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Topics - CutmanMike

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16
Tutorial Collection / (V5B) Creating Map Creator Cards for your maps!
« on: January 24, 2017, 06:29:25 PM »
Map creator cards are little boxes that pop up for players at the start of each map to let them know who created the map, what song is playing and where the song is from. They can be toggled off by player clients. They can also be used to define what boss music/victory music will be played in the map, without the need of including a complicated script for every map. Core MM8BDM will handle them with a global script but mappers can easily include their own by defining them in an OPEN script! Here's what they look like in game:

(click to show/hide)

To define a map card, paste the following code into an OPEN script in your map. You can use a new OPEN script or one you happen to use (but it should not be looping).

Code: [Select]
SetCvarString("mm8bdm_map_creator", "NAME");
SetCvarString("mm8bdm_map_icon", "ICON");
SetCvarString("mm8bdm_map_background", "BACKGROUND");
SetCvarString("mm8bdm_map_musicname", "MUSIC NAME");
SetCvarString("mm8bdm_map_musiccomposer", "MUSIC COMPOSER");
SetCvarString("mm8bdm_map_musicgame", "MUSIC GAME");

SetCvarString("mm8bdm_map_bossmusic", "BOSS THEME");
SetCvarString("mm8bdm_map_victorymusic", "VICTORY THEME");
SetCvarString("mm8bdm_map_intensemusic", "INTENSE THEME");

Replace the second argument (the text in CAPS) to customize the card. Note that you can use color codes here for non-graphic entries if you like:

mm8bdm_map_creator - The name of the creator of the map.
mm8bdm_map_icon - 32 x 32 icon. This can be any core graphic or new graphic in your wad/pk3 file. For some examples look in the mm8bdm pk3 under patches/faces. They don't have to be robot master mugshots, be creative! Default is MAPCARDI.
mm8bdm_map_background - 264 x 92 background image of the card. You can make your own or use one included in the mm8bdm pk3. Click here for an image gallery of all title cards and their graphic codes. Default is "MAPCD10".
mm8bdm_map_musicname - The name of the default song of your map. Note that it is not actually set here, this is just for player convenience without having to look up the name.
mm8bdm_map_musiccomposer - The composer of the default song of your map.
mm8bdm_map_musicgame - The song/movie/whatever your default map music is from.

The following are unrelated to the map card and can be used on their own to define music for your map:

mm8bdm_map_bossmusic
- The music code for the Boss music you wish to play when the game is almost over.
mm8bdm_map_victorymusic - The music code for the Victory theme you wish to play when the game is over.
mm8bdm_map_intensemusic - The music code for an "intense" scenario. Currently used when both teams are tied in TLMS and only 2 players remain.

Now let's look at an example of a map card that works in V5B:

(click to show/hide)

Produces:


17
Events / MM8BDM Tournament at MAGFest 2017
« on: December 27, 2016, 05:58:40 PM »


A Mega Man 8-bit Deathmatch tournament is being held at MAGFest on the 7th of January at 10PM EDT. Arranged by HalfEmptyETank for the Mega Man-athon 5 which is an event to help raise money for Charity. Details of the tourney are as follows:

Quote
This tournament will be held on version v5a of Megaman 8-Bit Deathmatch, obtained from http://cutstuff.net/mm8bdm/. This will be held in Deathmatch mode over the course of 10 six-minute rounds.  The top 5 players of each round will be awarded points (1st place gets 5 points, 2nd gets 4 etc) each round. Most points after 10 rounds wins. Ties will be handled in a playoff round, if needed (one more round consisting only of those players who are tied).  The rounds will be casted and streamed from the Mega-Manathon next door to the LAN room.
    All Magfest LAN General Tournament Rules apply, this is a flex attendance event.

Maplist:
    Default map list included with MM8BDM.

High Participation Precautions:
If more people sign up for this event than can comfortably compete on one server, entrants will be divided into X groups for the base number of rounds with the top 1/X players from each group moving on into a finals group (where X will be decided at the start). Example: We have 20 entrants but want no more than 12 per server. We divide the players into 2 groups of 10 and the top ½ (5) of each group move on to finals group.

You can find more information about Mega man-athon at http://megamanathon.tv where everything will be taking place (stream/donations etc).

18
Cutstuff Discussion and Feedback / Cutstuff Medals - Guide
« on: October 04, 2016, 09:06:12 PM »
The little medal images under usernames are awarded to people when certain conditions are met. Medals are created an distributed by myself. Here is a list of the medals and how they are obtained:

Support
Medals obtained by directly supporting the website.

Donator
Obtained by donating to cutstuff.net to keep the site alive! (See main cutstuff.net page for donation link).

MM8BDM
Medals awarded to those for contributed to Mega Man 8-bit Deathmatch and it's official expansions.

MM8BDM Contributor
Obtained for contributing to the original core MM8BDM game.

MM8BDM MM7 Contributor
Obtained for contributing to the MM8BDM Mega Man 7 expansion.

MM8BDM MM8 Contributor
Obtained for contributing to the MM8BDM Mega Man 8 expansion.

MM8BDM MM&B Contributor
Obtained for contributing to the MM8BDM Mega Man & Bass expansion.

MM8BDM MM9 Contributor
Obtained for contributing to the MM8BDM Mega Man 9 expansion.

MM8BDM MM10/MMV Contributor
Obtained for contributing to the MM8BDM Mega Man 10/V expansion.

MM8BDM Fan Expansions
Medals awarded for completing a fan expansion.

Justice League Member
Obtained for contributing to the Mega Man Rock Force expansion.

Events
Medals awarded for specific events and competitions. See the events forum for ongoing events that allow you to obtain these. Grey medals are for runner ups. If you are starting an event and would like a medal to be awarded for the winners, PM me!

Athlete
Obtained by taking part and winning a speed runner competition.

Architect
Obtained by taking part and winning a mapping competition.

Artist
Obtained by taking part and winning an art competition.

Blacksmith
Obtained by taking part and winning a weapon/class creation competition.

Enthusiast
Obtained by taking part in a fun event.

Fighter
Obtained by taking part and winning a battle competition.

Haunted Holiday
Obtained by taking part in the 2016 Nightmare before Christmas event.

Sniper
Obtained by taking part and winning a Target Breaking competition.

Thief
Obtained by taking part and winning a Silent Fall competition.

Retired Medals
Medals that will no longer be distributed.

MM8BDM Extender
Obtained for contributing to any MM8BDM special expansions (such as Halloween).

GVH Engineer
Obtained for creating a Ghouls vs Humans map for the official map pack.

Plumber
Obtained for being the first one to find a leaked MM8BDM SGC demo.

Time Lord
Obtained for being the first to find the secret of the MM8BDM V5 trailer.

Warrior
Obtained by beating CutmanMike in a duel.

19
Anything Goes / MOVED: Bass' resource manufacturing company
« on: October 01, 2016, 03:55:55 PM »
This topic has been moved to Resources.

http://cutstuff.net/forum/index.php?topic=10621.0

20
There has been a discussion about using some kind of time limit to prevent stalling in LMS games (or just to prevent extremely long LMS battles from occurring). This has been a problem for a long time and we've all been victim to it so it's time to try some solutions! I present to you, LMSGas!

(click to show/hide)

Information

LMSGas adds a new rule to Last Man Standing and Team Last Man Standing. After 3 minutes (by default, can be changed via the new server variable lmsgas_time) a warning will appear on the screen announcing that Roboenza is spreading. The map will start spewing a deadly Roboenza based gas! It is focuses around a point in the map (chosen randomly) and sloooooowly closes in on that point in a big circle. You can visually see the circle by the pink Roboenza effects flying upward and via the automap. Players who hang around in the gas will suffer damage over time that scales up the more gas you inhale! This forces players to come out of hiding and hunt down the remaining opposition or have their life drained and lose the game.

Server Hosting

This mod only works with LMS and Team LMS, other game modes are ignored.
I briefly tested Classes with this mod (Yes, even Wood Man dies to the gas).

There are some server variables you can tweak to change the experience:

 lmsgas_time - Time in seconds until the Gas spawns (default 180 aka 3 minutes).
 lmsgas_speed - Additional speed the gas moves in map units per second (default 0).
 lmsgas_damage - Gas damage multiplier. The gas damage still scales up regardless of this setting (default 1). Change to 0 for no damage, 2x damage etc. 

Download

http://cutstuff.net/files/LMSGas-4.pk3

Feel free to host elsewhere. Also feel free to take the mod and implement it in your own, I don't mind.  :-*

To quickly check out what the mod is doing, type "set lmsgas_time 5" on the console and boot up a Last Man Standing game with a few bots in offline skirmish.

22
As you can probably tell we are now using SMF for our forum software instead of phpbb. There are lots of new things for me to go over so please bear with us while we work everything out. Don't worry, medals and other features should return as soon as we get round to them.

Users with certain symbols in their usernames will be unable to log in, ever. I will allow a name change for these users. Contact me via e-mail (admin @ cutstuff . net without spaces) or @cutmanmike on twitter with your old username and desired new username if this applies to you.

Please report any other issues or oddities you find here.

Edit: Currently aware of the fact spoilers and youtube bbcodes are broken in old posts. Feel free to edit and fix them for now if you wish but I may have to do some kind of mass-fix later on. Some posts you will simply have ti click edit, then they will fix themselves.

23
Closed / Bots don't know how to use Skull Barrier
« on: August 02, 2016, 03:26:09 PM »
They don't know much, to be honest.

24
Closed / V5b boss suggestions (spoiler warning)
« on: August 01, 2016, 01:16:34 AM »
Just a quick dirty list of things I am probably going to tweak for the bosses in v5b.

    Make Proto Man directly aim at you if he's charging a "juke" shot (where he throws his shield, but then aims at you instead).
     Add checkpoints for all shark phases.
     Add visuals to the invisible barriers in all shark phases (would the evil robot ones be fine here...? I felt it would look out of place)
     Make Shark phase 1 a little less tedious.
     Remove skyfloor push back in Shark boss phase 1.
     Changkey Dragon's bones to lose shootable flag when exposed.
     Nerf Shark phase 4 yellow beams to be less insane.
     Distribute Health pickups more evenly for fakeman chase.
     Make Bass's phase 2 easier (plenty of suggestions made for this but need to decide which ones to go for).
     Move the player spawn slightly forward in Quint's fight phase 4.

25
Closed / MM7STR missing from launcher
« on: July 31, 2016, 10:33:40 PM »
to remind me later

26
Closed / FPS drops on MM9MAG and MM7FRE?
« on: July 30, 2016, 09:37:33 PM »
I've had several reports of this. Some of us encountered the Magma Man issue during development a few times but this is the first I've heard of it on MM7FRE.

27
Closed / MM2DW2 missing block monster lines on spikepits
« on: July 30, 2016, 10:09:36 AM »
Rip bots

28
MM8BDM Discussion / REMINDER - The bugs forum exists!
« on: July 30, 2016, 09:59:03 AM »
After v5 hit the developers (included myself) started getting a ton of bug reports via PM, discord skype etc. This is not a great way to keep track on what needs to be done. We have a bugs forum to report and keep track of bugs. Please use it! Even if it's just texture issues, make a topic about it (obviously don't do one texture per topic, just dump all the ones you're aware of into a topic).

Find the bugs forum here!

29
Closed / Optional boss flags not being removed after fighting them
« on: July 29, 2016, 08:31:15 PM »
Currently if you fight a hidden boss and fail to beat them, when you get to the REAL chapter's boss you fight the hidden boss again... then you go back to the chapter.

30
Closed / Post-MM7 boss floor texture errors
« on: July 29, 2016, 04:11:45 PM »
Just posting so I don't get any additional reports on this one (Yeah right!)


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