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Author Topic: MM8BDM V4B - Released!  (Read 53030 times)

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January 03, 2015, 03:35:58 PM
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Offline CutmanMike

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MM8BDM V4B - Released!
« on: January 03, 2015, 03:35:58 PM »
Happy new year everyone. Here is the change list for MM8BDM v4b.

[Zandronum]
    Updated to Zandronum 1.3

[Core/Misc]
    Two new maps! MM2DW2 - Skull Castle Core & MM2DW3 - Skull Castle Depths
     Player Class animations look smoother. (aka, that weird jerk is gone)
     Cloud, Grenade and the Genesis Unit Bot chats updated.
     The Toad Man comment in the skin selector has been corrected.
     MM8AQU properly saves now.
     Cold Man water terrain defined.
     Weapon & Item pick up messages are located in the language lump.
     Metal Presses now take -1 frag on kill. No more free suicides.
     MMBTEN Oni robots now animate online.
     Turboman Baccones are no longer shootable.
     Magflies now produce particle indicators
     Fixed Wily’s Castle exploding in MM7 Credits
     Bots can now jump out of sand / water etc (floorclip textures) as well as jump most platforms that are not exactly 32 or 64 units tall.
     New Connect sound when a player joins! (Replaces ZDR sfx)

[Skins]
    Bright Man: Redone
     Drill Man: Redone
     Mega Man : Partially redone (Blaze)

[Weapons]
    Super Arm  - Damage of the initial projectile buffed to 60, hitbox increased to 30x30.
     Fire Storm - Due to an oversight, damage on the shield has been spread out.
     Atomic Fire - Level 1 charge ammo consumption reduced to 1 unit.
     Ring Boomerang - Ammo consumption increased, returning damager is no longer a ripper.
     Skull Barrier - Takes an additional 4 ammo when deactivated.
     Noise Crush - Fixes an oversight where ammo would not be consumed on charged switch out.
     Ice Wave - No longer instantly scales down slopes.
     Tengu Blade - Can be charged without firing the projectile.

[Assists]
    Eddie reworked: Eddie now scans player inventory using the weapon array + buster (and time stopper) array to generate a random weapon that the player does not have yet.
     Eddie actors has been moved into utility.txt.
     Beat Call - Fixed a bug where it could be picked up before the end of its duration.

[Maps]
    All Water Maps feature updated water scripts to deal with a possession bug.
     Map load order slightly changed: Cossack, Dark, MrX and King are now grouped with the wily stages.

     MM1CUT - Replace Thunder Claw with Napalm Bomb, replace Freeze Cracker with Flame Blast, replace Flame Blast with another Bubble Lead.
     MM2AIR - Revamped (by Ivory)
     MM2DW1 - Caves removed, battlefield revamped.
     MM2HEA - Fixed missing Block Monster line
     MM3HAR - New pathway to Power Stone added.
     MM3DW1 - Fixed water splash script for multiple players
     MM4DUS - Removed the one way path / flash stopper area, replaced Hard Knuckle area.
     MM4RIN - Has a Yashichi, finally.
     MM5CRY - Map revamped again (by Copy Robot)
     MM5DAR - removed Bubble Leads, moved Water Wave spawns to Bubble Lead’s old position.
     MM6CEN - Fixed 31x31 textures to be 32x32
     MM6PLA - Yashichi appears in gamemodes now.
     MM8CLO - Added Energy Balancer, replaced Ice Wave with Tengu Blade
     MMBAST - Fixed a bug where spectating after activating a platform would keep it in the air for the rest of the match.
     MMBCOL - Scaled down the map a bit.
     MMBBUR - Lag issues should be fixed now, various map changes.
     MMWTBRG - Window fixed
     MMWTDW1 - Moved two spawn points stuck in the wall.
     MMCTF19 - Fixed misaligned textures on boxes
     MMCTF20 - Fixed misaligned ceiling textures in courtyard

[Script Changes]
    Script 972 - New Script - Returns state of Boss music.  0 for Stage, 1 for Boss, 2 for Victory. Boss Music script now handles multiple lives in LMS/TLMS better.
     Script 252 - Bots can now switch weapons.  New Inventory item to disable script added for bosses etc. (Item: NoBotFix)
     All Boss stages (Wily 1-1, Wily 2-1 etc) have had their boss activation scripts slightly reworked.  It will not trigger immediately if the player is not in the lead now.
     Player 0 spectating or being killed will no longer unfreeze all players. (Fix to timestop variable)

Download from MEGA

Download from Cutstuff

January 03, 2015, 04:04:54 PM
Reply #1

Offline Turbodude

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Re: MM8BDM V4B - Released!
« Reply #1 on: January 03, 2015, 04:04:54 PM »
Awesome! Downloading right now.

Great job to the dev team on another release!

January 03, 2015, 04:12:15 PM
Reply #2

Offline LarissaFlash

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Re: MM8BDM V4B - Released!
« Reply #2 on: January 03, 2015, 04:12:15 PM »
(click to show/hide)
YYYYYYYYeashhhhhhhhhhhhhhhh finally skins redone!

January 03, 2015, 04:18:19 PM
Reply #3

Offline Smunch

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Re: MM8BDM V4B - Released!
« Reply #3 on: January 03, 2015, 04:18:19 PM »
Whoooooaaa, didn't expect to see this this morning.  Swell, can't wait to play today.

January 03, 2015, 05:15:16 PM
Reply #4

Offline Emmanuelf06

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Re: MM8BDM V4B - Released!
« Reply #4 on: January 03, 2015, 05:15:16 PM »
Awesooooome! Yeaaaah!
Everything is in the work then ;) ^^

January 03, 2015, 05:22:21 PM
Reply #5

Offline Beed28

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obligatory happy mega man volnutt on first page
« Reply #5 on: January 03, 2015, 05:22:21 PM »


A NEW MM8BDM VERSION?!

Wait? That took me by complete surprise. I wasn't expecting it to be today of all days.

January 03, 2015, 06:49:08 PM
Reply #6

Offline Hallan Parva

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On a serious note, very nice surprise. Good job dev team.
« Reply #6 on: January 03, 2015, 06:49:08 PM »
I wouldn't have minded waiting for a new Leaf Shield.

Or a new Robot Master Museum for that matter. :ugeek:

January 03, 2015, 06:53:13 PM
Reply #7

Offline Ivory

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Re: MM8BDM V4B - Released!
« Reply #7 on: January 03, 2015, 06:53:13 PM »
Popping in to say: Remember how I said that I would make up for the caves being removed from MM2DW1?
It came back in the form of MM2DW3. Then it was a silly to be lacking MM2DW2, so Llama made MM2DW2.
*goes back to being retired*

January 03, 2015, 07:43:21 PM
Reply #8

Offline BookofDobson

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BRB kissing my crosses
« Reply #8 on: January 03, 2015, 07:43:21 PM »
Le gasp* IVORY YOU ARE SUPPOSED TO BE DEAD!

anywho the MM5GRA map... why does it still have a bad wep placement?

Ice wall is well dumb due to OHKO drops and traps (oh well) but medium  hallway wiper wind storm is kind bad. L.bolt was a horrid idea. T,bolt and Y.spear were quite decent. Please bring those back

January 03, 2015, 07:53:54 PM
Reply #9

Offline LlamaHombre

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Re: MM8BDM V4B - Released!
« Reply #9 on: January 03, 2015, 07:53:54 PM »
Must say, out of all the maps I've worked on so far (both for the core and out), Skull Castle Core is hands down my favorite.

Here's to the next release!

January 03, 2015, 07:58:11 PM
Reply #10

Offline Laggy Blazko

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Re: MM8BDM V4B - Released!
« Reply #10 on: January 03, 2015, 07:58:11 PM »
Congrats for releasing a new version, but I really feel I should say the new connect sound sucks. Zandronum's default connect sound feels like "a challenger appears". The new connect sound feels like an error message.

Not saying you should make a new version just for that, though, heheh.

January 03, 2015, 08:05:59 PM
Reply #11

Offline The_Broker

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Re: MM8BDM V4B - Released!
« Reply #11 on: January 03, 2015, 08:05:59 PM »
Ohh, new maps too? This version release is great! Good work, Cutstuff team!

January 03, 2015, 09:12:40 PM
Reply #12

Offline Roytheboy1617

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Re: MM8BDM V4B - Released!
« Reply #12 on: January 03, 2015, 09:12:40 PM »
Yay! Version B! I didn't think there would be a version B to be honest.

January 03, 2015, 09:29:53 PM
Reply #13

Knux

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Re: MM8BDM V4B - Released!
« Reply #13 on: January 03, 2015, 09:29:53 PM »
Goddamn, I love the everything in this update. MM2DW1 got a really good change to its layout, and the new MM5CRY resembles the idea I had about remaking it, which is amazing. MM2DW2 is probably the best map in this update, with that creative layout and rich detail. MM2DW3 seems like it'll be a great map for Duel and small games, though the flow could use a little more work as there is quite a lot of uneven terrain for such a small map.

Also (and this may be insignificant), if the Coop start in MM7CLO is used, players will start in the pit and die. I don't know if Coop starts are used in DM, so I had to report this.
(click to show/hide)

January 03, 2015, 10:34:59 PM
Reply #14

Offline Zero1000

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Re: MM8BDM V4B - Released!
« Reply #14 on: January 03, 2015, 10:34:59 PM »
I really like this version. I even went to story mode training to test the weapons. And visited the maps.