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Author Topic: Modular Weapons - Concluded Tech Demo  (Read 11190 times)

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November 16, 2020, 02:32:59 AM
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Offline Trillster

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Modular Weapons - Concluded Tech Demo
« on: November 16, 2020, 02:32:59 AM »
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Modular Weapons - A Successful Test

Modular Weapons was a tech demo for the systems now implemented as part of Mega Man 8-Bit Deathmatch V6B. It showed that there was interest and feasibility to a setup that promoted compatibility between mods and it also helped us gauge what modders might be interested in if a system like this would be put into place, such as weapons that gain two types of ammo, means to do custom styled bars, and even further expanded systems to add and randomize new assist items.

As a result, however, this thread is now no longer needed, because the packs built for Modular Weapons are out of date and will be deprecated in favor of updating those mods for Version 6B of MM8BDM. Its legacy will live on, however, as you can now randomize all sorts of pickups in base Mega Man 8-Bit Deathmatch, so be sure to check out the new Version 6B wiki along with its documentation and server settings pages. Make sure to check the relevant threads later for weapon packs that'll be updated for Version 6B!

Visit the Wiki!

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November 16, 2020, 02:33:20 AM
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Offline Trillster

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Re: Modular Weapons - Randomizer Mode
« Reply #1 on: November 16, 2020, 02:33:20 AM »
Here are the weapon packs that have been updated to MM8BDM Version 6B!

Mega Man Rock Force

Rockman No Constancy

Megaman DOS Reborn

Legacy Downloads - Incompatible with Version 6B and requires Modular Weapons:
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November 16, 2020, 12:52:20 PM
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Offline supersmashgaming

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Re: Modular Weapons - Randomizer Mode
« Reply #2 on: November 16, 2020, 12:52:20 PM »
Can any weapon mods work with this? Like Jax's Mega Man Unlimited Weapons.

November 16, 2020, 01:41:01 PM
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Offline Trillster

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Re: Modular Weapons - Randomizer Mode
« Reply #3 on: November 16, 2020, 01:41:01 PM »
Only weapon mods that are made compatible with this new system, such as the ones I've updated in my second post. However, as shown by those weapon mods, the system is robust enough to support anything that you might want to do in a weapon mod.

November 30, 2020, 02:36:20 AM
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Offline Trillster

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Re: Modular Weapons - Randomizer Mode
« Reply #4 on: November 30, 2020, 02:36:20 AM »
Here's an updated version of Modular Weapons that fixes up some backend stuff. No requirement to update for side mods.

https://allfearthesentinel.net/zandronum/download.php?file=mweps-randomizer-v6.pk3

December 01, 2020, 04:27:04 PM
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Offline Demendes

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Re: Modular Weapons - Randomizer Mode
« Reply #5 on: December 01, 2020, 04:27:04 PM »
Might be too wishful thinking and it might be hard to implement but getting these weapons to be all completely supported and can be bought in mmv chapter sounds nice.

December 02, 2020, 03:43:26 AM
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Offline Elementman.EXE

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Re: Modular Weapons - Randomizer Mode
« Reply #6 on: December 02, 2020, 03:43:26 AM »
so now that there are 2 barrier winds, both weapons have infinite ammo.

December 02, 2020, 10:08:44 AM
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Offline Trillster

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Re: Modular Weapons - Randomizer Mode
« Reply #7 on: December 02, 2020, 10:08:44 AM »
Might be too wishful thinking and it might be hard to implement but getting these weapons to be all completely supported and can be bought in mmv chapter sounds nice.
Yeah I wouldn't get your hopes up too much haha. That stuff is pretty hard baked into campaign, especially with Dustman's weapon selection area, so asking modders to support that or creating a system to handle it nicely within Modular Weapons is a bit too tricky and difficult. Though I do need to fix a bug where the weapons visible in the shop will appear as some random weapon that isn't accurate to what you're buying. You should only be able to see core weapons show up in that shop.

so now that there are 2 barrier winds, both weapons have infinite ammo.
Simple fix on my part, Dimpsy added a Barrier Wind with his recent weapon pack, I'll just rename the weapons in my RM&F2 pack to avoid conflicts since mine is only 2 weapons compared to his far bigger pack. That's part of the benefit to this modular system, it's very easy for one of the packs involved to do a quick update and resolve any conflicts or issues, no need to wait on what anyone else is doing.

January 14, 2021, 03:34:51 AM
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Offline Trillster

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Re: Modular Weapons - Randomizer Mode
« Reply #8 on: January 14, 2021, 03:34:51 AM »
Added the newly released DOS Reborn weapons alongside its extra modder notes to my second post in this thread, as I'll be maintaining the Modular Weps version of it. However, try to take feedback of those to its thread where it belongs, which can be found here. https://cutstuff.net/forum/index.php?topic=10122.msg341545#msg341545

January 16, 2021, 04:34:09 PM
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Offline Demendes

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Re: Modular Weapons - Randomizer Mode
« Reply #9 on: January 16, 2021, 04:34:09 PM »
I have an issue when I run the DOS reborn weaponset, no matter the order I get texture errors.

January 16, 2021, 05:35:37 PM
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Offline Trillster

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Re: Modular Weapons - Randomizer Mode
« Reply #10 on: January 16, 2021, 05:35:37 PM »
I have an issue when I run the DOS reborn weaponset, no matter the order I get texture errors.
Make sure you're loading mweps-randomizer-v6.pk3 first then whatever additional weapon packs you want to load. If you're loading the DOS Reborn map pack, then that'll just throw a few harmless texture errors regarding Buoyman's map, but those shouldn't appear when loading solely any of the weapon packs as a quick test of mine showed.

March 12, 2023, 07:20:10 AM
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Offline ldel2341

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Re: Modular Weapons - Randomizer Mode *UPDATE NEEDED*
« Reply #11 on: March 12, 2023, 07:20:10 AM »
I think that, with the new version here, this Might need an update to work with 6b, or any later versions. so, when can that happen? hopefully soon? thx  ;)

March 15, 2023, 12:16:22 AM
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Offline Trillster

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Re: Modular Weapons - Concluded Tech Demo
« Reply #12 on: March 15, 2023, 12:16:22 AM »
There is no longer any need for this particular mod, because many of its systems and ideas were ported in Mega Man 8-Bit Deathmatch Version 6B. Although the weapon packs designed for this system are no longer compatible, they will soon be made compatible with that new version of MM8BDM without the need for Modular Weapons.

I've updated the main post of this thread to reflect that and to provide some closing info.