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Topics - Trillster

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1
Tutorial Collection / [RESOURCE] SECTINFO UDB Scripts
« on: January 01, 2024, 01:29:48 AM »
SECTINFO UDB Scripts

If you've been out of the loop, SECTINFO is a file that can be put into the root of your map pack's PK3 to provide a location name for any given sector in your maps. These location names can be seen in teammate coop info, typed out by using the $location chat command, or queried by ACS. More details about SECTINFO can be found here.

Heavily inspired by Thunderono's SECTINFO tool, this new set of scripts can be used with Ultimate Doom Builder to be able to generate SECTINFO definitions right inside of the map editor.

Additionally, as a bonus, there's extra scripts to easily add callouts to sectors or select all sectors of a given callout. Just like the aforementioned SECTINFO tool, Domination support is here too!

Download Here!
View Repository

Installation Guide

First, open any map in Ultimate Doom Builder. Once the map is open, click the Scripts tab on the right side of the screen.



This'll open a navigation pane where you can view and run all of the scripts you have. Inside of this navigation pane, right click on the Examples folder and click Open in Explorer.



This'll take you to the directory that the Examples scripts are stored within. We'll want to navigate back one directory to the Scripts directory which is the root of Ultimate Doom Builder's script storage, so click the Scripts piece of the directory path.



Next, you'll need to download the SECTINFO scripts, so click the download link here.

Once you have it downloaded, navigate inside of the ZIP file until you locate the SECTINFO folder.



Drag the SECTINFO folder into Ultimate Doom Builder's Scripts directory.



If successfully done, you'll see a brand new set of scripts in Ultimate Doom Builder. Enjoy!


2
Maps / KNDM Map Pack - V2B Released!
« on: August 25, 2023, 10:00:38 PM »
Extus didn't want to make this thread himself, so this'll have to suffice.

KNDM Map Pack

A set of maps designed for Deathmatch and compatible with MM8BDM V6B onwards, created by Extus.

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Download V2B Here!

See internal README files for credits and changelog. Contact Extus for any questions, concerns, or comments.

3
Tutorial Collection / [RESOURCE] Can't Believe It's Not SLADE
« on: May 21, 2023, 11:27:08 PM »
Can't Believe It's Not SLADE

Can't Believe It's Not SLADE (CBINS) is a command line utility that allows users to easily create and manage PK3-based projects in more modern editors such as Visual Studio Code rather than SLADE.

It does this by providing the ability to create directory structures that can be opened in modern editors and tracked by source control such as Git, but then also providing the ability to compile that directory (including its ACS) into a PK3 file.

Download CBINS v1.2
View Repository

Screenshot
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Basic Usage
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Configuration
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Commands
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FAQ
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Accreditation

- Credit to Russel for the original Doom Archive Manager that has helped development so much already and inspired this project.
- Credit to Ken Silverman for creating pngout.exe which this utility optionally uses for PNG optimization when building.

4
Bugs/Suggestions / Bars and Numbers: a New Default UI?
« on: February 21, 2022, 10:47:35 PM »
It goes without saying that a lot of mods and a lot of people have modified the vanilla status bar in some shape or form. The backend for the status bar is seeing lots of reform for v6b API related reasons, so I anticipate that now might be a good time to get some centralized discussion about what works for the current status bar, and what might not work so well.

The current vanilla status bar has unconventional placements, a comparatively cramped design, and segmented bars which create ambiguity in ammo and HP values, but it is unarguably Mega Man in design and holds a charm for many of us.

We've had talks of the status bar in the development team, but without public perception, there hasn't been an easy consensus. So, the point of this thread is primarily to gauge insights on how people feel about the current vanilla status bar, but also to propose three new potential status bar replacements if the current is seen as undesirable, from minor changes to big overhauls. It is worth noting that these are primarily proof of concept, so if you like a certain layout but don't like the style, bring it up! Tell us what works and what doesn't, and especially fill out the survey at the end.

All of the following are being proposed as full scale replacements to the current default UI. While options would be nice, they are not viable for the modding scene, and would be more likely unsupported as horizontal bars often have been currently.

Genesis Flavor
At a Glance
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Goals
Genesis Flavor is very simple, as it's the current vanilla status bar, but with different bar graphics inspired by Wily Wars
It preserves the Mega Man layout and style with segmented bars, but removes the black portions to prevent ambiguity.

Download and Try!

Compromise
At a Glance
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Goals
Compromise has all the elements of Genesis Flavor, but it also introduces layout changes.
The ammo bar and HP bar are swapped, so that it follows more modern conventions introduced in MM8, MMPU, and MM11.
There is also now a gap between the bars, allowing for breathing room between UI elements.
With the ammo bars extending towards the right, there is more room for additional UI elements.

Download and Try!

Anarchy
At a Glance
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Goals
Anarchy, as the name suggests, overhauls the layout completely.
It uses more minimalist MM8-styled bars, contrary to the NES segmented bar.
It provides borders around UI element ala MMX to make things easier to parse.
In horizontal mode, it resembles more closely traditional shooter UIs, by having the HP on the left bottom corner and the ammo on the right bottom corner.
In vertical mode, it is a compressed version of the UI in the top left for previous vertical users.
Both styles are designed to use the same graphics to prevent modding and graphic work overhead.
Anarchy introduces new UI elements, one of which displays which weapon slots you have in your inventory and highlights the one equipped.
Another new UI element is bars and icons displayed on buster weapons which show charge status and cooldowns.

Download and Try!

Double Take
At a Glance
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Goals
Changes the bar graphic to use a bar closer to NES style, but still, one that fixes the black segments to avoid ambiguity.
Preserves the current order and general placement of bars, however, spaces them out a bit more to allow room for added elements and better reading.
Implements the weapon slot display of Anarchy and would be able to support buster UI elements.
Implements a mugshot that would change with skin.
All numbers have been standardized to one font which is bigger than all the previous ones, making numbers more prominent in the UI.
Vertical moved slightly closer to the crosshair, primarily more towards the right and slightly down.
For all intents and purposes, this is essentially meant to be the vanilla UI, except with stuff spaced slightly better and important information scaled and placed bigger.

Complete the Survey!

Give any further thoughts in the thread below!

5
Projects & Creative / Trill's Addon Shop - Updated Ping Button!
« on: November 18, 2021, 04:37:17 AM »
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I've found myself being interested with the idea of mods that just serve to be general quality of game and play improvements, so here's a few mods I've created that I would consider must-haves when hosting your servers. All the addons in this thread are designed to be interchangeable and compatible with most all mods and modes of play out there.

Damage Display
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Map Voting
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Ping Button
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Side Swap
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6
Projects & Creative / Endless Attack - Roguelike Mission Mode
« on: May 25, 2021, 05:50:24 PM »
Time to see who all remembers the Mission Mode layouts,
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Endless Attack Mission Mode

The name here's pretty self-explanatory. You get segments of various old Mission Mode maps combined with some new segments into a randomized rogue-like inspired game mode that allows you to collect weapons as you progress towards beating every boss. Segments get more difficult with harder enemy types and potential new layouts as your score rises. High scores and fastest times for each segment are recorded, so go for broke with the lives provided for each run. Defeat a boss and everyone gets a free restock of lives to get right back into the action. It's the classic Mission Mode gameplay just with extended replay value and option for mappers to create custom level segment packs and load them alongside the mod for a larger pool of pieces to fight through. Even programmers can get in on the fun with potential for custom bosses and even more weapons to fight for, so it's the ever-expanding Mission Mode experience.

Screenshots
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Credits
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FAQ
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Download Here!

For any inquiries or feedback, you can contact me on Discord at Trillster#2887

7
Projects & Creative / 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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8
Projects & Creative / QBox Rerolled - Randomized Pickups
« on: October 31, 2020, 11:07:56 PM »
Perfect time to start modding for deathmatch again,
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QBox Rerolled

Inspired and influenced by SickSadWorld's original QBox mode, this version aims to be a more lightweight version that's built to last for all future versions of MM8BDM. Version 6 introduced some new modding tools to make that possible, so I wanted to throw my hat into the ring to show how these new tools can be used by example. It's the same simple rules as the last go. Pickups are replaced with mystery boxes that can be broken to reveal a certain type of item inside. Only this time, now the weapons are truly randomized, so expect to see far more Black Hole Bomb in your rounds.

Screenshots
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Download QBox Rerolled v1 Here!

For any inquiries or feedback, you can contact me on Discord at Trillster#2887

9
Tutorial Collection / [RESOURCE] Trill Skin Assembler for MM8BDM
« on: October 20, 2020, 07:30:18 PM »
So I think it's pretty easy to say that going from sprite sheet to skin file can be tedious and annoying. It requires you to remember the rotational numbers while manually renaming each file. I wanted to change that, so here we are.

This resource works best if you've already got a general idea of how the skin creation process works and you may want to have SLADE 3 for adjusting the automatic offsets, so be sure to check out the original skin tutorial found here, https://cutstuff.net/forum/index.php?topic=10931.0

Trill Skin Assembler

Trill Skin Assembler is a GUI-based program to allow people to create skins for Zandronum-based projects, mainly focused for Megaman 8-Bit Deathmatch. It requires far less knowledge of how programming for skins works and allows even new users to go from just a sprite sheet into a fully functioning skin.

The program has support for many extra features of skin-making, such as 8 rotations, implementing a set of crouching sprites, implementing mugshots for addons that display the mugshot as part of the UI, and implementing multiple sounds for each category.

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Note that the installer download may be false-flagged as malware. An archive download is provided for that situation. Simply download the archive download, and extract the folder within it.

Download Here

10
Closed / [Improved(?) Animation] Top Platform Voxel
« on: October 04, 2020, 03:37:59 AM »
Super subjective thing but it's always been a bit of a bother with these voxels. The voxel itself looks nice and is a good representation of the platform, but it uses Zandronum's default spinning argument which both looks uncanny when put next to other MM8BDM texturing and animation but also doesn't actually fit the rotation speed when you turn off voxels. So instead, consider doing something such as this for its VOXELDEF,
Code: [Select]
TOPPA="TOPPA" {AngleOffset = 360}
TOPPB="TOPPA" {AngleOffset = 240}
TOPPC="TOPPA" {AngleOffset = 120}

Here's the current for comparison,
Code: [Select]
TOPPA="TOPPA" {spin = 180}
TOPPB="TOPPA" {spin = 180}
TOPPC="TOPPA" {spin = 180}

And here's a video showcasing the newer animation,
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11
Projects & Creative / Objective Combo - Automated 6 Team Mode Rotation
« on: August 18, 2020, 06:08:52 PM »
This thread's been a long time coming,
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Objective Combo

Inspired by a general interest in modes such as King of the Hill and One Flag CTF, Ehibika and I helmed this project to compile six game modes into one automatically rotating mod with a bunch of settings to customize the game experience. It brought optimizations to modes like Evil Escort and King of the Hill while reworking older game modes we've seen such as Assault the Fort into a simplified mode now called Roboenza Reactor. Other modes include a new take on Screw Scramble now called Chip Challenge and a fairer paced version of One Flag CTF called Flag Ball. If those modes don't suit your interest either, there's an enhanced TLMS under the name of Arena.

Because of the concept, our goal is to have this compatible with every class mod to date, as we wanted to be able to encourage greater variety of mode past just TLMS in the server pool. A lot of work went into being able to have a proper respawn system that doesn't break class mods as a result. The settings provided follow a similar rule of thumb, they're mostly fully customizable just to ensure that our project can fit your needs in your class mod. While the settings are designed to try and give the best experience from a quick host, it's recommended to give them a read if you're looking to a host a server with a nontraditional class mod such as Unholy. It is also heavily worth noting that due to the nature of these mods, they are only compatible with CTF maps, however this does include the Recreation CTF pack and many other ones. The server must also be hosted in the TeamGame (ACS) game mode for functionality.

Game Modes
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Server Settings
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Download Objective Combo ve3 Here!

For any inquiries or feedback, you can contact us at either the 8BDM Discord (http://cutstuff.net/forum/index.php?topic=11354.0), the 8BDM Center Discord (https://www.youtube.com/watch?v=QjRAS5z-B0E), or on Discord at Trillster#2887 and Ehibika#3634

12
Halloween came a bit early this year...
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Ghouls versus Humans Arcade

Largely inspired by GvH NES and previous attempts at keeping that mod alive, I felt like there was a demand for some ghouls action. However, previous attempts also ended up feeling a bit lacking in trying to design for and with MM8BDM's maps and overarching design. GvH Arcade aims to take the ghouls design and adapt it better to MM8BDM's environment through various means to push it into being a mod that's more accessible and understandable when compared to other MM8BDM mods.

One such design choice is implementing a daybreak timer for standard TLMS that allows ghouls to keep their iconic high mobility and unrestricted design while also not giving them a win condition for stalling the match out. Similarly, humans have been redesigned to focus on more specialized concepts in the way that more traditional classes might be designed, emphasizing a sense of teamwork for them compared to the ghoul side.

Alongside this goal of accessibility, the in-game menu offers easily viewable change-log menus, class-helps for informing players on how classes work, and various user options to improve the individual's experience such as toggling jump-scares, changing class control schemes, modifying how gore looks, and a death hint system for some added info when you die to a class.

Current Classes
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Screenshots
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Credits
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Download GvH Arcade v3a Here!

For any inquiries or feedback, you can contact me at the 8BDM Discord (http://cutstuff.net/forum/index.php?topic=11354.0).

13
Projects & Creative / Minecraft Classic - Nostalgia in 8BDM (v5)
« on: May 06, 2019, 04:57:43 AM »
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Minecraft Classic - Nostalgia in 8BDM

Made with the help of Ehibika and Jax with their grid snapping script and inspired by Geekie's Minecraft map, Minecraft Classic is now playable in 8BDM. Now you too can confuse Youtube's automatic game-detection! With 85 blocks at your disposal, it's possible to create whatever you desire on whatever map you'd like. OpenGL with models enabled and having buckshot enabled is recommended for the best, most polished experience.

Screenshots
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Download Here!
Version 1 Download
Version 2 Download
Version 3 Download
Version 4 Download

Changelogs
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14
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Maestroid Prime Hunters - A Metroid Based Overhaul

A joint project between Max, Jax, and myself, this mod aims to bring the class-based experience of Metroid Prime Hunters into 8BDM. With this, Maestroid Prime Hunters sees the return of Metroid Prime Hunter's 6 main weapons and many game mechanics such as jumping after walking off of ledges, rocket jumping, and affinity bonuses. In addition, the mod includes a reworked LMS pickup system which can be toggled on or off with the use of the "MPH_PrimeLMSStyle" server variable.

Classes
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Screenshots
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Changelog
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Download Here!
Mirror

Credits
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15
Skins & Bots etc / Trill's Voxel Props (v2)
« on: May 26, 2017, 08:36:16 PM »
Voxels count as skins right?

Trill's Voxel Props

So voxels are finally usable in Zandronum thanks to the recent 3.0 update. They're like a mix between models and sprites, but they have the benefit of being rendered in both Software and OpenGL. Along with this, much like models, they can loaded in the "skins" folder and can be used to replace sprites. Currently Core 8BDM uses these models for only platforms, so I decided to create voxels for smaller props that you can see outside of the fighting arena.

Screenshots
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Download Here!
Mirror Download

Quick Beam Add-on

Feel free to make suggestions about which props you want to see for future updates!

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