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Topics - CutmanMike

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31
MM8BDM Discussion / Mega Man 8-bit Deathmatch V5B - 22/05/17!
« on: July 29, 2016, 01:49:17 PM »


It's been 2 years since the last update, but MM8BDM continues on! Mega Man 9 was a fantastic little treat from Capcom (and Inti Creates) that even became the favourite Mega Man game in many people's hearts. I have always loved 9 as I do the other Mega Man games, and ever since it's release I've always wanted to do it justice in MM8BDM. We've had to make some interesting choices here and there but I think the end product is something MM9 fans will enjoy, and we have plenty of surprises for Mega Man fans as well so scroll down and grab the download link below!

Trailer



New Features

    New Mega Man 9 weapons, maps and skins!
     Reworked old weapons including Leaf Shield, Skull Barrier and Centaur Flash!
     Lots of updated older maps, including Bubble Man, The Robot Museum and a ton of Mega Man 7 maps!
     Updated Light Labs! The lab has been extended for more content and many things have changed. Take a look around!
     New Boss fights! So many new boss fights! Do you dare face them all?

Change Log

Here is a more detailed change log.
(click to show/hide)

Download

Download from MEGA
Download from Cutstuff

Notes

Shouts must go out to the current MM8BDM team who made this possible. V5 had a rough start with the departure of Ivory who set an very high standard of quality and was very proactive towards getting the project done. Mega Man 9 may have had the content ready for us to implement but there is still a lot you have to think about and tinker with once you start adding it to the core game. It is also a very beloved game so there were lots of conflicting opinions on how things should look, behave or even sound. It could not have been done without such a relentless team of people who took time out of their lives to contribute, for nothing but what working on the game means to them. Thank you for your continued support (your medals are in the Cutstuff post!)

Also thank you to those still sticking with us and playing MM8BDM. I know a ton of players don't even read the forum, but seeing players still enjoy and get hyped for MM8BDM is what keeps me going back to have long battles with ACS and DECORATE and push Zandronum to it's limits.

I think at this point promising that a MM10 expansion should come a lot faster than this one would be shooting myself in the foot so I'll just close with "Stay tuned".

32
Closed / MM8BDM v5 - Altfires and Charge weapons
« on: June 16, 2016, 02:09:39 PM »
A long time ago we had a discussion on this forum about a feature that someone (maybe me?) was considering adding to the game, but it got pruned so I'd like to have it once again.

Charge weapons in this game (Atomic Fire, Proto Buster, Laser Buster etc) can fire their regular shots by mashing the Fire button (mouse1 by default). This can be used strategically to whittle down opponents with low health or finish someone off after a charge shot as hit them. However, I don't know about you but absolutely hate mashing my mouse button. Setting up an additional button or alias for this is not very intuitive either.

Here is my suggestion to fix this. Adding Altfires to charge weapons. When used it will simply fire the non-charge version repeatedly while held down.

I know a lot of people are against this, but I'd like to list some reasons why I think it's about time we added this feature:

    Comfort. - The big reason. Mashing the mouse button is NOT comfortable in any kind of video game (especially my vertical mouse). It's bad for your wrist. We aren't going to save lives or anything with MM8BDM but if we can make playing the game more comfortable for players at little cost, we should consider it.
    We aren't ever going to use Altfire for anything else in the core game. - Fact. I considered it at the very start of MM8BDM but we're never going to use altfires. Modders can still use them for anything they wish. Right now it's an optional feature that isn't getting used.
    Players can achieve the same effect through aliases. - You can easily set up an alias to have the fire button mashed for you. This is not intuitive for players who aren't aware of aliases or know how to set them up however. Having the option through a keybind in the options (and possibly explained in game at some point) would be nice.

We will even make it so non-charge weapons fire their regular shot when pressing altfire so the button isn't completely dead when switching weapons.

I would like the community's consent before adding this though, in case I'm not seeing an important reason not to do this. Let me know what you think.

33
Projects & Creative / [Game Mode] Evil Escort! (aka Payload) UPDATE!
« on: June 11, 2016, 07:37:32 PM »


AWWWIGHT you ready for a crazy new original game mode from CMM?! You bet you are! And I have a treat for everyone today as I'm releasing a fun team based game mode full of action, suspense and thrills! Let's dive right into the details!

(click to show/hide)

Basics:

For the uninitiated, Payload is a game mode where one team has to escort a payload (in this case an evil Wily device) by standing near it to it's destination at the other side of the map before the time runs out. The opposing team must stop the payload from reaching the end point by killing enemy players, blocking the payload with their body or pushing it back when there are no enemies around to contest the payload. Checkpoints are dotted along the way to provide points of no return and additional time. Dying in this mode is also more punishing as it can take several seconds to respawn.

If the time runs out, you can put the game into Overtime by standing near the payload. Overtime counts down if no pushers are near the payload, but is reset if a pusher makes it to the payload before time runs out. If there are still team mates alive to contest the payload, the game can continue!

Escorting Evil:

Of course I had to give it it's own MM8BDM themed name! But the game mode is almost unchanged from what I based it on, which is the Overwatch version of Escort (payload). I found it surprising that no one in the Zandronum community had even tried to make Payload so I figured I would give it a bash. Turns out it provides some fun and exciting games, especially when the payload is right near the finish line and it can be any team's game!

I have edited all 20 of MM8BDM's core CTF maps to allow for payload gameplay. Dr. Wily team are the pushers and Dr. Light team defend their base from the payload. Some maps may perform better than others, but I think maps designed around the game mode would be best. Feel free to try your hand at some! I have uploaded a template map file (see below) with instructions in the SCRIPTS file to get you started!



Server Setup:

Make sure the following are set up correctly for hosting this mod.

    teamgame 1
     sv_maxteams 2 (Will be set automatically and force a map change if wrong)
     map MMCTF01 (Your map rotation should be MMCTF01 to MMCTF20 unless custom maps are added!)

This mod IS compatible with class mods. I tested Justified Classes v3dh, CBM Classes v8c (with or without YD bandaid) and the Cutstuff Community Classes to find they all function correctly (there may be some minor issues). I think a classes mod that has some team focused classes that support others would be cool with something like this but that doesn't exist (yet). Feel free to host Escorting Evil with your favourite classes mod!


Download:

Download from Cutstuff: <!-- m -->http://cutstuff.net/public/EvilEscort-v1b.zip<!-- m -->
Download map template: <!-- m -->http://cutstuff.net/public/payloadexample2.wad<!-- m -->

Notes:

v1b changes:

    Fixed the escort status message displaying the wrong number of players escorting the payload.
     Fixed boss music overwriting the victory/loss jingle.
     Fixed additional overtime respawn time (now is increased per death per team rather than for both teams).
     Fixed spectate cheating respawn time.
     Fixed respawn invulnerability flags compatibility issues.
     Changed shield weapons so you cannot contest the payload while they are activated (RIP woodman).
     Changed maximum overtime respawn time (was capped at 50).
     Added boss music when the payload is close to the final destination.
     Added fancy lines between the checkpoint markers.
     Added more map customization with checkpoints and the timer (see playloadexample2.wad for more details).

We had a sample size of about 4 testers but I've put in measures to try and balance the game if there's a ton of people. Let me know what you think and what you would like tweaking!

34
The past few weeks I've been working on modding one of my new favourite games, Crypt of the Necrodancer, on steam. If you haven't played it, definitely check it out. It is pretty amazing. It combines two of my favourite genres into one, perfectly.

Anyway, I made a Mega Man mod for it. Of course.



If you have the game you can download it via Steam Workshop here.

Unfortunately I couldn't credit all the people I wanted to for this as I couldn't edit the credits sequence (yet) but I'll get around to that when I can.

35
MM8BDM Discussion / MM8BDM V4C - Released!
« on: April 01, 2015, 02:47:44 PM »
[Engine]

[Core/Misc]
    Added TeleportFlag item, used by script 973.
    TackleFires now have DONTSPLASH.
    Can no longer get stuck in a respawning countbomb via Proto Shield / Mirror Buster.
    Updated Evil Robot cut scene to use new MM8DW2.
    Fixed various typos in the Wily Tower campaign sequence.
    Fixed a bug where Genesis Unit would stick to a single attack constantly.  This would lead to a situation where the boss was unbeatable.
    Added a console icon for the scoreboard.
    Added a more correct ENDOOM screen.

[Weapons]
    Fixed SBARINFO error where Atomic Fire’s charge bar would appear if WeaponCharge was in the player’s inventory without Atomic Fire being active.
    Fixed SBARINFO error where Homing Sniper’s charge animation played before it reached a full charge.
    Time Slow no longer shows a pickup message of Time Stopper.
    Time Slow now has a particle effect on slowed players.
    Fixed a bug where Screw Crusher could pick up ammo when full.
    Updated icons for Crystal Eye, Napalm Bomb, Star Crash, and Charge Kick.  
    Fixed a bug where Ice Wall would jump to the wrong state when weakened in the air.

[Assists]
    Eddie’s RandomWeapon item updated to work on ZDR 2.0.
    Beat Call icon updated to use NES colors rather than Mega Man 10’s.

[Skins]
    MM&B Bass skin by Geno replaces SGC Bass skin.  

[Maps]
    EvenLighting applied to all maps MAPINFO to fix a legacy ZDR 2.0 bug with r_fakeconstrast.
    Map files renamed and reordered in PK3 to work with ZDR 2.0’s new ordering scheme in offline skirmish.
    MM2DW1 - Patched up hole in the fence  ,  Fixed Boss activation script.
    MM2DW2 - Updated layout / weapon placement.
    MM2DW3 - Changed music to empty track (2DW4MUS), droplets now use FORCEYBILLBOARD.
    MM3MAG - Magflies altered to make it more difficult to become stuck in front of them.
    MM5CRY - Fixed a bug where you could get into the background online.
    MMBBUR - Geography / Weapon layout updated. Big Telly now has a warning sound  .
    MMBMAG - Outer pits now work with Beat Call.
    MMCTF05 - Unblocked a line in light base.
    MM3DW1, MM4DC1, MM5DAR, MM6MRX, and MM7DW1 - Fixed Boss activation script.
    MM3SHA, MM6BLI, MM7SHA and MM2DW1 - Two way teleports now use ACS [See script 973 below].

[Script Changes]

    Script 205 - Beat thrusts you upward slightly when activated
    Script 253 - Improved Item2 / Ice Wall sticky script for ZDR 2.0.  
    Script 972 & 203 - Updated to support changing Boss Music manually or disabling the script. (Usage instructions in GLOBAL.ACS)
    Script 973 - New Teleport Script for two way teleports (Argument 1 = Teleport Destination)
        [Examples can be found in MM6BLI, MM3SHA, MM7SHA and MM2DW1]
        This script is required for two-way teleports so they do not crash in Zandronum 2.0.

Download from Cutstuff

36
Cutstuff Discussion and Feedback / Recent Downtime (Feburary)
« on: February 22, 2015, 01:08:17 AM »
We recently experienced a bunch of issues with the forums, including redirecting problems and the forums taking too long to load (thus sometimes resulting in SQL errors). They should be fixed now. The PHPBB3 forum software was causing it for reasons we can't... quite explain, but it had something to do with the forum styles and they had to be reset. Either way, forum should be mostly stable now. Sorry for any inconvenience caused. Special thanks to Shadoku for figuring out the issue.

Please post here any other oddities/problems you notice as a result of this.

37
Cutstuff Discussion and Feedback / Level Master: Remastered! (v2)
« on: February 17, 2015, 05:06:19 PM »


Level Master has finally returned! A Doom 2 mod many have not had an opportunity to play due to past online limitations has been fixed up and revamped for those with fond memories of this mod and new audiences!

Description

Level Master is a mod for Zandronum Doom 2 survival multiplayer. One player is selected as the Level Master, and omnipresent being of absolute power over the minions of hell. At the start of the match he places a rune which the other players must find to win. Once it has been placed, the Level Master is granted the ability to summon monsters and traps into the world to prevent the marines from reaching the exit rune:



Should the heroes fall, the Level Master wins and he stays on as the Level Master! If someone finds the Exit Rune however, the Level Master is defeated and he becomes the new Level Master for the next map. It is a game mode about teamwork, strategy, and being an absolute pain in the ass to your friends. How will you stop the heroes from getting the rune? Will you stalk them and summon monsters in their path? Or gather your resources and prepare a nasty surprise for them at the exit?



Gameplay Tips!

Start the game normally in single player to be given a tutorial. Familiarize yourself with the Level Master's abilities before jumping online!

HUMAN PLAYERS

If you are not chosen as the Level Master, you will be temporarily frozen and blinded. The Level Master places his Exit Rune at this point and you must patiently wait while he chooses a good location. He only has 30 seconds (by default) though so don't expect to be waiting too long. Once he has placed the rune, you will become active again. Now you must play through the level killing anything in your way to try and find the Exit Rune. Watch your back, the Level Master can spawn monsters anywhere where the player cannot see. Try to cover as much ground as possible to make it harder the Level Master to spawn enemies. Also try to move as quickly as you can, as the Level Master gains power from wasted seconds.
The player who finds the Exit Rune will become the Level Master in the next level. When it is picked up, the Level Master dies and the next level will be loaded.

    Watch out for traps! They appear on the ground and are barely visible. Enter new areas with caution.
     Keep your distance! The Level Master cannot spawn monsters in your visible range. Abuse this by standing out in the open while your friends search for the Exit Rune.
     Save your ammo! Do you really need to use a SSG blast on that Imp stuck up on a ledge? Save for ammo for Level Master minions that need putting down.
     Keep moving! Don't just stand around. The Level Master regenerates power over time. Taking too long may result in an extra Cyberdemon in your way!

THE LEVEL MASTER

When the Exit Rune is placed (press fire), or you run out of time, you unlock the Level Master's summoning and flying powers. Press weapon forward/backward to choose a different ability. You can only summon a monster if you have the right amount of Mana, which increases over time. You can also only spawn a monster if there's enough room, and if there's no players looking. Even if a player is not facing you, you cannot spawn the monster if the player is in visible range. Try spawning the monster around a nearby corner or behind a pillar if you need to summon one up close.
If the players find the Exit Rune, the game is over and a new level is loaded. If you defeat all the human players, the Level Master stays on and the level is restarted.

    Hide the Exit Rune well! Secret areas are pretty obvious. Try somewhere where the player won't look, like that dark corner everyone rushes past or the cliff no one jumps down.
     Save your power! Spamming Zombies may seem like a good idea but they are extremely weak once the human players get their hands on any other weapon.
     Protect key spots! Not only should you protect the Exit Rune, but protecting areas with powerups, weapons and keys can determine the victor!
     Use the level! If you know the level well, you should know where all the monster traps are. Interfere with the level and open up all the traps ready for the human players!

What has changed

Level Master did exist back in 2009 but due to Zandronum limitations it was discontinued. What has changed since then?

Version 1:
(click to show/hide)

Version 2:
(click to show/hide)

Recommended Server Setup

The game mode must be Survival.
You may allow any number of players but many maps will be too easy with large numbers of players.
sv_doubleammo or sv_infiniteammo is recommended for maps with limited ammo if you are allowing lots of players.

A map rotation. Many default maps are too small. Non-linear or long maps are the best. Here is a good map rotation for Doom 2:
Code: [Select]
MAP06, MAP09, MAP10, MAP12, MAP13, MAP14, MAP15, MAP16, MAP17, MAP18, MAP19, MAP20, MAP22, MAP24, MAP25, MAP26, MAP27, MAP29.I recommend experimenting with different Doom2 megawads to see what people like!
Mods that introduce new weapons, monsters, playerclasses etc may break the game until they are properly outfitted for Level Master.

There are some additional controls a host has over the game:
Pointlimit - The amount of seconds a Level Master has to place the exit rune (default is 30).
Winlimit - The amount of Level Master wins before the map changes (default is 3).
set sv_randomlevelmasters. Setting it to 1 picks a new level master after he hits the winlimit. Setting it to 2 picks a new level master after each round.

Download

Download v2 from Cutstuff.net

38
MM8BDM Discussion / 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

39
Cutstuff Discussion and Feedback / New medal for fun events!
« on: July 28, 2014, 06:50:48 PM »


This medal should be used in events that are purely for fun and aren't necessarily competitions. Couldn't think of a good name for it though, for now it's called "Enthusiast".

As always, you can find a list of available medals here.

More ideas for medals are welcome!

40
Cutstuff Discussion and Feedback / Parkour experiment
« on: June 16, 2014, 06:50:28 PM »


Back to a spot of ZDoom modding again. Inspired by Cloudbuilt (a flawed game) I decided to try and make a simple parkour system in ZDoom. Needs a bit of touching up before I surrender it to the archives OR actually do something with it??

41
MM8BDM Discussion / MM8BDM V4A - V4B Roll Call!
« on: May 17, 2014, 02:42:56 PM »


Mega Man fans rejoice, as Mega May continues to explode with new Mega Man content and announcements! As expected, Cutstuff continue the celebrations with a new version of Mega Man 8-bit Deathmatch! This update includes Mega Man & Bass content, a game that was released on the Super Nintendo originally in Japan only but eventually made it's way onto GBA around the world. Did you know: Capcom made Mega Man & Bass on the SNES for kids who weren't rich enough to own a Playstation to play Mega Man 8?

Trailer:


Changelog:
(click to show/hide)

Download
Download from MEGA
Download from Cutstuff

Notes
Congrats on the MM8BDM dev team for pulling it off once again. Most cutstuff fans know this but for those who don't, I don't actually contribute a lot to these updates anymore other than the singleplayer stuff (boss fights, save system) and generally sit in the back and say stuff like "That's TOO FUN we can't have that in!" or "That makes sense DO IT!" and other various grunting noises. Ivory, Messatsu and the others weaing proud King badges are the ones you should be thanking for this release. Hope you enjoy the update and the boss fights (they may be my best ones yet).

42
Projects & Creative / [GAME MODE] March of the Metools - Version 2!
« on: March 01, 2014, 01:41:21 PM »


For a long time now I've wanted to involve the lovable metools in some kind of game mode. I've also been looking for a way to utilize our many CTF maps we have lying around gathering dust (even though screw scramble did support CTF maps). At last I've come up with something that fills both needs, March of the Metools!

One player on each team is transformed into a Metool. Metools have slower movement, cannot attack and have increased health. Metools can however hide (using fire1) which makes them invulnerable but drains their energy, which recharges after a short time. The object of the game is to help your team's Metool make it to the Exit crystal which is located in the opposing team's base where the CTF flags were once located. For teams to be successful you must co-operate and protect your Metool while preventing the enemy Metool from making it to your exit crystal. If a Metool dies, another random player gets to be the Metool.

(click to show/hide)

Download version 2c!

Version 2 Changes:
    Fixed scoring bug, you can now have a pointlimit above 1.
    Added a Metool radar! Use it to keep track of where each team metool is. Change the hud size (+ / - on the keyboard) to move it to the top or bottom of the screen.
    Added notifications for when your metool is damaged, and how much health it has left.
    Respawning players cannot attack or be attacked for 4 seconds.
    Doubled the amount of time it takes for a metool to start recharging his shield.
    Metools now take full damage from busters.
    Slightly altered the colours of the metools so they stand out a little better.
    version 2b - Fixed an exploit which allowed you to capture a point more than once.
    version 2c - Fixed a bug which let only one metool score a point at a time within a few seconds.

Notes
    Must use the CTF game mode. I recommend a pointlimit of 1 or else maps will probably last a long time!
     Recommended 4+ players. 2 players is just a 1v1 metool race and is pretty dull!
     Metools can heal if they are below a certain threshold. This is a minor bug.
     Metools CAN use inventory items, but not weapons.
     The fan in MMCTF01 is tricky for metools to clear, try walking onto it from an angle.

Watch how I made it!

43
Cutstuff Discussion and Feedback / New Runner-up medals
« on: February 08, 2014, 07:18:10 PM »
As a response to the feedback we received about medals and keeping competitions fresh and worthwhile, I have added some new runner-up medals to the existing competition medals for future events. Rules on how to acquire them will differ depend on the competition and who's hosting the event. We have no plans to give out runner-up medals for past competitions and hopefully you can understand why. Regardless, hopefully we can expect more people to take part in competitions because of this.

In addition I have created a new medal for generic battle competitions (duel etc). I'm not sure why I didn't make this before  :?



As always, you can find a list of available medals here.

More ideas for medals are welcome!

44
Cutstuff Discussion and Feedback / Server Maintenence 17/11/2013
« on: November 17, 2013, 04:12:15 AM »
Cutstuff will be undergoing a server migration tomorrow. I wanted to do it today and get it out the way quickly but it seems it's going to take longer than expected. I don't have a defininive time yet but will post updates in this thread or on my twitter account.

45
Cutstuff Discussion and Feedback / Phpbb updated to 3.0.12
« on: October 08, 2013, 04:48:11 PM »
Let me know if there's any issues here.

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