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[Patch] ThePits: v6b map infrastructure... for v6a! [v1c]
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Topic: [Patch] ThePits: v6b map infrastructure... for v6a! [v1c] (Read 1153 times)
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May 12, 2023, 04:17:37 AM
Read 1153 times
Russel
MM8BDM Extender
Doc Croc
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Date Registered: December 17, 2010, 11:11:25 PM
[Patch] ThePits: v6b map infrastructure... for v6a! [v1c]
«
on:
May 12, 2023, 04:17:37 AM »
Huh. Jam updated.
It doesn't work with v6a.
Let's do something about that.
ThePits
is a lightweight mod built to sort of "bridge the gap" between v6a and v6b. By running this wad before v6b-compatible map packs, you can run them in v6a.
Wow! Talk about convenient.
Now you can play all your v6a mods with the latest map packs!
DOWNLOAD:
TSPG
Changelog:
(click to show/hide)
v1b -> v1c
- Added MM10PUM's waterfalls (used in LegoPack-v2c.pk3)
- Added a very cut down BasicProjectile
- Added empty actors for pickup respawn timers
v1a -> v1b
- Added music support for the v6b victory jingle change. Just maps the new codes to the old tracks.
- Added invisible graphics to keep Skulltag (mode) from console spam. Even though ThePits doesn't support it, it's good to have this middleground.
- Added a blank actor to replace the white flag in v6b-compat CTF maps. If you want OFCTF in the modern maps, play v6b.
Features:
(click to show/hide)
- Slimmed down pit framework. Pits made for v6b will properly damage players as if you were playing v6b.
- Backport of language tag support for mapcards.
- Backport of necessary actors for basic implementation of hazards.
- Filled in Skulltag doomed numbers to prevent runtime warnings and missing actors.
- Backport of scripts "core_definepit", "core_changepit", "core_checkmode", and "core_bossmusicstate".
- CVar wrapper script "core_checkservercvar" always returns `false` for SVCVAR_HAZARD. check the wiki if you don't know.
- Backported all the v6b textures.
- Cannot be run alongside v6b.
- Music mappings for the victory themes added in v6b.
Non-Features:
(click to show/hide)
- None of v6b's data structures are implemented.
- Hazard crediting.
- v6b's modding framework.
- most of v6b-exclusive actors.
- MAPTOOLS scripts, as those would require replacing sensitive ACS files.
- Full Skulltag support
if you want these features, update your mod to v6b.
or, implement them yourself... technically nothing stopping you at this point.
FAQs
(click to show/hide)
Q: How do I use this when hosting CBM/UEC/Gondola/etc?
A: Run your mods first, then add this wad, then all your mappacks. This wad will not break your v6a mappacks.
Q: Does this replace any code files my mod might run?
A: The only file replaced is MAPCARDS.acs. The use cases of fully replacing the core version of this file are very limited.
Q: Mapper here, how do I...
A: Just map as if you're building for v6b. The wiki walks you through toolkit setup. This wad will fix most general cases that would prevent a v6b mappack from running in v6a.
Q: Help! My mappack won't run without v6b even with ThePits!
A: You're most likely inheriting or using some v6b-exclusive actor. Try implementing that actor yourself, preferably under a different name and doomed number.
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[Patch] ThePits: v6b map infrastructure... for v6a! [v1c]