Cutstuff Home
CMM's Twitter
MM8BDM Wiki
ZDoom Wiki
Zandronum
Welcome,
Guest
. Please
login
or
register
.
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
Home
Help
Search
Login
Register
Advanced Search
Cutstuff Forum
»
Mega Man 8-bit Deathmatch
»
MM8BDM Discussion
»
Mega Man 8-bit Deathmatch V5B - 22/05/17!
Print
Pages:
1
...
7
8
[
9
]
10
11
...
25
Author
Topic: Mega Man 8-bit Deathmatch V5B - 22/05/17! (Read 152705 times)
0 Members and 1 Guest are viewing this topic.
July 31, 2016, 04:51:40 PM
Reply #120
MusashiAA
MM8BDM Contributor
Byeah
>
>
>
>
Date Registered: February 16, 2010, 04:44:54 AM
Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
«
Reply #120 on:
July 31, 2016, 04:51:40 PM »
(click to show/hide)
v5 has two final confrontations depending if you use software or OpenGL rendering. Mega Mech Shark is the OpenGL final boss, since software can't properly render the 3D model: for software users this meant a different boss has to be there for them, which is what the Fakemen chase and Fakeman fight are; for OpenGL users this meant they were missing on a big chunk of the campaign too, so the blue door trigger is there for them to also fight the software bosses after they beat the campaign. Regardless of your rendering settings, you always fight Protoman before either of these two bosses in the campaign.
Bass effectively replaced Wily Capsule 7 as the final boss of the MM7 campaign. If you already beat the campaigns after MM7's, Bass will show up at Light Labs to challenge you and the campaign select machine will unlock the fight for you.
Quint is an entirely optional and intentionally unfair superboss with no impact on the story arc whatsoever, I assume.
Logged
July 31, 2016, 05:36:51 PM
Reply #121
Messatsu
MM8BDM Extender
....
>
>
>
>
Date Registered: November 10, 2010, 04:06:39 PM
Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
«
Reply #121 on:
July 31, 2016, 05:36:51 PM »
(click to show/hide)
Actually, there's a common misconception about the shark. It's not a model, it's an extremely clever use of slopes and 3d floors. Mike is pretty friggin good like that.
Logged
August 01, 2016, 01:51:17 PM
Reply #122
DarkClawXD
Standard Member
Date Registered: March 24, 2014, 11:11:16 PM
Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
«
Reply #122 on:
August 01, 2016, 01:51:17 PM »
Uh oh, running into some problems...
When I try loading up v5 (and this happened also when I initially downloaded it back Friday), my antivirus mistakes the game for being a virus when it clearly isn't, and it deletes it out of the unzipped folder. (I do have a backup copy of the unzipped v5 folder on a junk drive), though I fear it may conflict with saved data. I have v4 and v5 (v4 specifically to copy the Zandronium.xx file over to v5 to carry over saved progress, and I also have v4 just to use stuff like Chaos Generator--whenever stuff like that is updated to be compatible with v5).
Does anyone know how to remedy this issue of it being mistaken for a virus?
Logged
August 01, 2016, 01:53:49 PM
Reply #123
Ceridran
MM8BDM Extender
>
Date Registered: April 07, 2012, 01:08:52 AM
Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
«
Reply #123 on:
August 01, 2016, 01:53:49 PM »
You could make an exception in your antivirus settings.
Logged
August 01, 2016, 05:59:34 PM
Reply #124
tsukiyomaru0
MM8BDM Extender
Date Registered: November 07, 2010, 05:01:56 PM
Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
«
Reply #124 on:
August 01, 2016, 05:59:34 PM »
Some antiviruses likes to run a scan for what they believe is a Potentially Unwanted Program, or they have some sort of hardened mode that has a huge chance of mistaking some applications for viruses due to the kind of access they require.
Logged
August 01, 2016, 07:39:51 PM
Reply #125
Geno
MM8BDM Extender
❤ ❤ ❤
>
>
>
>
>
Date Registered: March 31, 2012, 10:07:28 AM
Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
«
Reply #125 on:
August 01, 2016, 07:39:51 PM »
While the launcher was updated to remove the banner that antiviruses were thinking was a virus, it could be falsely triggering it either because it was released less than a week ago, or because the antivirus is assuming that this new MM8BDM.exe is the same as the old one that had the banner, so it's treating it the same as well
In any case, yeah, try to set up some sort of an exception for it
Logged
August 01, 2016, 10:14:48 PM
Reply #126
PressStart
MM8BDM Contributor
>
>
>
Date Registered: August 13, 2009, 03:06:04 PM
Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
«
Reply #126 on:
August 01, 2016, 10:14:48 PM »
So, I'm a little fuzzy on who all was responsible for what boss fights/graphics, but... to everyone who worked on this, awesome job!
I am terrible, awful at this game, so for literally every fight I cheated to heck and back, but I never would've seen all the cool stuff/funny setups you put in without em.
I hope someone makes a good video showcase of all this stuff, because I know a lot of fans would love to see all these great scenarios you made.
Logged
August 01, 2016, 10:44:18 PM
Reply #127
CutmanMike
Administrator
Is it hot in here or is it just zscript?
>
>
>
>
>
>
>
Date Registered: December 17, 2008, 12:24:34 PM
Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
«
Reply #127 on:
August 01, 2016, 10:44:18 PM »
This guy
has all the bosses up, except for the super secret one.
Logged
August 02, 2016, 04:00:03 AM
Reply #128
Zero1000
Standard Member
How did I do this?
Date Registered: October 08, 2014, 03:08:19 AM
Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
«
Reply #128 on:
August 02, 2016, 04:00:03 AM »
(click to show/hide)
I did like the new bosses. Mega Mech Shark and Fakeman Police Chase are worth mentioning too. I do wish the latter was on the memory machine, though Protoman is also quite fun to fight.
Logged
August 02, 2016, 04:23:59 AM
Reply #129
Megaman94
Standard Member
Date Registered: April 08, 2013, 08:49:51 PM
Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
«
Reply #129 on:
August 02, 2016, 04:23:59 AM »
(click to show/hide)
I got to admit, choosing what boss you fight depending if you are using software or Open GL is pretty cool. I wonder how CutmanMike got that to work.
Logged
August 02, 2016, 06:53:25 AM
Reply #130
ice
MM8BDM Extender
>
>
Date Registered: October 05, 2010, 05:09:31 PM
Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
«
Reply #130 on:
August 02, 2016, 06:53:25 AM »
Sooo... Who's found all the yashichis yet?
Logged
August 02, 2016, 05:04:50 PM
Reply #131
Dittoman
Standard Member
It's been how long since I was last here?
Date Registered: February 22, 2015, 09:25:04 PM
Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
«
Reply #131 on:
August 02, 2016, 05:04:50 PM »
I looked through all of the MM9 stages and I only found 7. I'll admit it, I was a scrub and used a combo of fly and noclip, but for some of them it's a requirement.
(click to show/hide)
Concrete Man
Concrete Man's yashichi can't be found without using noclip.
I couldn't find Tornado Man's. I
did
find a jumbled mass of broken tiles out of bounds, so... ok?
Splash Woman
Fairly simple. Can be found without cheats.
Couldn't find Plug Man's either. Again, there's a bunch of random boxes out of bounds.
Jewel Man
Fairly tricky, but doable without cheats. Can only be seen with good timing and use of Item 1. It took me several tries to get a good pic.
Hornet Man
Again, I couldn't find a Yashichi anywhere, but I did find these OoB boxes. I'm noticing a pattern here.
Magma Man
Humorously enough, this was the first MM9 Yashichi I found. I first found it while spectating a match; it can't be found without fly.
Galaxy Man
That's no moon! An easy one; just needs a bit of timing - it rises and sets periodically.
Wily Castle 1 - More random OoB boxes.
Wily Castle 2
Another noclip one.
Wily Castle 3 - Yet
more
random OoB boxes. It's absurd.
Fake Man
...Yeah there's no way you're going to see this without cheats.
Seriously though, what's with the out-of-bounds boxes?
Logged
August 02, 2016, 05:08:12 PM
Reply #132
CutmanMike
Administrator
Is it hot in here or is it just zscript?
>
>
>
>
>
>
>
Date Registered: December 17, 2008, 12:24:34 PM
Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
«
Reply #132 on:
August 02, 2016, 05:08:12 PM »
They are sectors that control any 3d floors (floor over floor sectors) in the maps. Also all these should be able to be spotted without any cheats at all. Be sure to check the map for movement utilities and weapons!
Logged
August 02, 2016, 05:11:15 PM
Reply #133
Myroc
MM8BDM MM8 Contributor
Tyst! Jag ser på TV!
>
>
>
>
Date Registered: October 13, 2010, 08:35:35 PM
Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
«
Reply #133 on:
August 02, 2016, 05:11:15 PM »
This expansion has some of the most evil yaschishis this game has ever seen. Several of them require you to think outside of the box. I know the one in Plug Man nearly drove me insane, even after I was explicitly told by Lego how to find it.
Logged
August 02, 2016, 05:20:49 PM
Reply #134
Yoshiatom
Standard Member
Procrastination Woman
Date Registered: May 29, 2016, 07:59:25 PM
Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
«
Reply #134 on:
August 02, 2016, 05:20:49 PM »
The "random" out of bounds boxes are dummy sectors, which are used to define the hight and textures of 3d floors. (For example, there's a lot of them in MM7DW4, since the map mostly is 3d floors)
Also, MM9CON and MM9DW2's yashichis
are
possible to see without noclip:
(click to show/hide)
Logged
Print
Pages:
1
...
7
8
[
9
]
10
11
...
25
Cutstuff Forum
»
Mega Man 8-bit Deathmatch
»
MM8BDM Discussion
»
Mega Man 8-bit Deathmatch V5B - 22/05/17!