e++) // 4*25=100
{
    AmbientSound("item/energyup",127);
    for(int a=0; a<32; a++) // This fills the bar for all 32 players.
    {
        if(ClassifyActor(1000+a) & 34)
        {
            GiveactorInventory(1000+a,"BossHealthBar",4);
        }
    }
    Delay(2);
}
Delay(20);
}


This can work as well if you have a hate target or some kind of actor that is alive at the time the boss is spawned:

Code: [Select]
script 7 (void) // Revised Boss Health Intro with Actor Dependence instead
{
While(CheckActorInventory(?,"BossHealthBar")<100) // Replace ? with active actor that cannot die or be dead during the critical moment.
{
   AmbientSound("item/energyup",127);
   GiveactorInventory(?,"BossHealthBar",4); // Same as above actor.
   for(int a=0; a<32; a++)
   {
      if(ClassifyActor(1000+a) & 34)
      {
         GiveactorInventory(1000+a,"BossHealthBar",4);
      }
    }
    Delay(2);
Delay(20);
}


Ultimately, this could have been prevented if the code was tested online with at least two clients (that's how I do my testing, host a private server using the MM8BDM launcher). There's other things that can get fixed as well (such as the force spectating script not being needed from the start), but I won't mention them unless Max needs some help later on. When you do things for multiplayer, the stuff needs to work for more than one player at a time. It's very frustrating to deal with that fact, I know, but it must be done.
Title: Re: Mega Man X Singleplayer Classes (Version 1-2)
Post by: Max on November 26, 2014, 07:54:54 AM
Yeah we tested about 8 times with two people and once or twice with 4

hence beta 10
Title: Re: Mega Man X Singleplayer Classes (Version 1-2)
Post by: Trillster on November 28, 2014, 07:11:56 PM
So, I would hope that someone has noticed Stoneman's desync issues except I'm going to just point it out here. Stoneman seems to immediately desync as he starts his first jump and lands. I know what causes this though, whenever he lands, he slides a bit. This could easily be fixed by putting A_Stop right as he lands. It's a simple fix except if this doesn't get fixed, it could really annoy tons of people (if it hasn't already).
Title: Re: Mega Man X Singleplayer Classes (Version 1-2)
Post by: LarissaFlash on November 28, 2014, 11:15:56 PM
I fighted Stoneman, and that's fair, i think the sliding is meant, because if there's many people then... poor Stoneman... The tip is just keep running away and shooting him nonstop, and then shot his fists when he rages.
Title: Re: Mega Man X Singleplayer Classes (Version 1-2)
Post by: TheDoc on November 29, 2014, 03:56:27 AM
Quote from: "LarissaFlash"
I fighted Stoneman, and that's fair, i think the sliding is meant, because if there's many people then... poor Stoneman... The tip is just keep running away and shooting him nonstop, and then shot his fists when he rages.
When Sonicfam says "sliding", he's talking about the fact that the actor itself "slides away" from its sprites, which ends up causing a glitch called "desyncing". The most notable part of desyncing is the fact that his shots spawn in a different place than the sprites because the actual actor himself is away from his sprites.
Title: Re: Mega Man X Singleplayer Classes (Version 1-2)
Post by: Max on November 29, 2014, 09:08:12 PM
One week after beta release, full v2 is out
Changelog + download on the front page

unless something is still majorly broken (like boss hp somehow breaking again or something) the next version will be v3 in the future idk when

192.99.6.150:15070
Title: Re: Mega Man X Singleplayer Classes (Version 2)
Post by: LarissaFlash on November 29, 2014, 09:43:11 PM
I hope the bug when "player 0 is not ingame" the boss health goes super saiyan is fixed
Title: Re: Mega Man X Singleplayer Classes (Version 2)
Post by: BombHornet on November 30, 2014, 05:09:23 PM
Quote from: "LarissaFlash"
I hope the bug when "player 0 is not ingame" the boss health goes super saiyan is fixed

I've never really had a problem with that before.
Title: lining up these shots was very hard
Post by: Max on December 05, 2014, 07:34:46 PM
Editing old stages for the next version of MMXSP

Before:
(click to show/hide)

After:
(click to show/hide)

Aiming to reduce blocked up zones, increase the openness and fun of some areas in old maps and overall increase the flow of stages.
Currently aiming to tackle Toadman with very little changes to Heat and Needle (only preventing the complete skipping of 1/3 of Heat's stage and editing the underground section in Needle) but I'd encourage you all to have a talk on flow or annoying areas and suggest map improvements in the first four maps since it's fun to make things more fun
Title: Re: Mega Man X Singleplayer Classes (Version 2)
Post by: LarissaFlash on December 05, 2014, 10:57:23 PM
If you  are editing Cutman, BE SURE to make the spikes WORK! Lots of people(including me heh) get to the 1st switch easily..
Title: Re: Mega Man X Singleplayer Classes (Version 2)
Post by: Knux on December 05, 2014, 10:59:50 PM
Could you mention which area in specific it is that the spikes don't work? I'm sure I scanned the whole map, but I wanna make sure since I also made changes to the map.

Also, I think it's nice that we're getting another variation of SP Cut in this mod.
Title: Re: Mega Man X Singleplayer Classes (Version 2)
Post by: Max on December 05, 2014, 11:07:35 PM
I changed the spikes for the Gaea Armour to work properly with spike immunity, but due to some weird bug (possibly the server cancelling the damage due to too many spikes / too high damage on them, I don't know) the spikes do no damage online
Every other cut variant is fine because the spikes do no damage in core, the sectors do
Title: Re: Mega Man X Singleplayer Classes (Version 2)
Post by: LarissaFlash on December 05, 2014, 11:12:37 PM
Also, i tested the classes and every class has inmunity to spikes. (On the switch that takes you to Big Eye) (You kill Big Eye, face the two Joes and go forward, there's two turret things idonnothename but there's spikes that also dont work.)
Title: Re: Mega Man X Singleplayer Classes (Version 2)
Post by: Superjustinbros on December 07, 2014, 07:59:40 PM
I got an idea; You knows those monitors in Vile's weapon change rooms that show the different weapons he can collect?

What if they showed a picture in the lower right of the RM that gives that weapon, and when you step on one of the teleporters to switch weapons, it says either "[Weapon Name] is not available" or "[Weapon Name] was equipped".
Title: Re: Mega Man X Singleplayer Classes (Version 2)
Post by: Korby on December 07, 2014, 11:13:25 PM
would you be able to have weapon icons under vile's weapon bar[or to the side of it when horizontal]?
like, just using the icon of the system's vanilla variant and probably just use the megabuster icon for default idk
i thought it'd be three icons below the weapon bar as opposed to the normal one, probably in the order of arm-shoulder-leg, but shoulder-arm-leg might make more sense vertically
Title: Re: Mega Man X Singleplayer Classes (Version 2)
Post by: LarissaFlash on December 08, 2014, 04:21:34 AM
I have a question.. silly question... Why Vile's item (Grenade) when gets dropped the item sprite is a small cute megaman?..
Title: Re: Mega Man X Singleplayer Classes (Version 2)
Post by: Korby on December 09, 2014, 10:46:17 PM
if I had to guess, it's a placeholder because Vile's item is not normally something you can drop.
Title: Re: Mega Man X Singleplayer Classes (Version 2)
Post by: Max on December 12, 2014, 04:33:18 PM
Toadman rework

(click to show/hide)

Heatman and Needleman unlikely to change much aside from sequence break fixes
Title: Re: Mega Man X Singleplayer Classes (Version 2)
Post by: Max on December 17, 2014, 11:53:39 PM
Now that I have NemZ's trees... It's screenshot time

(click to show/hide)

HAPPY HALLOWEEEN
Wh-what? It's Christmas? O-oh...

For this stage I'll need sprites for...

Gilliam Knight (http://megaman.wikia.com/wiki/Gilliam_Knight) - LlamaHombre
Ragger (http://megaman.wikia.com/wiki/Ragger) - Blaze
Sniper Joe 01 (http://megaman.wikia.com/wiki/Sniper_Joe#Sniper_Joe_01) (reskin of normal Joes ala Classic Joes so it just needs the same frames) - Blaze

VAN Pookin (http://megaman.wikia.com/wiki/VAN_Pookin) -

These enemies have RM7FC sprites available, if you don't have those sheets I can imgur them for you if you PM me
if I take any of these myself I'll remove them from this list, otherwise thanks for any and all contributions and let's support co-operative modes! Wooooo!
Title: Re: Mega Man X Singleplayer Classes (Version 2)
Post by: LlamaHombre on December 17, 2014, 11:59:06 PM
Sign me up for Gilliam Knight, please.
Title: Re: Mega Man X Singleplayer Classes (Version 2)
Post by: Beed28 on December 18, 2014, 12:04:55 AM
This better have Ghosts N' Goblins music selectable when picking the stage.
Title: Re: Mega Man X Singleplayer Classes (Version 2)
Post by: FTX6004 on December 18, 2014, 04:10:27 AM
Well i was trying to do Ragger in this year's Halloween Expansion, so sign me up for Ragger.
Title: Re: Mega Man X Singleplayer Classes (Version 2)
Post by: Superjustinbros on December 21, 2014, 08:28:47 PM
F*** yeah some Toad & Shade. My body is ready.
Title: Re: Mega Man X Singleplayer Classes (Version 2)
Post by: Max on December 23, 2014, 10:27:45 PM
Time for your regularly scheduled follow-up screenshot dump post for a map

(click to show/hide)
If you can't see the second shot, um... Turn up your brightness or just go defeat Heatman

Reminder that Sniper Joe 01 and Van Pookin are unclaimed
Magnet Dood created a fairly complete Sniper Joe 01 skin, but the shield needs separation from the skin and it needs finished running / throwing frames (http://i61.tinypic.com/263eng4.png)

happy holidadidays I quit work until I get some enemies to put in / get the motivation to make some
Title: Re: Mega Man X Singleplayer Classes (Version 2)
Post by: Beed28 on December 30, 2014, 05:35:34 PM
Found a critical bug. The game crashes everytime I enter the big lava room in Heat Man's stage. Any help?
Title: Re: Mega Man X Singleplayer Classes (Version 2)
Post by: Korby on December 30, 2014, 06:04:02 PM
did you turn off your skins folder
Title: Re: Mega Man X Singleplayer Classes (Version 2)
Post by: Beed28 on December 30, 2014, 07:09:18 PM
That worked. It's baffling as to how the skins folder can interfere with this mod when it doesn't with the other mods.

Also, spoiler question:
(click to show/hide)
Title: Re: Mega Man X Singleplayer Classes (Version 2)
Post by: Max on December 30, 2014, 07:18:44 PM
Other mods that don't let you play as Mega Man would likely have inconsistent skin folder errors too

(click to show/hide)
Title: Re: Mega Man X Singleplayer Classes (Version 2)
Post by: Beed28 on December 30, 2014, 07:31:35 PM
(click to show/hide)
Title: Re: Mega Man X Singleplayer Classes (Version 2)
Post by: LarissaFlash on December 30, 2014, 07:38:30 PM
Quote from: "Beed28"
(click to show/hide)
(click to show/hide)
Title: Re: Mega Man X Singleplayer Classes (Version 2)
Post by: Max on December 30, 2014, 07:43:32 PM
(click to show/hide)
Title: Re: Mega Man X Singleplayer Classes (Version 2)
Post by: Max on January 17, 2015, 02:13:20 PM
Welcome to Nightmare!! mode - can you achieve the rank of Ultimate Hunter?

(click to show/hide)
Title: Re: Mega Man X Singleplayer Classes (Version 2)
Post by: Dark_Chaos on February 01, 2015, 05:01:39 AM
question, I know the gaea armour is in needle man's stage, however, when I go to the area in which I am supposed to find it, the section containing the armor is not there, did the location get moved to another map?

any help would be great :)
Title: Re: Mega Man X Singleplayer Classes (Version 2)
Post by: Zero1000 on February 01, 2015, 05:15:17 AM
(click to show/hide)
Title: Re: Mega Man X Singleplayer Classes (Version 2)
Post by: Dark_Chaos on February 01, 2015, 06:06:13 PM
Quote from: "zero1000"
(click to show/hide)
ah, cheers then, I will take my search from there, thank you.
Title: Re: Mega Man X Singleplayer Classes (Version 2)
Post by: Dark_Chaos on February 01, 2015, 06:32:54 PM
ok new issue, I got all of x's weapons and now I want to start on zero, however when I try to pick another class besides x on the same save, it just switches me back to x, I go into spec to switch classes and get the same result every time.

Do I really need to start a new game just to play as zero or axl? because that seems like a bit of an oversight :/

The reason I say this however, is because after getting all of x's weapons, and both the armors, I went to fight ice man, only problem?
Ice man did not appear, even though I had everything, so I thought maybe it was because I didn't have the weapons of everyone else.

now I know you stated above that you only need all the weapons of the guy your playing as, but for whatever reason, it did not work for me :/
Title: Re: Mega Man X Singleplayer Classes (Version 2)
Post by: BombHornet on February 09, 2015, 04:29:07 PM
Anybody up for multiplayer?
Title: Re: Mega Man X Singleplayer Classes (Version 2)
Post by: Meme Man on February 09, 2015, 06:18:20 PM
i feel zero really isn't efficient with some of the bosses. with most of them,its almost guaranteed that i take a hit if i use their weakness.
Title: Re: Mega Man X Singleplayer Classes (Version 2)
Post by: Max on February 09, 2015, 06:30:12 PM
Most of Zero's sword slashes have invulnerability during their active frames. You just gotta be careful about it, like dashing over Cutman's rolling cutter, only slicing needle when he's jumping, uppercutting Blizzardman when he's about to roll under you, etc.
Title: Re: Mega Man X Singleplayer Classes (Version 2)
Post by: BombHornet on March 19, 2015, 06:23:30 PM
So for Black Zero's missing techniques, which stages are you planning to make next?
Title: Re: Mega Man X Singleplayer Classes (Version 2)
Post by: Promestein on April 01, 2015, 05:19:02 PM
If I had to guess, the next two stages would be Cloud+Grenade/Search, or Burst+Clown.

I mean, we've gotta have explosives and electricity, after all.
Title: Re: Mega Man X Singleplayer Classes (Version 2)
Post by: Meme Man on April 01, 2015, 06:40:06 PM
Quote from: "Promestein"
If I had to guess, the next two stages would be Cloud+Grenade/Search, or Burst+Clown.

I mean, we've gotta have explosives and electricity, after all.

its shade and search
Title: Re: Mega Man X Singleplayer Classes (Version 2)
Post by: Promestein on April 01, 2015, 07:38:47 PM
Eh, close enough, Cloud and Shade are basically the same thing.
Title: Re: Mega Man X Singleplayer Classes (Version 2)
Post by: BombHornet on April 07, 2015, 11:10:29 PM
And then another question is how would Twin Dream work in the game? And I agree the Search Mans stage would be fitting for that game.
Title: Re: Mega Man X Singleplayer Classes (Version 2)
Post by: Jdude330 on April 09, 2015, 12:26:33 PM
2 things.
1. Bombhornet, Twin dream would work in one of 3 ways: Not used at all copy dummy with Zsaber, or the most likely candidate, a proto-shield  (or box when you're in it from TEAMSneak) like weapon that moves in front of you constantly and attacks when you do.
2. as you know, this is NOT compatible with 4c. all you have to do to fix this is move the capsuletop and capsulebottom data to the ItemsSP (these are located In the code for the new lab.) if I get permission, I will share my version of it, working in 4c.
(click to show/hide)
Title: Re: Mega Man X Singleplayer Classes (Version 2)
Post by: KOManiacJim on April 12, 2015, 04:36:29 PM
Will just the skins be released for the Vanilla Game?
Title: Re: Mega Man X Singleplayer Classes (Version 2)
Post by: Max on April 12, 2015, 04:42:32 PM
Black Zero will only have the 6, Twin Dream and Dark Hold are both too... abstract for MMXSP

Quote from: "KOManiacJim"
Will just the skins be released for the Vanilla Game?
Hopefully when v3 comes out I'll do it


ALSO ALSO ALSO
Van Pookin is still not done, which is the only thing left to do for Shade's stage. If anyone would like to work on it I can move on to Search sometime soon
Title: Re: Mega Man X Singleplayer Classes (Version 2)
Post by: BombHornet on April 13, 2015, 03:44:42 PM
Quote from: "Jdude330"
2 things.
1. Bombhornet, Twin dream would work in one of 3 ways: Not used at all copy dummy with Zsaber, or the most likely candidate, a proto-shield  (or box when you're in it from TEAMSneak) like weapon that moves in front of you constantly and attacks when you do.
2. as you know, this is NOT compatible with 4c. all you have to do to fix this is move the capsuletop and capsulebottom data to the ItemsSP (these are located In the code for the new lab.) if I get permission, I will share my version of it, working in 4c.
(click to show/hide)
So where's the code for the lab and ItemsSP? I'm trying to do this myself, but i'm having trouble looking for it.
Title: Re: Mega Man X Singleplayer Classes (Version 2)
Post by: TheDoc on April 13, 2015, 08:11:22 PM
Quote from: "BombHornet"
So where's the code for the lab and ItemsSP? I'm trying to do this myself, but i'm having trouble looking for it.
I didn't think the items were the problem...the only errors I got were 1.) "EddieProp cannot replace itself" to which I changed
Code: [Select]
EddieProp replaces EddiePropto
Code: [Select]
EddieProp2 : EddieProp replaces EddieProp, and then
2.) "Parent type LightCapsuleBottom not found in LightCapsuleBottomPink"
Here I just got lazy and made another copy of LightCapsuleBottom (and Top obviously) and called it LightCapsuleBottomPink, changing nothing but the translation. Probably unnecessary, I know, but compatibility fixes aren't exactly my favorite thing to do :P

I don't recall any trouble with ItemsSP, though. Did you, uh, check to disable your skins folder? :mrgreen:
Title: Re: Mega Man X Singleplayer Classes (Version 2)
Post by: BombHornet on April 14, 2015, 03:27:41 PM
Quote from: "TheDoc"
Quote from: "BombHornet"
So where's the code for the lab and ItemsSP? I'm trying to do this myself, but i'm having trouble looking for it.
I didn't think the items were the problem...the only errors I got were 1.) "EddieProp cannot replace itself" to which I changed
Code: [Select]
EddieProp replaces EddiePropto
Code: [Select]
EddieProp2 : EddieProp replaces EddieProp, and then
2.) "Parent type LightCapsuleBottom not found in LightCapsuleBottomPink"
Here I just got lazy and made another copy of LightCapsuleBottom (and Top obviously) and called it LightCapsuleBottomPink, changing nothing but the translation. Probably unnecessary, I know, but compatibility fixes aren't exactly my favorite thing to do :P

I don't recall any trouble with ItemsSP, though. Did you, uh, check to disable your skins folder? :mrgreen:

I got the Eddie problem covered, but no luck with the capsules and translation, and on top of that I get
Code: [Select]
Tried to register class 'Blader' more than once.
Tried to register class 'BladerSpawner' more than once.
Tried to register class 'ScrewBomber' more than once.
Title: Re: Mega Man X Singleplayer Classes (Version 2)
Post by: TheDoc on April 14, 2015, 04:33:52 PM
Quote from: "BombHornet"
I got the Eddie problem covered, but no luck with the capsules and translation, and on top of that I get
Code: [Select]
Tried to register class 'Blader' more than once.
Tried to register class 'BladerSpawner' more than once.
Tried to register class 'ScrewBomber' more than once.

Redefining didn't help? Hmmm.....well, I'll just show you what I did in case you misunderstood me or vice versa:
(click to show/hide)
Yea I literally just rewrote the whole thing again not very efficient of me, I know... May not look pretty but hey, it works :D

Also, I got the "register more than once" thing, but once I took care of the other errors it ran just fine (even though it was in red).
Title: Re: Mega Man X Singleplayer Classes (Version 2)
Post by: BombHornet on April 16, 2015, 12:06:42 PM
Alright, I finally got it. Thanks Doc, and I even managed to activate UH mode.
Title: Re: Mega Man X Singleplayer Classes (Version 2)
Post by: TheDoc on April 16, 2015, 05:16:10 PM
Glad I could help! And good luck with UH-Rank ENEMEEZ Y U RESPAWN

May I make a couple of suggestions to make revisiting stages less tedious?
1.) Stealing this idea from MMSPSIN: have an option to (vote to) return to the hub from the stage of a defeated boss. You could potentially make this strictly Multiplayer so that in Singleplayer, you'd still have to go through the rest of the level like normal just like the Classic games (that didn't have Exit Unit), but making it for Singleplayer would definitely be less tedious for the player. Your decision there.
2.) In Singleplayer, have the player simply return back to the hub after enetering the boss room. If you make it so that Singleplayer can return to hub, this'd be a pointless change, though... Naturally, Multiplayer shouldn't change in this regard.
Title: Re: Mega Man X Singleplayer Classes (Version 2)
Post by: AntonioQuirino on May 13, 2015, 10:32:57 PM
hey in my mm8bdm v4c appeared a error:
Tried to register class 'Blader' more than once.
Tried to register class 'BladerSpawner' more than once.
Tried to register class 'ScrewBomber' more than once.
Script error, "mmxspv2.pk3:actors/sp/spmisc.txt" line 250:
Cannot replace class EddieProp with itself
Tried to register class 'EddieProp' more than once.
Script error, "mmxspv2.pk3:sptoadman.wad:DECORATE" line 1:
Parent type 'LightCapsuleBottom' not found in LightCapsuleBottomPink
Script error, "mmxspv2.pk3:sptoadman.wad:DECORATE" line 6:
Parent type 'LightCapsuleTop' not found in LightCapsuleTopPink

Execution could not continue.

3 errors while parsing DECORATE scripts

can you help me how to fix it?
Title: Re: Mega Man X Singleplayer Classes (Version 2)
Post by: Trillster on May 13, 2015, 11:12:53 PM
That's an error directly with the coding so unless you know how to code, there's not really much you can do about it sadly. There ought to be a compatibility patch soon though... I hope.
Title: Re: Mega Man X Singleplayer Classes (Version 2)
Post by: AntonioQuirino on May 15, 2015, 05:40:36 PM
yeah i hope too. i really wanna play this.
Title: Re: Mega Man X Singleplayer Classes (Version 2)
Post by: Gieguex on August 16, 2015, 10:46:53 PM
:cry:  :cry:  :cry:  :cry: STILL CRASHED I CHANGED SKINS FOLDER NAME AND NOTHING HAPPENS
Title: Re: Mega Man X Singleplayer Classes (Version 2)
Post by: Zero1000 on August 16, 2015, 11:15:14 PM
Quote from: "Sonicfam1102"
That's an error directly with the coding so unless you know how to code, there's not really much you can do about it sadly. There ought to be a compatibility patch soon though... I hope.
Plus, try to not use so many smiles, colors that hinder the post vision, and gravdigging (or necro? Off topic: How many time is a necro?).
Title: Re: Mega Man X Singleplayer Classes (Version 2)
Post by: Korby on August 17, 2015, 01:10:20 AM
I believe someone has put a fix up on Best Ever somewhere, though I don't know what it's called.

A necropost would be bumping something from more than a year ago but even that's not a terrible thing as long as your statement or question is relevant to the discussion and adds something new.
Title: Re: Mega Man X Singleplayer Classes (Version 2)
Post by: mahmoudehab1000 on August 31, 2015, 02:57:00 AM
Does anybody know how to play this mega man x mission ?
Title: Re: Mega Man X Singleplayer Classes (Version 2)
Post by: Hilman170499 on August 31, 2015, 03:36:56 AM
Whoa there! If you want to play this, make sure your skins folder is empty. You can achieve this by temporarily transferring the contents to another location if you want to use them later. That is because this mod lacks a class called "megaman" and therefore the game crashes if you have skins, due to the presence of an undefined class.

tl;dr: If you wanna play this mod, make sure you have no skins in your Zandro skins directory or it will not start.
Title: Re: Mega Man X Singleplayer Classes (Version 2)
Post by: mahmoudehab1000 on August 31, 2015, 03:41:15 AM
I already have my skins folder empty and again it didnt start
Title: Re: Mega Man X Singleplayer Classes (Version 2)
Post by: shyguybuddy11 on September 01, 2015, 12:04:13 AM
Quote from: "Max"
After the defeat of Sigma's 8th body, his virus was spread... Isolated on the moon, amidst the ruins of the new world he desperately hoped to create. There was no possibility of escape, no way for his virus to seep onto the Earth and achieve form in a new body... At least, not in the 22nd century.

IN THE 21ST CENTURY
Dr. Wily had given up his dreams of world domination after his defeat at the hands of the legendary tournament robot, who had gone on to be sealed in gold in the robot museum. He lived in solitude, disappearing from the public eye so that he could work alone on his greatest project yet in a secret castle that nobody could find. It was then that he felt a calling, a presence of something otherworldly, yet distinctly familiar.
A few weeks later he had returned, attacking the laboratories of Dr. Light and Dr. Cossack in an unexpected blaze of machinery and explosives. Casualties were low and Dr. Wily disappeared as quickly as he had arrived, seemingly only looking to announce his presence and return to his villainous ways. Mega Man was stolen from Light Labs along with a few DLN. robots, whereas Dr. Cossack's lab was mostly unharmed with the exception of the agricultural Robot Master Toad Man, who was stolen. Both doctors were able to escape their laboratories...
It was not long before the good doctors had worked up a plan to end another one of Wily's schemes.
Dr. Light fled to an unknown location, scrambling to protect himself and develop his newest creations for the ensuing battle on Dr. Wily's newest fortress, though he knew not where it was.
Dr. Cossack called in every robot he had to defend his lab, and began to work on the technology he needed to contact the future, to pull their last hope from his native time period so that he could defend the past and ensure the future he lived in was safe.
This grace period was short and fleeting, however, as Dr. Light was located and captured less than 3 days later by Dr. Wily, only getting a chance to create some armour before he was taken away. Dr. Cossack instantly ramped up defences for a similar attack.

Mega Man X and the future's greatest Maverick Hunters (and Vile) were pulled to the past by Dr. Cossack. It is their mission to defeat Wily's robot army, rescue the DLN. and DCN. robots he captured, rescue Dr. Light, Mega Man, and the small band of heroes sent to find him, and ultimately save the future.

(http://i.imgur.com/HESOUn0.png) MEGA MAN X (http://i.imgur.com/RCw14z6.png)
(click to show/hide)

(http://i.imgur.com/yDWwn3J.png) ZERO (http://i.imgur.com/HPKEnND.png)
(click to show/hide)

(http://i.imgur.com/SyuBs1N.png) AXL (http://i.imgur.com/LMfALlX.png)
(click to show/hide)

(http://i.imgur.com/EYmKFgC.png) VILE (http://i.imgur.com/AklYs3K.png)
(click to show/hide)

Please do not load this mod with a skins folder!! (http://www.best-ever.org/download?file=mmxspv2.pk3)

Thanks and have fun

Changelog V1-2 > V2 (changes from b10 to release in bold)

(click to show/hide)

i have this downloaded but how do i use it in the game?
Title: Re: Mega Man X Singleplayer Classes (Version 2)
Post by: Snakeman X on November 12, 2015, 05:23:17 AM
From what I can tell you need an earlier version of MM8BDM in order to use a lot of the big mods like this. It seems like it's incompatible with the current version.

Edit: Wow, hadn't noticed how old the last post was. Anyway, I'm kinda trying to find a way to get this working too, and it doesn't seem like anyone else had answered, so... yeah. Doesn't seem to work with current version.
Title: Re: Mega Man X Singleplayer Classes (Version 2)
Post by: TailsMK4 on November 14, 2015, 12:09:03 AM
This mod to my knowledge seems to be inactive for the time being, so I do not think this will get resolved anytime soon. I could be wrong, though. Kind of a shame, too, this mod brought some new maps, which was desperately lacking in other mods of MMSP. I guess for now you'll need to play this on MM8BDM v4a or v4b...whichever one was the last version this was tested on.
Title: Re: Mega Man X Singleplayer Classes (Version 2)
Post by: unownplyr on January 18, 2016, 03:41:10 AM
im getting a fatal error when loading this mod
OS: Windows NT (NT 6.2) Build 9200
   
M_LoadDefaults: Load system defaults.
Gameinfo scan took 27 ms
sv_maxteams will be changed for next game.
W_Init: Init WADfiles.
 adding D:/MM8BDM-v4c/zandronum.pk3, 696 lumps
 adding megagame.wad, 605 lumps
 adding MM8BDM-v4c.pk3, 9314 lumps
 adding MM8BDM-v4c.pk3:000-titlemap.wad, 32 lumps
 adding MM8BDM-v4c.pk3:001-unknown.wad, 29 lumps
 adding MM8BDM-v4c.pk3:002-lightlab.wad, 68 lumps
 adding MM8BDM-v4c.pk3:003-1-6credits.wad, 8 lumps
 adding MM8BDM-v4c.pk3:004-7credits.wad, 17 lumps
 adding MM8BDM-v4c.pk3:005-8credits.wad, 17 lumps
 adding MM8BDM-v4c.pk3:006-wtcredits.wad, 25 lumps
 adding MM8BDM-v4c.pk3:010-mm1cut.wad, 27 lumps
 adding MM8BDM-v4c.pk3:011-mm1bom.wad, 40 lumps
 adding MM8BDM-v4c.pk3:012-mm1ele.wad, 35 lumps
 adding MM8BDM-v4c.pk3:013-mm1ice.wad, 39 lumps
 adding MM8BDM-v4c.pk3:014-mm1fir.wad, 39 lumps
 adding MM8BDM-v4c.pk3:015-mm1tim.wad, 62 lumps
 adding MM8BDM-v4c.pk3:016-mm1oil.wad, 76 lumps
 adding MM8BDM-v4c.pk3:017-mm1gut.wad, 37 lumps
 adding MM8BDM-v4c.pk3:018-mm1dw1.wad, 42 lumps
 adding MM8BDM-v4c.pk3:019-mm1dw2.wad, 37 lumps
 adding MM8BDM-v4c.pk3:020-mm2bub.wad, 36 lumps
 adding MM8BDM-v4c.pk3:021-mm2air.wad, 19 lumps
 adding MM8BDM-v4c.pk3:022-mm2hea.wad, 32 lumps
 adding MM8BDM-v4c.pk3:023-mm2fla.wad, 33 lumps
 adding MM8BDM-v4c.pk3:024-mm2qui.wad, 20 lumps
 adding MM8BDM-v4c.pk3:025-mm2woo.wad, 53 lumps
 adding MM8BDM-v4c.pk3:026-mm2cra.wad, 34 lumps
 adding MM8BDM-v4c.pk3:027-mm2met.wad, 46 lumps
 adding MM8BDM-v4c.pk3:028-mm2dw1.wad, 34 lumps
 adding MM8BDM-v4c.pk3:029-mm2dw2.wad, 70 lumps
 adding MM8BDM-v4c.pk3:02a-mm2dw3.wad, 17 lumps
 adding MM8BDM-v4c.pk3:030-mm3sna.wad, 45 lumps
 adding MM8BDM-v4c.pk3:031-mm3top.wad, 67 lumps
 adding MM8BDM-v4c.pk3:032-mm3nee.wad, 61 lumps
 adding MM8BDM-v4c.pk3:034-mm3har.wad, 32 lumps
 adding MM8BDM-v4c.pk3:035-mm3gem.wad, 41 lumps
 adding MM8BDM-v4c.pk3:036-mm3mag.wad, 42 lumps
 adding MM8BDM-v4c.pk3:037-mm3spa.wad, 53 lumps
 adding MM8BDM-v4c.pk3:038-mm3sha.wad, 52 lumps
 adding MM8BDM-v4c.pk3:039-mm3dw1.wad, 45 lumps
 adding MM8BDM-v4c.pk3:040-mm4pha.wad, 42 lumps
 adding MM8BDM-v4c.pk3:041-mm4div.wad, 60 lumps
 adding MM8BDM-v4c.pk3:042-mm4dri.wad, 41 lumps
 adding MM8BDM-v4c.pk3:043-mm4toa.wad, 52 lumps
 adding MM8BDM-v4c.pk3:044-mm4dus.wad, 46 lumps
 adding MM8BDM-v4c.pk3:045-mm4rin.wad, 25 lumps
 adding MM8BDM-v4c.pk3:046-mm4sku.wad, 29 lumps
 adding MM8BDM-v4c.pk3:047-mm4bri.wad, 41 lumps
 adding MM8BDM-v4c.pk3:048-mm4dc1.wad, 57 lumps
 adding MM8BDM-v4c.pk3:050-mm5cha.wad, 66 lumps
 adding MM8BDM-v4c.pk3:051-mm5sto.wad, 40 lumps
 adding MM8BDM-v4c.pk3:052-mm5nap.wad, 58 lumps
 adding MM8BDM-v4c.pk3:053-mm5wav.wad, 133 lumps
 adding MM8BDM-v4c.pk3:054-mm5gyr.wad, 43 lumps
 adding MM8BDM-v4c.pk3:055-mm5gra.wad, 52 lumps
 adding MM8BDM-v4c.pk3:056-mm5sta.wad, 53 lumps
 adding MM8BDM-v4c.pk3:057-mm5cry.wad, 112 lumps
 adding MM8BDM-v4c.pk3:058-mm5dar.wad, 76 lumps
 adding MM8BDM-v4c.pk3:060-mm6tom.wad, 49 lumps
 adding MM8BDM-v4c.pk3:061-mm6cen.wad, 71 lumps
 adding MM8BDM-v4c.pk3:062-mm6kni.wad, 68 lumps
 adding MM8BDM-v4c.pk3:063-mm6bli.wad, 54 lumps
 adding MM8BDM-v4c.pk3:064-mm6pla.wad, 60 lumps
 adding MM8BDM-v4c.pk3:065-mm6fla.wad, 56 lumps
 adding MM8BDM-v4c.pk3:066-mm6win.wad, 54 lumps
 adding MM8BDM-v4c.pk3:067-mm6yam.wad, 89 lumps
 adding MM8BDM-v4c.pk3:068-mm6mrx.wad, 71 lumps
 adding MM8BDM-v4c.pk3:070-mm7fre.wad, 34 lumps
 adding MM8BDM-v4c.pk3:071-mm7jun.wad, 58 lumps
 adding MM8BDM-v4c.pk3:072-mm7bur.wad, 56 lumps
 adding MM8BDM-v4c.pk3:073-mm7clo.wad, 63 lumps
 adding MM8BDM-v4c.pk3:074-mm7spr.wad, 52 lumps
 adding MM8BDM-v4c.pk3:075-mm7sla.wad, 39 lumps
 adding MM8BDM-v4c.pk3:076-mm7sha.wad, 70 lumps
 adding MM8BDM-v4c.pk3:077-mm7tur.wad, 71 lumps
 adding MM8BDM-v4c.pk3:078-mm7dw1.wad, 64 lumps
 adding MM8BDM-v4c.pk3:079-mm7dw2.wad, 44 lumps
 adding MM8BDM-v4c.pk3:07a-mm7dw3.wad, 48 lumps
 adding MM8BDM-v4c.pk3:07b-mm7dw4.wad, 48 lumps
 adding MM8BDM-v4c.pk3:080-mm8ten.wad, 80 lumps
 adding MM8BDM-v4c.pk3:081-mm8ast.wad, 61 lumps
 adding MM8BDM-v4c.pk3:082-mm8swo.wad, 62 lumps
 adding MM8BDM-v4c.pk3:083-mm8clo.wad, 60 lumps
 adding MM8BDM-v4c.pk3:084-mm8sea.wad, 143 lumps
 adding MM8BDM-v4c.pk3:085-mm8fro.wad, 57 lumps
 adding MM8BDM-v4c.pk3:086-mm8gre.wad, 148 lumps
 adding MM8BDM-v4c.pk3:087-mm8aqu.wad, 63 lumps
 adding MM8BDM-v4c.pk3:088-mm8duo.wad, 51 lumps
 adding MM8BDM-v4c.pk3:089-mm8dw1.wad, 67 lumps
 adding MM8BDM-v4c.pk3:08a-mm8dw2.wad, 99 lumps
 adding MM8BDM-v4c.pk3:090-mmbmus.wad, 103 lumps
 adding MM8BDM-v4c.pk3:091-mmbten.wad, 57 lumps
 adding MM8BDM-v4c.pk3:092-mmbast.wad, 149 lumps
 adding MM8BDM-v4c.pk3:093-mmbdyn.wad, 113 lumps
 adding MM8BDM-v4c.pk3:094-mmbcol.wad, 76 lumps
 adding MM8BDM-v4c.pk3:095-mmbgro.wad, 78 lumps
 adding MM8BDM-v4c.pk3:096-mmbpir.wad, 97 lumps
 adding MM8BDM-v4c.pk3:097-mmbbur.wad, 63 lumps
 adding MM8BDM-v4c.pk3:098-mmbmag.wad, 142 lumps
 adding MM8BDM-v4c.pk3:099-mmbukin1.wad, 67 lumps
 adding MM8BDM-v4c.pk3:09a-mmbdw1.wad, 126 lumps
 adding MM8BDM-v4c.pk3:100-mmwtbrg.wad, 119 lumps
 adding MM8BDM-v4c.pk3:101-mmwtmws.wad, 101 lumps
 adding MM8BDM-v4c.pk3:102-mmwthsh.wad, 100 lumps
 adding MM8BDM-v4c.pk3:103-mmwtdw1.wad, 295 lumps
 adding MM8BDM-v4c.pk3:104-mmwtdw2.wad, 322 lumps
 adding MM8BDM-v4c.pk3:800-mmctf01.wad, 8 lumps
 adding MM8BDM-v4c.pk3:801-mmctf02.wad, 8 lumps
 adding MM8BDM-v4c.pk3:802-mmctf03.wad, 8 lumps
 adding MM8BDM-v4c.pk3:803-mmctf04.wad, 27 lumps
 adding MM8BDM-v4c.pk3:804-mmctf05.wad, 8 lumps
 adding MM8BDM-v4c.pk3:805-mmctf06.wad, 8 lumps
 adding MM8BDM-v4c.pk3:806-mmctf07.wad, 8 lumps
 adding MM8BDM-v4c.pk3:807-mmctf08.wad, 8 lumps
 adding MM8BDM-v4c.pk3:808-mmctf09.wad, 9 lumps
 adding MM8BDM-v4c.pk3:809-mmctf10.wad, 57 lumps
 adding MM8BDM-v4c.pk3:810-mmctf11.wad, 8 lumps
 adding MM8BDM-v4c.pk3:811-mmctf12.wad, 8 lumps
 adding MM8BDM-v4c.pk3:812-mmctf13.wad, 9 lumps
 adding MM8BDM-v4c.pk3:813-mmctf14.wad, 9 lumps
 adding MM8BDM-v4c.pk3:814-mmctf15.wad, 8 lumps
 adding MM8BDM-v4c.pk3:815-mmctf16.wad, 13 lumps
 adding MM8BDM-v4c.pk3:816-mmctf17.wad, 21 lumps
 adding MM8BDM-v4c.pk3:817-mmctf18.wad, 10 lumps
 adding MM8BDM-v4c.pk3:818-mmctf19.wad, 13 lumps
 adding MM8BDM-v4c.pk3:819-mmctf20.wad, 19 lumps
 adding MM8BDM-v4c.pk3:musics.wad, 203 lumps
 adding D:/MM8BDM-v4c/mmxspv2.pk3, 2251 lumps
 adding D:/MM8BDM-v4c/mmxspv2.pk3:spblizzardman.wad, 17 lumps
 adding D:/MM8BDM-v4c/mmxspv2.pk3:spcutman.wad, 8 lumps
 adding D:/MM8BDM-v4c/mmxspv2.pk3:spheatman.wad, 25 lumps
 adding D:/MM8BDM-v4c/mmxspv2.pk3:spneedleman.wad, 8 lumps
 adding D:/MM8BDM-v4c/mmxspv2.pk3:spstoneman.wad, 8 lumps
 adding D:/MM8BDM-v4c/mmxspv2.pk3:sptoadman.wad, 15 lumps
 adding D:/MM8BDM-v4c/mmxspv2.pk3:xhub.wad, 49 lumps
I_Init: Setting up machine state.
CPU Speed: 4013 MHz
CPU Vendor ID: AuthenticAMD
  Name: AMD FX(tm)-8350 Eight-Core Processor
  Family 21 (21), Model 2, Stepping 0
  Features: MMX MMX+ SSE SSE2 SSE3 SSSE3 SSE4.1 SSE4.2
I_InitSound: Initializing FMOD
FMOD Sound System, copyright Е Firelight Technologies Pty, Ltd., 1994-2009.
Loaded FMOD version 4.24.16
V_Init: allocate screen.
Using in-memory database. The database will not be saved on exit.
S_Init: Setting up sound.
ST_Init: Init startup screen.
P_Init: Checking cmd-line parameters...
G_ParseMapInfo: Load map definitions.
S_InitData: Load sound definitions.
Texman.Init: Init texture manager.
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
Tried to register class 'Blader' more than once.
Tried to register class 'BladerSpawner' more than once.
Tried to register class 'ScrewBomber' more than once.
Script error, "mmxspv2.pk3:actors/sp/spmisc.txt" line 250:
Cannot replace class EddieProp with itself
Tried to register class 'EddieProp' more than once.
Script error, "mmxspv2.pk3:sptoadman.wad:DECORATE" line 1:
Parent type 'LightCapsuleBottom' not found in LightCapsuleBottomPink
Script error, "mmxspv2.pk3:sptoadman.wad:DECORATE" line 6:
Parent type 'LightCapsuleTop' not found in LightCapsuleTopPink

Execution could not continue.

3 errors while parsing DECORATE scripts
Title: Re: Mega Man X Singleplayer Classes (Version 2)
Post by: Promestein on January 19, 2016, 05:03:24 PM
It doesn't work with v4c. Use v4b.
Title: Re: Mega Man X Singleplayer Classes (Version 2)
Post by: SpringSonic1987 on February 04, 2016, 10:01:04 PM
Quote from: "Promestein"
It doesn't work with v4c. Use v4b.
I'm looking for v4b to make this work but i can't find it and Cutman Mike removed it. :ugeek: Seriously Cutman Mike? Why don't you keep the old versions like Sonic Team Jr. (The Creators of SRB2) does?
Title: Re: Mega Man X Singleplayer Classes (Version 2)
Post by: Promestein on February 07, 2016, 10:07:47 PM
Quote from: "SpringSonic1987"
Quote from: "Promestein"
It doesn't work with v4c. Use v4b.
I'm looking for v4b to make this work but i can't find it and Cutman Mike removed it. :ugeek: Seriously Cutman Mike? Why don't you keep the old versions like Sonic Team Jr. (The Creators of SRB2) does?
I'm not so sure about that. (http://cutstuff.net/files/MM8BDM-v4b.zip)
Title: Re: Mega Man X Singleplayer Classes (Version 2)
Post by: SpringSonic1987 on February 08, 2016, 09:02:47 PM
Quote from: "Promestein"
Quote from: "SpringSonic1987"
Quote from: "Promestein"
It doesn't work with v4c. Use v4b.
I'm looking for v4b to make this work but i can't find it and Cutman Mike removed it. :ugeek: Seriously Cutman Mike? Why don't you keep the old versions like Sonic Team Jr. (The Creators of SRB2) does?
I'm not so sure about that. (http://cutstuff.net/files/MM8BDM-v4b.zip)
Thanks but now i'm looking for the Armors. DON'T tell me how to get the Fourth Armor because i already got it.
Title: Re: Mega Man X Singleplayer Classes (Version 2)
Post by: unownplyr on February 09, 2016, 02:03:26 AM
ok,where did you hide the armors?
Title: Re: Mega Man X Singleplayer Classes (Version 2)
Post by: TheDoc on February 09, 2016, 02:09:19 AM
The locations of the Fourth and Gaea armors are...
(click to show/hide)
Title: Re: Mega Man X Singleplayer Classes (Version 2)
Post by: SpringSonic1987 on February 09, 2016, 12:59:59 PM
Quote from: "TheDoc"
The locations of the Fourth and Gaea armors are...
(click to show/hide)
I tried to find the Gaea armor at Heatman's but GOD! I can't find it! They're hidden! Can you tell me how to get the Vile uprades, Black Zero and White Axl?
Title: Re: Mega Man X Singleplayer Classes (Version 2)
Post by: TheDoc on February 09, 2016, 04:55:50 PM
(click to show/hide)
Title: Re: Mega Man X Singleplayer Classes (Version 2)
Post by: unownplyr on February 09, 2016, 10:35:27 PM
has anyone made of seen a video showing how to get the armors?
so does protoman have anything to do with the armors?on almost every stage that supposively has an armor has him in it as well
also, I just want the forth. where is it? TELL ME GIVE ME DIRECTIONSSSSSSSSSSSSSSSSSSSSSSSSSS
and don't bother with the axl upgrade. it sucks and it doesent give you the ability to copy DNA data
Title: Re: Mega Man X Singleplayer Classes (Version 2)
Post by: Superjustinbros on February 13, 2016, 10:28:28 PM
Here, I'll show you some stuff which gives off the exact locations of each armor.
(click to show/hide)
Title: Re: Mega Man X Singleplayer Classes (Version 2)
Post by: Dsssdds on February 22, 2016, 01:27:43 AM
Quote from: "Promestein"
It doesn't work with v4c. Use v4b.
I've used it on v4b, but for some reason everytime i host a multiplayer lobby, barely any enemy spawn and spike don't kill
Title: Re: Mega Man X Singleplayer Classes (Version 2)
Post by: Max on March 31, 2016, 07:10:30 PM
I haven't touched this since last September but I played it recently
and

it's really fun
I shouldn't be sitting on so much work just because the last stage isn't done so I'm randomly releasing it now

Stuff this includes


Download v2.7 (http://www.mediafire.com/download/z413kx0eeeb401w/MMXSPv2-7.pk3)

Full changelog:
(click to show/hide)

work is probably dead and buried for now but i MIGHT do the final stage if people really like playing -- i want to do rock force first though
Title: Re: Mega Man X Singleplayer Classes (Version 2 and a bit)
Post by: Knux on March 31, 2016, 08:00:52 PM
Fucking amazing update! I'm especially fond of the dialogue as that's usually filler in Megaman games.
Title: Re: Mega Man X Singleplayer Classes (Version 2 and a bit)
Post by: Promestein on March 31, 2016, 11:43:00 PM
I'm impressed. Not only did you manage to fire off another update so quickly, but you managed to raise the quality even more. Incredible.
Title: Re: Mega Man X Singleplayer Classes (Version 2 and a bit)
Post by: Superjustinbros on April 01, 2016, 03:15:25 AM
Oh god, I must see this in action tomorrow.
Title: Re: Mega Man X Singleplayer Classes (Version 2 and a bit)
Post by: Promestein on April 01, 2016, 03:33:55 AM
Quote from: "Superjustinbros"
Oh god, I must see this in action tomorrow.
Don't worry, you definitely won't be disappointed. It's all you imagined it would be, frankly.
Title: Re: Mega Man X Singleplayer Classes (Version 2 and a bit)
Post by: Max on April 01, 2016, 06:34:25 PM
i got 26 downloads on that hooooo boy
sorry here's the real link

v2.75 (https://www.mediafire.com/?55fm8d10vakgmh0)

i haven't tested this since like september last year if everything goes to shit well
you'll live

please host a server i dont have a BE account

goodnight

(http://i.imgur.com/BPUfogm.png)
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: fortegigasgospel on April 01, 2016, 07:25:54 PM
Game closes instead of going into the hub map right after selecting the character.
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: Max on April 01, 2016, 07:26:42 PM
remove your skins folder
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: Knux on April 01, 2016, 07:47:52 PM
When you approach Dive Man, is he supposed to always give you advice on the weapon you have equipped at that time? He stops doing so when I have Shadow Runner equipped, and drones on about Vile's weapons.
(click to show/hide)
Love your Shade Man stage, by the way.
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: Max on April 01, 2016, 07:49:52 PM
yeah i didnt really bother to update the hub




this means the weakness information could be wrong for a few people too
thanks
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: fortegigasgospel on April 02, 2016, 02:55:52 AM
Quote from: "Max"
remove your skins folder
Oh duh, I completely forgot about that. My bad.
Title: Re: Mega Man X Singleplayer Classes (Version 2)
Post by: fortegigasgospel on April 04, 2016, 01:19:14 AM
Ok, now that I've had the chance to go through this
Shade Man's stage is great, the amount of esthetic touches is superb.
Quote from: "Max"
ADDED THE BLADE ARMOUR!!
This is the only thing I haven't been able to find (to an extent)
Quote from: "Max"
X has finally activated his built-in Energy Balancer after having it in his own series since MMX1.
Excellent touch.
Quote from: "Max"
Changed up Gaea Armour a bunch. Enabled more rapid fire of uncharged shots, and nerfed their range. Charge shot now has more range than uncharged shots, like MMX5. Added SFX and improved visuals of the Gaea Buster's Giga Attack (that's a mouthful). The bar should show how much longer you can hold the projectile.
I couldn't figure out how to use the Gaea's Giga Attack, I was cheating though to explore though, so maybe it doesn't come with a full charge of it?

Quote from: "Max"
Moved the second button in Heatman to remove the sequence break that bypassed lots of the stage. Many of the interior islands in Heat now have protective barriers to prevent dash jump sequence breaking
Threw me off, I do like it's new spot. Though I suggest raising the barriers higher, you can jump up onto them and it is possible to air dash after a dash jump, making getting there easy (4th Armor can also Hover and Air Dash in the same jump, and even hover multiple times in the same jump)

Lastly, the new redone areas of the maps are very nice, especially Toad's. I didn't really like the first half of his stage before anyway, and this is a much better layout.

(click to show/hide)
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: Max on April 04, 2016, 02:33:18 PM
I'm going to number all these questions so that my post isn't broken up into a massive series of one-line quotes

Quote from: "fortegigasgospel"
1. This is the only thing I haven't been able to find (to an extent)
Blade Armour isn't actually accessible in the game yet because I never coded the miniboss for it - a v2.9 or something might make Search Man's weapons and the Blade Armour accessible in a stage that's literally just the boss fight, because I can't make the stage
2. I couldn't figure out how to use the Gaea's Giga Attack, I was cheating though to explore though, so maybe it doesn't come with a full charge of it?
You need to get hit to charge it, cheater
3. Though I suggest raising the barriers higher, you can jump up onto them and it is possible to air dash after a dash jump, making getting there easy (4th Armor can also Hover and Air Dash in the same jump, and even hover multiple times in the same jump)
Since characters can't jump high enough to hit the button even if they follow the path all the way back I'm not 100% concerned about this for now but I might try invisible wall shenanigans
4. Oh and the E tank hidden in Blizzard (by itself), I STILL haven't found the portal leading to it.
One of the ice chunks in the middle lake
5. Cause I almost forgot this part. What is the point of the secret still being in the original Gaea Armor location? I tried every weapon but nothing happens.
If you're talking about the 'a secret is revealed' jingle that's because there's a W Tank there, if you're not then I don't know
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: Korby on April 04, 2016, 05:37:23 PM
Just finished up a nightmare run-through as Vile.
Really enjoyed it! I'm impressed that not a lot of it felt unfair, and I never really stopped wanting to beat it.

A few quick bugs[?],
I died to Toadman's nightmare hyper after I killed him. When I got back to the Lab, all my progress was gone, so I had to go back to a previous save and kill him with higher HP.
After killing Needleman in the refights, I stood under where the health pickup spawns and was teleported out as normal. When I went to go fight Toadman, there was still a pickup in there. This persisted whenever I went inside from then on.
Not sure if it's a bug, but Shademan didn't seem to use or have his Nightmare Hyper when I was fighting him. He did use his regular hyper though.
I think enemies don't resist the Spike damagetype 'cuz I'm pretty sure I saw a Big Eye kill itself once.
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: fortegigasgospel on April 04, 2016, 08:46:16 PM
Quote from: "Max"
Quote from: "fortegigasgospel"
5. Cause I almost forgot this part. What is the point of the secret still being in the original Gaea Armor location? I tried every weapon but nothing happens.
If you're talking about the 'a secret is revealed' jingle that's because there's a W Tank there, if you're not then I don't know
I never saw a W tank, maybe cause I was on only the second difficulty? I went there a large number of times but never saw anything other then the Yanbow that spawns next to it.

Also messing around with Homing Sniper, really good homing ability, being a ripper and having no clip. Is it intended to go through walls or is that something that will be changed at a later date? Not too much of a problem, though if you do change that I suggest buffing it's damage a little bit.
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: BombHornet on April 05, 2016, 04:41:18 AM
Oh my god! Is the mod finally updated? Thank the heavens! Tomorrow, I'm gonna play the heck out of this again!
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: BombHornet on April 05, 2016, 01:00:00 PM
I found a bug: When you select Search Man's stage, it goes to Blizzard Man's stage instead.
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: fortegigasgospel on April 05, 2016, 07:09:21 PM
Quote from: "BombHornet"
I found a bug: When you select Search Man's stage, it goes to Blizzard Man's stage instead.
Search doesn't have a stage yet, he was put in to show who the 8th boss was going to be.
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: ice on April 05, 2016, 11:49:49 PM
speaking of Blizzardman, could you replace the 2 tiny health capsules in front of the boss door to large ones?
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: TheDoc on April 05, 2016, 11:53:05 PM
Quote from: "ice"
speaking of Blizzardman, could you replace the 2 tiny health capsules in front of the boss door to large ones?

I somewhat agree. Two small health capsules really doesn't suffice the submarine gauntlet, but two large health capsules is basically full health. Maybe one large one and one small?
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: BombHornet on April 06, 2016, 12:41:34 PM
Quote from: "fortegigasgospel"
Quote from: "BombHornet"
I found a bug: When you select Search Man's stage, it goes to Blizzard Man's stage instead.
Search doesn't have a stage yet, he was put in to show who the 8th boss was going to be.

Oh, so he was only a placeholder then.
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: Superjustinbros on April 06, 2016, 10:32:13 PM
Pretty solid update, though I still think X is a bit weak in terms of raw power. The new stage is fun to explore though. Hopefully we'll see Search's stage done at some point.
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: Max on April 07, 2016, 05:40:32 PM
Just updated front page, used BE link and put in more weaponry

I've been updating the hub, nerfing / bugfixing Shade enemies, about to put his Dark Hold nightmare hyper in the game maybe
v2.9 will have Search Man's boss fight and an accessible Blade Armour, but there will be no stage because I don't want to sprite all those enemies I'm tired

here's stuff if people want to help me then maybe i'll do it
(http://cdn31.atwikiimg.com/rockman8/?plugin=ref&serial=690)

(http://cdn31.atwikiimg.com/rockman8/?plugin=ref&serial=808)

(http://cdn31.atwikiimg.com/rockman8/?plugin=ref&serial=809)

(http://cdn31.atwikiimg.com/rockman8/?plugin=ref&serial=811)

(http://cdn31.atwikiimg.com/rockman8/?plugin=ref&serial=451)

this last guy is optional since he wasn't actuallly in search's stage but he'd help the variety a lot there aren't many enemies that shoot bullets in his stage

(http://cdn31.atwikiimg.com/rockman8/?plugin=ref&serial=179)

Search's stage was going to be TRULY nonlinear, more so than Needle and Blizzard's because there wouldn't be 3 defined paths, there would just be a mess of jungle and you'd have to SEARCH (haha) for where to go with switches randomising each time and exploration through jungle, rapids, cliffs, and military bases
also woodman
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: Knux on April 07, 2016, 07:10:17 PM
Mind if I take that helicopter enemy at the bottom? I could use some more spriting practice and it looks easy enough.
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: BombHornet on April 07, 2016, 07:22:32 PM
I'm interested in making a skin for one of these guys. Do you want their skins to have the standard blue palette?
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: Max on April 07, 2016, 07:32:15 PM
no, they're not going to be used as player skins so blue isn't necessary and neither is pain or anything that's not on their sheet
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: Superjustinbros on April 07, 2016, 08:32:37 PM
A truly nonlinear stage could be fun, just don't do any of those stupid "pick the right path in a tunnel or else start over" shenanigans and you should be good.

Also to make good use of the minimap system.
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: Chaosman.EXE on April 07, 2016, 08:40:47 PM
I'm liking this... Some of the levels are a wee bit long but I don't mind it too much. Having a bit of a hard time finding the armors though; I only found one capsule so far and it's probably for X seeing how I couldn't use it.
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: fortegigasgospel on April 07, 2016, 11:38:36 PM
Oh yes, another Bug with Shademan I noticed, sometimes one of his noise crushes doesn't return to him, so he will only fire a single charge, then wait endlessly for the other to return to him.
I'm not perfectly sure what is causing this to happen either as I'm usually staring at him during the fight.
Also I give props to having Shade and Cut reference the Power Fighters path they appear in together. I would recommend swapping Stone to beat Needle and have Toad beat cut, so that Shade can beat Stone, it would further the reference, and Stone beating Needle still makes sense (especially for X) since "rocks wouldn't be punctured by the needles as easily and potentially damaging his head needle" could work for the reasoning. But obviously that is just my oppinion, you might not have even realized you did the reference.
As for Search, you could still have Sniper Joe for shooters, they did appear in his stage iirc, if not still could work for not having to code a new enemy.
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: Chaosman.EXE on April 08, 2016, 12:18:53 AM
Uh... Scratch that... I found the other stuff but for whatever reason Stoneman won't say anything when I play as Zero and the fight won't start. I haven't gotten this to happen with anyone else...
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: Max on April 08, 2016, 12:22:03 AM
Quote from: "fortegigasgospel"
Oh yes, another Bug with Shademan I noticed, sometimes one of his noise crushes doesn't return to him, so he will only fire a single charge, then wait endlessly for the other to return to him.
I don't know what was causing this because he already had a failsafe coded in, I switched the flags he was using for his failsafe and he seems to work again so idk, fixed him swooping at dead people too and he has a hyper now

Quote from: "fortegigasgospel"
As for Search, you could still have Sniper Joe for shooters, they did appear in his stage iirc, if not still could work for not having to code a new enemy.
They did but Sniper Joes have a lot of health and often slow down the stage, I need something to fit the Beak / Screw / Hothead (sort of) / Hammer Joe (sort of) / Taban / Wall Turret / Cannon Joe role

Quote from: "fortegigasgospel"
I would recommend swapping Stone to beat Needle and have Toad beat cut, so that Shade can beat Stone,

This sounds good Cut was weak to Toad before Stone was in the game anyway
plus using Gaea Shield on Cutman was always a pain

Quote from: "Chaosman.EXE"
Uh... Scratch that... I found the other stuff but for whatever reason Stoneman won't say anything when I play as Zero and the fight won't start. I haven't gotten this to happen with anyone else...
What weapons were you using? I think I fixed this too but it doesn't happen to regular no upgrades Zero, use "set game_skipbossdialogue 1" in console in the meantime to fix this
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: BombHornet on April 08, 2016, 01:04:25 AM
Max, I noticed the spritesheets you posted were .gif files. Are there any .png versions out there, because I'm afraid they might look weird in the game.
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: Max on April 08, 2016, 10:28:16 AM
you can just right click, save image as, change to all files and save it as a .png
there's no compression or anything in a gif you can just convert easily
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: Chaosman.EXE on April 08, 2016, 03:26:48 PM
Welp, all my problems seem to have been fixed. Really enjoying this ^_^
But, uh... You might want to nerf some of Zero's attacks, the particular one coming to mind being Sentsuizan. It's a little weird to use at points but if I nail something right with it just about nothing survives. Testing it out, I even took down Heat Man with just one use (and he still had a lot of health left before that).
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: TheDoc on April 09, 2016, 07:41:08 PM
May I make a couple suggestions? These aren't things specifically about this update, though, but more just two things I've been bouncing around in my head.
1. When X gains an armor from the capsule, I'd suggest it doesn't automatically equip. This helps particularly when you arm yourself for a particular stage and want to keep that armor throughout the level. I guess you could have it auto-equip only if the player has no armor on?
2. I personally would find it nice to have a sort of exit unit you could use if you've completed the stage before like in the X series, simply so you could leave a stage after finding an armor instead of having to chug through the whole thing. This would be only for single player, though, otherwise you'd have to get into all the crap with voting and whatnot, and that could be spammed anyways.

I may have mentioned a couple of these a while back, but I've forgotten if I did.
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: Max on April 09, 2016, 10:04:19 PM
Quote from: "TheDoc"
I guess you could have it auto-equip only if the player has no armor on?

I'm not crazy, right? Doesn't it already work this way? I definitely did a test run just now where I didn't get the Gaea armour over the top of the Fourth, and I don't recall ever coding in any sort of overriding when picking up, only when un-armoured


Quote from: "TheDoc"
2. I personally would find it nice to have a sort of exit unit you could use if you've completed the stage before like in the X series, simply so you could leave a stage after finding an armor instead of having to chug through the whole thing.

You can use 'changemap MMXHUB' in console to simulate an exit unit if you want
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: TheDoc on April 10, 2016, 12:11:21 AM
Quote from: "Max"
I'm not crazy, right? Doesn't it already work this way? I definitely did a test run just now where I didn't get the Gaea armour over the top of the Fourth, and I don't recall ever coding in any sort of overriding when picking up, only when un-armoured.

No, you're not crazy. I'm just an idiot. I could've sworn that was the way it used to be that I just assumed it hadn't changed before posting this. Sorry about that :(

Quote from: "Max"
You can use 'changemap MMXHUB' in console to simulate an exit unit if you want

Yea, that's what I've been doing. I made this suggestion under the assumption that not everyone will know about/want to use the console, but in the end I suppose it's a small thing.
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: Sonnitude on April 14, 2016, 11:33:37 PM
oooh~ I can play as zero? Yes Please. I love Zero for some reason, and I cant really figure out why. Thank you so much for this!

Edit: although I would have loved the option to use the z-saber as the default weapon, is that locked to the black version of zero?
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: TheDoc on April 22, 2016, 06:20:08 AM
Currently going to try the Onbuubattan (http://megaman.wikia.com/wiki/Batabattan) if I get around to it. No promises, but I just wanted to make a note of it.

EDIT: What's the difference between the first and second frame? What exactly is it doing?
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: fortegigasgospel on April 22, 2016, 06:48:23 AM
Quote from: "TheDoc"
EDIT: What's the difference between the first and second frame? What exactly is it doing?
If I had to guess, I'd say eyebrow wiggle.
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: Knux on April 23, 2016, 06:54:28 AM
While playing through this offline a bit before I posted this, I found a strange bug in Heat Man's stage. Spoilered because, well... spoilers.
(click to show/hide)
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: RifleGod on April 23, 2016, 03:56:18 PM
When I try to play this, some time after the launch (some minutes) the game crashes.

Nothing appears on the console. Im using Zandronum 2.1.2. I have Windows 7.

Here is the report:

(click to show/hide)
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: Russel on April 23, 2016, 06:21:37 PM
Talked about this over in your question thread about it. (http://cutstuff.net/forum/viewtopic.php?f=27&t=10296#p328606)

Quote from: "Lego"
Go rename your skins folder to something else if you're trying to run with MMX Single Player. That causes crashes fairly consistently when the skins folder is running.

Lemme know if that helps.
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: Knux on April 24, 2016, 01:38:19 AM
Since Dive Man doesn't appear to describe the weapon and I haven't played the game it's from, what does Shadow Runner exactly do? It doesn't seem to damage enemies. Also, while playing offline as X, every time I switch from the Fourth (?) armor, it just reverts to armorless X and doesn't let me choose the others.
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: fortegigasgospel on April 24, 2016, 06:36:59 AM
Quote from: "Knux"
Since Dive Man doesn't appear to describe the weapon and I haven't played the game it's from, what does Shadow Runner exactly do? It doesn't seem to damage enemies. Also, while playing offline as X, every time I switch from the Fourth (?) armor, it just reverts to armorless X and doesn't let me choose the others.
It was like a boomeranging homing weapon in X8. It kinda works like that here, but it seems, touchy. I can kind of understand why it was picked but at first I was expecting something like Squeeze Bomb and at the same time I feel there could be other choices. Dark Hold comes to mind but that might end up being busted in a full party (since it is legit Time Stopper) and wouldn't recommend it for this. So Shadow Runner works for me.
Edit: There is also Wing Spiral, X5 doesn't have a weapon from here, it could arc upward as a low angle like Silver Tomahawk, while the charge is a taller shot. That would also give X 1 weapon from each main series X game.
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: RifleGod on April 24, 2016, 01:57:41 PM
Where do you find Vile's upgrades?

Be very specific, if you don't mind.

Im going insane trying to find them.
Title: Re: Mega Man X Singleplayer Classes (Version 2)
Post by: Max on April 24, 2016, 03:23:13 PM
Quote from: "Superjustinbros"
(click to show/hide)

here
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: RifleGod on April 24, 2016, 03:51:28 PM
I did find that place but I dont know how to enter the little room after the secret waterfall room.
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: Max on April 24, 2016, 04:05:36 PM
you have to make sure every boss is dead before you can get it
since searchman currently isn't in the game you're going to have to cheat to get his weapon

open the console and type 'give humeruscrashpassive'
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: Sonnitude on April 26, 2016, 12:05:05 PM
Where do you find Zero's Upgrade? I dunno where to look haha
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: fortegigasgospel on April 26, 2016, 06:07:03 PM
Quote from: "Sonnitude"
Where do you find Zero's Upgrade? I dunno where to look haha
Exact same as Vile's, and Axel's.
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: Sonnitude on April 27, 2016, 10:59:21 AM
So toadman's Stage? Alright, I'll start my hunt there.
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: RifleGod on April 28, 2016, 03:59:25 PM
I've got Axl's upgrade. How do you turn into humanoid enemies? Im shoting a Sniper Joe without shield with the new pistol but nothing happens.
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: TheDoc on April 28, 2016, 04:51:33 PM
If you kill a humanoid enemy with the copy pistol (like a Sniper Joe), he'll drop an item that you can use to turn into that enemy. Once you turn back in Axl, though, you'll have to pick it up from another enemy. Not sure if anything was changed about that in the recent update, but that's how it worked in v2.
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: Sonnitude on April 28, 2016, 04:56:17 PM
Toadman's stage is kicking my butt without any weapons with zero, even on the easiest setting. Is that a stage you don't go to first?
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: Korby on April 28, 2016, 08:49:38 PM
It can be a pretty tough stage if you're not familiar with it.
I'd suggest going to Heat Man or Cut Man first.
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: fortegigasgospel on April 28, 2016, 09:50:55 PM
Quote from: "Sonnitude"
Toadman's stage is kicking my butt without any weapons with zero, even on the easiest setting. Is that a stage you don't go to first?
Also note if you are going for his upgrade you have to beat all the bosses first.
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: TheDoc on May 05, 2016, 04:59:58 PM
Found a bug (however helpful it may be) where the Tellies in Nightmare mode explode harmlessly when they make contact with the player; you literally take no damage.

EDIT: Noticed a couple small things while perusing the main post :)
1.) It says the Fourth and Gaea Armors can be found in the four RM stages when it should say seven/eight.
2.) Blade Armor's not on there.

EDIT2:
(click to show/hide)
As shown above, there's one specific segment that isn't affected by the candles lighting up in Shade Man's stage. Small thing, but just thought I'd report it.
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: Dark_Chaos on May 30, 2016, 02:36:55 PM
Hey just a small thing, not sure if this is a problem with the base singleplayer WAD or if it's a glitch here but when I tried to go to search man's stage I got this
(click to show/hide)
and then immediately afterwards it puts me in blizzard man's stage. I'm not sure if this is a bug on your end but I felt it was something that needed to be addressed.
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: Knux on May 30, 2016, 05:05:43 PM
Search Man's stage hasn't been done yet, so that's most likely a placeholder.
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: Dark_Chaos on May 30, 2016, 07:06:11 PM
Quote from: "Knux"
Search Man's stage hasn't been done yet, so that's most likely a placeholder.
oh ok, I just got confused because on the first page of this thread all 8 weapons are named for each character and in game search man's portrait is there, so I assumed it was done.
My bad.
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: BlackEmperorJet on June 11, 2016, 02:08:29 AM
Hey, if you guys make a "Strength In Numbers" mod for this, the additional classes should definitely be Spider, Massimo, Marino and Cinnamon from Command Mission. Because that game doesn't get enough credit.
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: SpringSonic1987 on June 16, 2016, 11:33:39 PM
2 Problems: Unlike Black Zero and White Axl, Depending on the Armor, X's Third Person sprites doesn't change anymore. Also, after i unlock the Ultimate Armor, it doesn't save on the Armor Changing capsule at the Looby.
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: TheDoc on June 17, 2016, 10:24:32 PM
Quote from: "SpringSonic1987"
2 Problems: Unlike Black Zero and White Axl, Depending on the Armor, X's Third Person sprites doesn't change anymore. Also, after i unlock the Ultimate Armor, it doesn't save on the Armor Changing capsule at the Looby.

They won't change if you have a skins folder

The armors lock/unlock using CVars, and offline, CVars don't save with the game when you quit it. I've had this problem, too; you just have to set the corresponding CVar value to 1 to get it back sometimes.
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: SpringSonic1987 on June 18, 2016, 04:11:12 AM
Quote
They won't change if you have a skins folder
I already removed it, so thank you so much.

Quote
The armors lock/unlock using CVars, and offline, CVars don't save with the game when you quit it. I've had this problem, too; you just have to set the corresponding CVar value to 1 to get it back sometimes.
Woah! :shock: I didn't knew about it! and what kind of Value? (Why am i a noob with the Console Window? :geek:)
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: BlackEmperorJet on July 02, 2016, 09:19:05 PM
So nothing to say about adding the characters from Command Mission? I mean you've got Axl, so it wouldn't be too far-fetched.
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: fortegigasgospel on July 02, 2016, 11:51:07 PM
Quote from: "BlackEmperorJet"
So nothing to say about adding the characters from Command Mission? I mean you've got Axl, so it wouldn't be too far-fetched.
That would mean coming up with more ideas of who would get what.
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: ice on July 03, 2016, 07:12:22 AM
it's easy, Massimo kills cutman, he gets a bigger axe, he kills heatman, he gets a reskin of his axe but with the fire element, and so on. All joking aside though, not really much to work off of with command, Axl has more to work with due to him being in X7 and X8 while in command it's just "Get reskin of current weapon with different stats" and the occasional shoulder rockets everybody has
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: MetalMasher on July 04, 2016, 03:04:56 AM
ahhh, i liked much this mod, but, just to clarify, I can play this mod in V4c version?
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: ice on July 05, 2016, 02:41:34 AM
Yes, the mod is updated for the current version, just make sure you rename the skins folder to something like "Not skins" as trying to run the mod with skins will crash the game
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: MetalMasher on July 06, 2016, 11:10:56 PM
thanks! :D
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: unownplyr on July 14, 2016, 03:55:29 PM
what is the name of all the maps involved with the mod? like, what i would enter if i was to change it to that map? a couple of friends of mine are trying to do a co-op run of this mod.
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: TheDoc on July 14, 2016, 10:12:27 PM
If you're hosting it in a server, the map should automatically go back to the hub after defeating a boss. It already has co-op functionality.

For reference, though, the map code is "MMSP" then the first three letters of the RM's name. If it's the hub you want to go to, just do 'MMXHUB".
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: eddiegames on September 19, 2016, 07:49:35 PM
Does this work in V5?
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: GameAndWatcher on September 19, 2016, 08:32:17 PM
Does this work in V5?
Considering the fact that the last post was in 2014, it's EXTREMELY UNLIKELY that this mod is compatible with MM8BDM v5.
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: DMGUYDZ64 on September 19, 2016, 10:11:41 PM
Considering the fact that the last post was in 2014, it's EXTREMELY UNLIKELY that this mod is compatible with MM8BDM v5.
Hmm : http://allfearthesentinel.net/download?file=mmxsp_unofficial_v3.pk3 , This works
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: Axel on January 23, 2017, 12:46:21 AM
The wad doesn't work can you make a new one :shock:
Title: Can someone help me?
Post by: arthur2004 on January 29, 2017, 01:04:26 AM
I can not get into the search man stage how do I fix this? :cry: :cry:
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: fortegigasgospel on January 29, 2017, 05:16:48 AM
I can not get into the search man stage how do I fix this? :cry: :cry:
There is no search man stage implemented, it was put in to show who the 8th boss was going to be.
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: Ages on April 04, 2017, 09:15:47 PM
Hey does anyone here know who made the mmx, axl, and vile skins? I ripped them but I want to have permission from the creators so I can upload them.
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: hansungkee on April 06, 2017, 02:47:00 PM
Updated Sprites Already Here.
(http://orig04.deviantart.net/ae3a/f/2017/095/b/c/the_maverick_hunters__updated__by_hansungkee-dax9ag2.png)
(http://orig01.deviantart.net/b09b/f/2017/094/7/e/8bit_wip_mm8bdm_for_v5_by_hansungkee-dap2n0n.png)
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: Ages on April 10, 2017, 02:15:44 AM
Im talking about the old skins used in the current version
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: Chaos Hedgie on April 12, 2017, 01:16:02 AM
Question,

Does anyone have a copy of the zip file for MM8BDM v 4b? I tried this link, but I get a 403 error....the MEGA link also fails.

( https://mega.co.nz/#!rdRDzaYT!SjJco04aSJoQoo-s5FB50CKYLBWBSN2I--dM2yviqPg
&
http://cutstuff.net/files/MM8BDM-v4b.zip for evidence. Thought this was SRB2 where the old releases were archived)

I managed to snag the pk3 file, but I don't have a clue on how to work those. I have a copy of 4a, but I get a launcher decorate error when I try launching the MMX mod on that. Big fan of Mega Man X, so I wanted to try this mod...

Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: BombHornet on April 12, 2017, 04:28:49 AM
If anybody else watching this project is still here, what should I do for this error?

Code: [Select]
Execution could not continue.

Script error, "mmxsp_unofficial_v3.pk3:actors/sp/spbosses.txt" line 2671:
Invalid state parameter a_mstafftrack
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: Chaos Hedgie on April 26, 2017, 10:00:50 PM
If anybody else watching this project is still here, what should I do for this error?

Code: [Select]
Execution could not continue.

Script error, "mmxsp_unofficial_v3.pk3:actors/sp/spbosses.txt" line 2671:
Invalid state parameter a_mstafftrack

Are you running that on V5? I can tell you that apparently this mod only works for 4B, and no one here will give up a copy of 4B, lol
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: Chaos Hedgie on May 20, 2017, 11:23:30 PM
Anyone know how I can get around this error? Someone in another topic provided 4B, and now I have this:

"Execution could not continue.

Script error, "mmxspv2-75.pk3:actors/xclass.txt" line 23:
"player.maxskinsizefactor" is an unknown actor property

"

Thanks
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: SMMG44 on June 28, 2017, 11:53:20 PM
Try using the fix that "suddenly" appeared on TSPG  :mrgreen: http://allfearthesentinel.net/download?file=mmxspv3-beta1.pk3

EDIT: I realized that using SKINS MAY break it so.....
Still find issues? Try moving the skins folder!
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: FTX6004 on June 29, 2017, 10:37:34 AM
Try using the fix that "suddenly" appeared on TSPG  :mrgreen: http://allfearthesentinel.net/download?file=mmxspv3-beta1.pk3

EDIT: I realized that using SKINS MAY break it so.....
Still find issues? Try moving the skins folder!


That one is actually unofficial and has nothing to do with max as seen with this thread's name hasent been changed.

I had to say this because people can get confused to Think it's official.
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: DTeamBrothers on June 30, 2017, 02:21:39 PM
So, I'd like to ask a question, do I need some weapon from some Robot Master for me to get the Ultimate Armor or something? I already tried everything but I could not get it
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: TheDoc on July 01, 2017, 04:41:27 AM
Iirc (and I might not because it's been awhile), you have to get all the weapons and armors in order to unlock the place where the Ultimate Armor is, which is [SPOILERS].
(click to show/hide)
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: DTeamBrothers on July 04, 2017, 06:12:54 PM
Thank You
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: Armatage on August 15, 2017, 06:59:14 AM
uh... the DL link doesn't work anymore
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: Zard1084 on August 24, 2017, 08:15:41 AM
its been dead for a while so don't waste any more effort trying to get it ok?
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: scykestscys on September 02, 2017, 07:38:45 AM
really hate this things :cry:
Script error, "mmxspv2-75.pk3:actors/sp/spbosses.txt" line 2932:
Invalid state parameter a_mstafftrack
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: Korby on September 05, 2017, 07:34:55 PM
The mod has not been officially updated to function properly in newer versions of Zandronum.
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: Oliver on September 06, 2017, 06:50:24 AM
I think it's best we lock it, or try to ignore this thread as much as we can.
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: waspbot-0745 on September 09, 2017, 07:56:53 PM
Could anyone please help me when i try to run the game the following error apears

Tried to register class 'Blader' more than once.
Tried to register class 'BladerSpawner' more than once.
Tried to register class 'ScrewBomber' more than once.
Tried to register class 'SniperJoeShieldFX' more than once.
Tried to register class 'SniperJoeShieldX' more than once.

Please help

Thanks in advance
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: Morps on September 09, 2017, 09:07:46 PM
Could anyone please help me when i try to run the game the following error apears

Tried to register class 'Blader' more than once.
Tried to register class 'BladerSpawner' more than once.
Tried to register class 'ScrewBomber' more than once.
Tried to register class 'SniperJoeShieldFX' more than once.
Tried to register class 'SniperJoeShieldX' more than once.

Please help

Thanks in advance

The mod is not updated to v5b and never will be
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: waspbot-0745 on September 10, 2017, 04:06:50 AM
The mod is not updated to v5b and never will be
so the mod is dead?
there isnt any unnoficial patch for the game?
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: waspbot-0745 on September 12, 2017, 12:09:03 AM
so how can we make the mod work in v5?
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: fortegigasgospel on September 12, 2017, 09:30:12 PM
Without knowing how to update the mod you don't. And most no one else cares enough about it to warrant updating it. I don't think the creator does either.
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: Morps on September 13, 2017, 01:10:03 AM
It is yet another dead body within the massive graveyard of 8BDM mods. No point in trying to bring it back unfortunately.
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: Lucky104 on September 18, 2017, 12:26:51 AM
Sad I really did want to play this new to mm8bdm v5 will never see this.
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: MyGoodEye on October 30, 2017, 11:21:32 AM
This is a nice mod,but sadly,the link is dead(Error 404).I wish you can fix it :p
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: Helio on November 01, 2017, 02:15:12 PM
I'm not concerned about getting the mod to work again. I just want the sprites for the characters, Vile at least. All I ask.

An old file will do fine. Sprites don't become incompatible.
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: fortegigasgospel on November 01, 2017, 10:13:57 PM
Why not just ask Maxine for Vile's sprite sheet then? Since she made it.
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: Raymond on December 15, 2017, 03:47:07 PM
The Download Link says 404 Not Found, how do I download It?
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: hansungkee on April 17, 2018, 09:54:47 AM
Update with Them!
(https://orig00.deviantart.net/9aa5/f/2017/065/f/a/x_and_zero__project_x_zone__pixel_art___by_hansungkee-db1dhal.png)
(https://orig00.deviantart.net/b2ee/f/2018/191/8/d/x_and_zero_reedited_xtreme_for_mm8bdm_by_hansungkee-dc95shw.png)
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: Brawlitup99 on April 18, 2018, 08:02:05 PM
The mod link isn't broken, the site just changed how they handle links!
Here ya go. (https://allfearthesentinel.net/zandronum/download.php?file=mmxspv2-75.pk3) You can thank me later.
(BIG NOTE that the mod currently doesn't work with v5 and I doubt the creator has the time to update this, but on the bright side you can take the v5 Basic Mission Mode that was released by CutmanMike a while back and use that to fix it. Hope this helps! :) )
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: Annoymus on April 29, 2018, 02:20:54 AM
The mod link isn't broken, the site just changed how they handle links!
Here ya go. (https://allfearthesentinel.net/zandronum/download.php?file=mmxspv2-75.pk3) You can thank me later.
(BIG NOTE that the mod currently doesn't work with v5 and I doubt the creator has the time to update this, but on the bright side you can take the v5 Basic Mission Mode that was released by CutmanMike a while back and use that to fix it. Hope this helps! :) )
Thanks, could you tell us how to fix the file with v5 Mission Mode?
Or did you mean it can subsititute the MegaMan X Singleplayer mod?
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: dobby on May 29, 2018, 06:53:16 PM
broken link
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: Just some MegaMan Guy on June 16, 2018, 05:30:10 PM
God, I wish this mod want dead. It's so fun to play. I've found all armor locations except Axl's, (though not all have been used right, thanks noclip.) and IT's just fun to blaze through a stage as Zero, or demolish a Big Eye as X, and Cheese a stage as Axl. I wish this was finished...
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: ZarexWolf on June 25, 2018, 10:19:05 AM
I honestly do hope this mod gets revived, and added to CBM, Axl is actually one of my most favorite X series characters and I do hope that someday we'll get to play as him.
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: bass44 on June 25, 2018, 11:08:03 AM
broken link

The mod link isn't broken, the site just changed how they handle links!
Here ya go. (https://allfearthesentinel.net/zandronum/download.php?file=mmxspv2-75.pk3) You can thank me later.
(BIG NOTE that the mod currently doesn't work with v5 and I doubt the creator has the time to update this, but on the bright side you can take the v5 Basic Mission Mode that was released by CutmanMike a while back and use that to fix it. Hope this helps! :) )

I wish people would check the last page for any reupload links before saying it's broken because the front page one is.
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: Infinite on October 28, 2018, 06:54:30 PM
It says it tried to load some classes more than once and won't work...
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: Dix on December 16, 2018, 06:50:54 PM
Really, all I am looking for is the Axl sprite sheet.
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: lololpep on March 31, 2019, 04:33:10 PM
what update is it for? im using v5D.
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: hansungkee on June 17, 2019, 09:30:28 AM
Buster Charge Shot Sprites has Updated!

-- https://www.deviantart.com/hansungkee/art/X-Buster-Shot-and-Z-Buster-Shot-for-MM8BDM-801931636 --
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: AMinorFlood on June 22, 2019, 08:13:31 PM
Tried to register class 'Blader' more than once.
Tried to register class 'BladerSpawner' more than once.
Tried to register class 'ScrewBomber' more than once.
Tried to register class 'SniperJoeShieldFX' more than once.
Tried to register class 'SniperJoeShieldX' more than once.

Execution could not continue.

Script error, "mmxspv2-75.pk3:actors/sp/spbosses.txt" line 2932:
Invalid state parameter a_mstafftrack

This message came up, anyway to fix it? (V5D)
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: Binary_Newer on July 03, 2019, 01:45:07 AM
Tried to register class 'Blader' more than once.
Tried to register class 'BladerSpawner' more than once.
Tried to register class 'ScrewBomber' more than once.
Tried to register class 'SniperJoeShieldFX' more than once.
Tried to register class 'SniperJoeShieldX' more than once.

Execution could not continue.

Script error, "mmxspv2-75.pk3:actors/sp/spbosses.txt" line 2932:
Invalid state parameter a_mstafftrack

This message came up, anyway to fix it? (V5D)

A_MStaffTrack is a function from an older Zandronum version that was removed in 3.0. In other words, you are using an outdated version of MMXSP.
Please use this version (https://static.allfearthesentinel.net/wads/mmxspv3-beta1-hotfix1.pk3) that I quickly made a long time ago instead.
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: AMinorFlood on July 03, 2019, 02:29:40 AM
Do I add via Extra Command Line Parameters?
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: AMinorFlood on July 03, 2019, 02:31:31 AM
Do I add via Extra Command Line Parameters?

got things to work.
Title: Re: Mega Man X Singleplayer Classes (Version 2.75)
Post by: PeruvianSmore on May 17, 2020, 09:43:34 PM
For anyone who got this far in the thread, the mod is actually compatible with MM8BDM v5d! You just gotta use the hotfix!
 https://static.allfearthesentinel.net/wads/mmxspv3-beta1-hotfix1.pk3 (https://static.allfearthesentinel.net/wads/mmxspv3-beta1-hotfix1.pk3)
It's extremely fun to play in multiplayer and cool that you don't need to search for an older version.