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Author Topic: Modular Weapons - Randomizer Mode  (Read 3528 times)

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November 16, 2020, 02:32:59 AM
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Offline Trillster

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Modular Weapons - Randomizer Mode
« on: November 16, 2020, 02:32:59 AM »
Time for a tech demo with practical purpose showcase,
(click to show/hide)

Modular Weapons

So weapon packs are pretty cool right? I'm sure we've all got some fond memories of playing with the RNC expansion or Ukiweps. What's not cool is how the upkeep on them kinda sucks. Every MM8BDM update breaks them, requiring rebuilding of some fundamental parts of the weapon pack to fix. Not only that, but trying to load other weapon packs with each other is a surefire way to break them, unless specifically designed for. While it was workable in the past, it's not ideal, because it leads to patch file after patch file. Inspired by Jax's old Expand8BDM methods, Modular Weapons fixes that. It allows modders to design their weapon packs in a way that not only allows them to be MM8BDM update-proof, but also so that weapon packs can be hosted together, perfectly functional.

Randomizer Mode

Weapons loading together doesn't do much good without a method of getting them out into maps and into the hands of players, so that's what this part of the mod is for. Randomizer uses the modular weapon definition method to be able to replace every weapon and buster upgrade pickup with another weapon of its same type. So if you load Rockman No Constancy weapons with Randomizer, you can expect to see some Wind Slicer in the place of Air Shooter and other close weapons. Same with Circuit Breaker and rapid weapons. Load both of the wads together in any order, and you get chances for both of those to happen at once. This mode even adds in whatever extra weapons are loaded into the respective Last Man Standing pools, so you can expect to see some custom weapons in your loadout.

Modder Notes

This section won't apply to everyone and it's gonna be LENGTHY, so have a spoiler.
(click to show/hide)

Download Here!

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

November 16, 2020, 02:33:20 AM
Reply #1

Offline Trillster

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Re: Modular Weapons - Randomizer Mode
« Reply #1 on: November 16, 2020, 02:33:20 AM »
Here's the weapon packs that I've converted to this system to stress test it and bring back some life into the weapon pack scene.

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Megaman Rock Force

Contains :
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Modder Notes:
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Download Here!

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Rockman No Constancy

Contains :
(click to show/hide)
(click to show/hide)

Modder Notes:
(click to show/hide)

Download Here!

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Megaman 6 Rush Adaptors

Contains :
(click to show/hide)

Modder Notes:
(click to show/hide)

Download Here!

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Rockman and Forte 2

Contains :
(click to show/hide)

Modder Notes:
(click to show/hide)

Download Here!

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Megaman DOS Reborn

Contains :
(click to show/hide)

Modder Notes:
(click to show/hide)

Download Here!

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Inspiretroid

Contains :
(click to show/hide)

Modder Notes:
(click to show/hide)

Download Here!

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All of these files can be loaded in any order after Randomizer and they should all be functional. For any inquiries or feedback, you can contact me on Discord at Trillster#2887

November 16, 2020, 12:52:20 PM
Reply #2

Offline supersmashgaming

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Re: Modular Weapons - Randomizer Mode
« Reply #2 on: November 16, 2020, 12:52:20 PM »
Can any weapon mods work with this? Like Jax's Mega Man Unlimited Weapons.

November 16, 2020, 01:41:01 PM
Reply #3

Offline Trillster

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Re: Modular Weapons - Randomizer Mode
« Reply #3 on: November 16, 2020, 01:41:01 PM »
Only weapon mods that are made compatible with this new system, such as the ones I've updated in my second post. However, as shown by those weapon mods, the system is robust enough to support anything that you might want to do in a weapon mod.

November 30, 2020, 02:36:20 AM
Reply #4

Offline Trillster

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Re: Modular Weapons - Randomizer Mode
« Reply #4 on: November 30, 2020, 02:36:20 AM »
Here's an updated version of Modular Weapons that fixes up some backend stuff. No requirement to update for side mods.

https://allfearthesentinel.net/zandronum/download.php?file=mweps-randomizer-v6.pk3

December 01, 2020, 04:27:04 PM
Reply #5

Offline Demendes

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Re: Modular Weapons - Randomizer Mode
« Reply #5 on: December 01, 2020, 04:27:04 PM »
Might be too wishful thinking and it might be hard to implement but getting these weapons to be all completely supported and can be bought in mmv chapter sounds nice.

December 02, 2020, 03:43:26 AM
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Offline Elementman.EXE

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Re: Modular Weapons - Randomizer Mode
« Reply #6 on: December 02, 2020, 03:43:26 AM »
so now that there are 2 barrier winds, both weapons have infinite ammo.

December 02, 2020, 10:08:44 AM
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Offline Trillster

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Re: Modular Weapons - Randomizer Mode
« Reply #7 on: December 02, 2020, 10:08:44 AM »
Might be too wishful thinking and it might be hard to implement but getting these weapons to be all completely supported and can be bought in mmv chapter sounds nice.
Yeah I wouldn't get your hopes up too much haha. That stuff is pretty hard baked into campaign, especially with Dustman's weapon selection area, so asking modders to support that or creating a system to handle it nicely within Modular Weapons is a bit too tricky and difficult. Though I do need to fix a bug where the weapons visible in the shop will appear as some random weapon that isn't accurate to what you're buying. You should only be able to see core weapons show up in that shop.

so now that there are 2 barrier winds, both weapons have infinite ammo.
Simple fix on my part, Dimpsy added a Barrier Wind with his recent weapon pack, I'll just rename the weapons in my RM&F2 pack to avoid conflicts since mine is only 2 weapons compared to his far bigger pack. That's part of the benefit to this modular system, it's very easy for one of the packs involved to do a quick update and resolve any conflicts or issues, no need to wait on what anyone else is doing.

January 14, 2021, 03:34:51 AM
Reply #8

Offline Trillster

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Re: Modular Weapons - Randomizer Mode
« Reply #8 on: January 14, 2021, 03:34:51 AM »
Added the newly released DOS Reborn weapons alongside its extra modder notes to my second post in this thread, as I'll be maintaining the Modular Weps version of it. However, try to take feedback of those to its thread where it belongs, which can be found here. https://cutstuff.net/forum/index.php?topic=10122.msg341545#msg341545

January 16, 2021, 04:34:09 PM
Reply #9

Offline Demendes

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Re: Modular Weapons - Randomizer Mode
« Reply #9 on: January 16, 2021, 04:34:09 PM »
I have an issue when I run the DOS reborn weaponset, no matter the order I get texture errors.

January 16, 2021, 05:35:37 PM
Reply #10

Offline Trillster

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Re: Modular Weapons - Randomizer Mode
« Reply #10 on: January 16, 2021, 05:35:37 PM »
I have an issue when I run the DOS reborn weaponset, no matter the order I get texture errors.
Make sure you're loading mweps-randomizer-v6.pk3 first then whatever additional weapon packs you want to load. If you're loading the DOS Reborn map pack, then that'll just throw a few harmless texture errors regarding Buoyman's map, but those shouldn't appear when loading solely any of the weapon packs as a quick test of mine showed.