Advanced Search

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Joseph Collins

Pages: [1] 2
Help & Editing / What is newtextcolours1_102.pk3?
« on: October 15, 2013, 02:50:57 PM »
I've been seeing a new PK3 on a lot of servers lately.  One by the name of "newtextcolours1_102.pk3".  Looking at the contents reveals there's two TXT files which, I assume, changes some of the colors or adds to them somehow.  Unfortunately, I have no idea how to actually use the darn thing since, curiously, it doesn't come with any sort of instructions.  It also doesn't change any existing color in the slightest, as far as I can tell.

So...  How does this darn thing work?  Something simple like using different slash commands?  Or... codes of some kind?  It's all very confusing.

Help & Editing / [Found WAD] balrogsh-overhaul-classcompatible-v1c.pk3
« on: August 31, 2013, 09:06:46 AM »
Edit: The WAD has been found and uploaded by Alpha X!
Download it here:

My original post
(click to show/hide)

Tutorial Collection / [Scripting] Alias to Announce Current Health?
« on: August 27, 2013, 07:42:17 PM »
I'm really irritated that I couldn't figure this out on my own, given the resources available, but... how do I make a script that tells my team mates (or everyone in the room) my current health?  I just can't seem to get Zandronum to read my health, convert the variable into a printable text string.  In other words, I want to be able to press a key on the keyboard and have something like this display to everyone:
Me: I currently have 82 Life Energy.
How is this done?  I've seen others use it, but I never bothered to ask about it.  I couldn't find anything remotely helpful in my browsing of the web.  It doesn't have to be fancy or anything, though something that changes the health color to reflect how badly I need health would be a nice bonus.

Thanks in advance.

Cutstuff Discussion and Feedback / DNS Lookup Error
« on: January 09, 2012, 09:49:14 PM »
Is... anyone else getting this error?  On occasion -- generally once or twice a day, whenever I try to browse the forums, the page fails to load and instead I get a page which reads "DNS lookup error".  I'm not sure why this keeps happening.  The forums seem to be working just fine otherwise... it's just this happens now and then.  O_o

MM8BDM Discussion / v1d vs. v2c: A Split in Server Hosting
« on: January 08, 2012, 04:08:54 AM »
This is something that's been bugging me for a while now...  I notice that a lot of servers for the game tend to host v1d of the game -- the last pre-Mega Man 7 expansion version.  Is there any particular reason why this is?  Granted, it seems like these same servers are also hosting purely vanilla content, but why v1d rather than v2c?  Just a personal preference for the most vanilla of the vanilla content? (Exception being bots, apparently.)
Even more remarkable, not one server is hosting any version between these two!  Despite the fact the Cutstuff main blog still directs to the v2a download (Edit: No it doesn't.), the common servers up at any given time either host v1d or v2c!

Also, don't even get me started on the rare server hosting v1a.  I can't even begin to try and figure that one out.

Maps / [Guide] List of Maps Which Aren't Bot-Friendly (UD: 01/09)
« on: January 04, 2012, 04:32:12 PM »
Important notice regarding the focus of this thread:
(click to show/hide)
Wasn't sure where to put this, since it could go under "Bugs" or "Skins & Bots".  Figured it was best put here, since it's something of a "bot-related project". Korby was nice enough to scoot this over here to "Maps", so... there you go!

As some of you may know, I can't play Mega Man 8-Bit Deathmatch online due to my craptastic internet.  When I need my fix, I generally play a botmatch.  However, as you may also be aware, not all maps are bot-friendly.  In hopes of one day creating the ultimate bot-friendly server (either offline or online), I decided to compile a list of maps which aren't "bot-friendly".  And by that, I mean bots on these maps will stare aimlessly at seemingly random areas of the map, try to run off the edge of a sector instead of going around, or are otherwise really easy targets or don't interact with the players/other bots unless there's a huge amount of either/or in the stage.

For the most-part, I've stuck to the popular map packs I see in the server browser.  If there's a map pack or individual map you'd like tested, feel free to request it.  If you have done testing yourself, also feel free to mention it so I can add it to the list.

All maps tested with Fraglimit 10, Winlimit 2, Timelimit 10, 3 bots and 1 human player.

Update Log
(click to show/hide)
Map Packs

Vanilla Maps (v2c)

Mega Man Powered Up Expansion Maps (v1c)

Another Medal Please Map Pack Maps (v1.6)
AMP02, AMP08, AMP10, AMP11*, AMP15 (AKA "DTD01")
* In addition to the bots getting stuck, AMP11 sometimes returns an error to the console: "Warning! Cannot path to location: 0, 0"

BEST MAPS EVER PACK (v4a) **Updated 01/08**
v3a - BEST01, BEST02, BEST11, BEST14?, BEST17
v4a - BEST01, BEST02, BEST11, BEST14, BEST17, BEST19
? Could not test properly. The bots and I all died upon spawning every time.

Cutstuff Community Maps (v4a)
CSCM06, CSCM08^, CSCM11, CSCM12, CSCM13, CSCM14, CSCM15, CSCM18, CSCM20^, CSCM22, CSCM23, CSCM24^

IX-Pack Maps (v1d) **Updated 01/09**
v1c - IDM02, IDM03, IDM05, IDM06, IDM07^, IDM08, IDM09, IDM10, IDM11, IDM13, IDM14, IDM15^, IDM16, IDM17, IDM18^, IDM19, IDM20, IDM21, IDM22, IDM23^, IDM25^
.......XDM01, XDM02, XDM04, XDM05, XDM06^, XDM07^, XDM08^, XDM09^, XDM10
v1d - IDM02, IDM03, IDM05, IDM06, IDM07^, IDM08, IDM09, IDM10, IDM11, IDM13, IDM14, IDM15^, IDM16, IDM17, IDM18^, IDM19, IDM20, IDM21, IDM22, IDM23^, IDM24^, IDM25^
.......XDM01, XDM02, XDM04, XDM05, XDM06^, XDM07^, XDM08^, XDM09^, XDM10

Kappak (v2c) **Added 01/04**
KAP01, KAP03^, KAP04^, KAP05^, KAP06^, KAP07^

Roboenza Pack Maps (v???)
Due to the nature and build of these maps, bot matches are not recommended.

RocPack Maps (v1b) **Updated 01/09**
v1a: ROC02^, ROC04^, ROC05
v1b: ROC02, ROC04, ROC05, ROC06

Shadepack Maps (v1)
SHA01, SHA02, SHA03^

Miscellaneous Maps
"25 Meters" by Korby - KOR25M **Added 01/09** Despite the fact Korby mentioned this incompatibility prior...

Help & Editing / Random Problems/Questions? Find Answers Here!
« on: January 01, 2012, 09:24:45 PM »
Hey all.  I can't figure this one out, so I'm going to go ahead and call on you guys for assistance.

Lately, I've noticed that when I host bots locally, my frame rate will occasionally take a very minor hit at random times.  Generally, this seems to happen if a bot is right in my face, blasting away as they do, but it's happened on some other occasions as well.  I haven't changed my hardware or software lately and my video drivers are fairly up to date, so I'm not sure what the problem is.

I also notice that I take a huge hit if I trigger the rain event in Cloudman's stage (or Cloudman's Stage Remix), but again, this isn't constant.  The drop in framerate happens every few seconds or so and never hangs around, but is far more noticeable than the occasional snag I get from just hosting bots.  It's far, far worse if I happen to be hosting bots on that stage, too.

So, any ideas?  Optimal graphic settings?  Etc.?  This happens regardless of the extra WADs I have loaded or whatever video mode or rendering mode (Software/OpenGL) I'm in, so I figure maybe there's some tweaking I haven't played with yet...

Thanks in advance!

Edit: It's worth noting that the snow in Cossack's stage does not cause me random lag at all.

Edit 2: I'm trying to convert this topic to a "general Q&A" topic.  If you have any problems you need help with or questions you'd like answered about Mega Man 8-Bit Deathmatch, ask here!  This is only for the game client and not the editing of the content there-in.

Mega Man Discussion / Rokko Chan
« on: December 29, 2011, 03:52:41 AM »
So, I was browsing Protodude's Rockman Corner today and I came across an interesting article which linked to an interesting game...

Presenting Rokko Chan!  It's not a ROM hack, or created in Game Maker, but an independent, free-to-play Flash game based on and inspired by the Mega Man series of games!  You play the roll of Rokko, a robot built to be human, who sees all the horrible goings-on in the world and spontaneously decides to go and fight it all, despite her dad's objections.  She has to fight the six boss robots of Dr. Mad before fighting the doctor himself, and does in in classic Mega Man style!  The biggest differences between this game and the games it was based on is that Rokko Chan can jump roughly twice as high as Mega Man and dashes instead of slides (though she jumps a bit lower when slide-jumping, as I found out!).  Otherwise, any Mega Man fan will feel right at home here.

I recently played through the whole game myself and found it to be positively awesome!  The graphics, soundtrack, and gameplay are all spot-on perfect with extremely minimal bugs.  I couldn't stop enjoy the game even when it was giving me trouble.  Everything is just positively perfect!  There's even references to a couple other games subtly tossed in for fun.

If you like the classic series, or even the Mega Man X series, this game is definitely worth your time.

Help & Editing / A Skulltag Question and a MM8BDM Question
« on: December 24, 2011, 11:28:29 PM »
I have two unrelated questions that I'd like answered:

- Is there a way to have more than 128 bots loaded in your Skulltag bot database (offline skirmism -> bot setup) at any one time?  I notice that if you have exactly 128 bots loaded and selectable, the game refuses to load any more, even though it will load the containing files. just fine.  I noticed this because a bot I'm working on would load perfectly well if it was only extra bot file loaded, but when I loaded all my bot files (which is quite a few, considering I have expansion pack bots and all), the database would stop just short of the last bot in a certain file, getting nowhere near loading the bot I was trying to test.
- Are there more than two remapping colors to a skin?  I know sky blue (#0073F7; 0, 115, 247) is the primary and bright cyan (#00FFFF; 0, 255, 255) is the secondary, but are there any other colors at all that will remap when changing weapons?  That would be fantastic for a skin I'm working on.

Thanks in advance!

Wise from youw gwave...

So!  A while back, I had a general modifications thread.  Since then, the forums have apparently been expanded or something, adding on sub-forums for skins, maps, and scripts.  That said, this is my new skin thread.

(click to show/hide)
Skin Download Quick Index
Note: All skins include optional bot unless otherwise stated.
(click to show/hide)
Bot Download Quick Index
Alt Skin Bots v1.2 (2.91 KB) - MediaFire -- Adds bots for all built-in alternate skins. (MM7 Bass, Mobile Roll, etc.)
Rokko Chan (2.20 KB) - MediaFire **"Requires" Rokko Chan skin by Megaman**

Other Downloads Quick Index
Mega Man Christmas Carol Music Pack
(10.31 MB) - MediaFire
Quint's Revenge Music WAD (9.67 MB) - MediaFire
Alt Skin Bots v1.0 (outdated, 3.23 KB) - MediaFire
Skins Works-in-Progress Status

Bots Works-in-Progress Status
Random Bot Pack #1 - On-hold
Pretty much finished.  Just debating if I want to release it or not.  Would also have to remove other peoples' content from the pack.  Includes chat files for Bondman, Commandoman, Duo, Galaxyman, Hologram Megaman and Protoman, Jupiter, Keiji Inafune, Megaman X, Mr. X, New Yellow Devil, Splashwoman, and Yellow Devil as well as bot files for all of the above and a few extras.

Cancelled Projects
(click to show/hide)

Help & Editing / Doom Builder v2.1.1.1466 Released!
« on: December 06, 2011, 12:23:48 AM »
I wasn't sure where to put this, so I apologize if there's a better place than this on the whole forum.
Doom Builder 2 has been updated after over a year of inactivity!  There are several changes and bugfixes in this version, not to mention a few updates that make editing even easier!  Check it out!

Download page

Change Log (Version changes from r1357 through r1466)
(click to show/hide)

Maps / Joseph's Maps **JCDM01v2 Released!**
« on: December 05, 2011, 03:32:19 AM »
Download Quick Index
JCDM01: Simply Wily v2 (750 KB) - MediaFire, WadHost (no longer exists)

Hello!  Did you know I make maps?  I certainly didn't.  I don't know how many maps I'll actually make, but rather than make individual topics for each map, I figured it would be best to just make one topic for my stuff.  So let's get into it with a redone version of a classic remake!

JCDM01: Simply Wily v2 (Downloads above.)
The original remake of MAP07: Dead Simple returns!  With new textures, better music compression, and bug fixes, this classic Deathmatch level never looked more 8-bit!  Some of you may remember the first version had more a Wily Castle 1/4 motif and no speed limit for jumping players.  All graphics (with a couple exceptions) come from Wily Castle 6 now and the proper Air Control coding has been implemented.  Charge Kick has been replaced by Slash Claw, but all other weapons remain the same.

Overall, this level got the bug fixes it needed and nice facelift to boot!
More Information
(click to show/hide)

W.I.P Forum / [DM] JCDM02: Cityscape
« on: December 01, 2011, 10:57:54 PM »
Formerly "Central Intraurban Territory, Yes?"
(click to show/hide)
I'll just leave this video here.

Maps / [Map Editing] Fully Functional BeatCallCheck?
« on: November 07, 2010, 11:04:18 PM »
Hello!  I feel mildly embarassed to be asking this, but I can't, for the life of me, figure out what I'm doing wrong.

I'm currently working on a map for the game in which it's possible to fall to your death.  Since it's a massively wide-open map with tons of pitfalls, I want to implement Beat into the map.  After browsing several maps, the ACS coding seemed simple enough to implement:
Code: [Select]
Script # OPEN
SectorDamage(#, 255, "Falling", "BeatCallCheck", DAMAGE_PLAYERS);
That was the entire code.  It seemed to work, too.  If I fell on to a sector with the defined sector tag #, I died with the message "fell too far".  However, whenever I fell in my level while I had Beat equipped, instead of Beat activating, I simply wouldn't die and I'd end up stuck in the pit.  I also noticed that this happened in any other custom level with pitfalls except Ivory's "Wood Man's Revenge" CTF level, which...despite having the exact same ACS scripting as everyone else...somehow manages to make Beat work correctly if you fall into a pit.

How do you do it?  Ivory?  CutmanMike?  Anyone else?  How is it done?  I seriously wanna know.  My level is pretty flawed without having a working BeatCallCheck script in it.

Thanks in advance!

Help & Editing / Accidently Deleted title.png
« on: October 21, 2010, 06:11:22 PM »
Just what the title says, folks.  Granted, I got bored some time after and made my own...but still.  So uh...rather than re-download the entire game, any chance I could get a copy from one of you folks?

Pages: [1] 2