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Topics - CutmanMike

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46
MM8BDM Discussion / MM8BDM Skin Contest #1! Winner Announced! (page 14)
« on: August 17, 2013, 10:10:35 PM »
It's been a long time since we had a competition, and the Elec Man medal has been quite exclusive for too long. It's time for the second Art Competition! Custom skins are quite popular among the community, there's hundreds of em'. So what better way to put those spriting skills to the test than a skin competition?

You are competing to get this medal:



The theme of the competition is Alternative Robot Master costumes! In Mega Man Powered Up (and the unofficial MM8BDM expansion of it), Roll got all the fun and had tons of alternative costumes for her to use. Why can't the other Robot Masters choose how they dress up? Choose your favourite Robot Master and give them a new costume! What will you decide to dress them as? Some clothes for the summer? A suit for an alternative job? A new set of armor for battle? In a cuddly costume of their favourite animal? As another Robot Master? It's up to you!

Create your sprite sheet and send it over to me via PM with the title "Contest Entry - (name of your entry)". Making it into a working skin file is optional!

    RULES:
         Submissions must contain an image containing every sprite rotation for the skin.
       
     Your Robot Master must be one of the Robot Master bosses from MM1-10 or MM&B. No other major/minor characters (such as the Proto Man, Bass, Roll, Dark Men, Doc Robot, Mega Man Killers, Quint etc) can be used. Ask if you're unsure!
       
     Sprites must follow the format for skins, which means sprites must use Blue and Cyan for base colours.
       
     Only one submission per user!
       
     Entries should not be posted here until after judgement (feel free to post screenshots).
       
     You can include a working .wad file of the skin if you wish.

Submissions are to be sent to me via PM. I will judge the skins personally based on creativity and quality.

Competition has ended, please wait for the announcement of the winner!

You can find more information about creating skins and sprites here.

47
MM8BDM Discussion / MM8BDM V3b Released!
« on: August 12, 2013, 03:46:04 PM »
Download links below the change log. Have fun!

Code: [Select]
[Core]
Upgraded to Zandronum 1.1.1
Added Co-operative to the game mode drop down list (for custom mods).

[Weapons]
- Danger Wrap in team game modes fixed
- Sakugarne - sv_fast weapons 1/2 crashing issue fixed.
- Search Snakes are no longer effected by moving floors. (Mostly)
- Centaur Flash has correct colors.
- Homing Sniper no longer fires a projectile before starting to charge. Homing buff ~33%
- +WEAPON.NOAUTOAIM added to Super Arm
- Duo Arm initial fire delay halved
- Laser Buster damage buffed 4 -> 5
- Oil Slider now uses flags instead of Ammo2.  Also changed to use IsUnderWater inventory item
- removed +2 weapon energy gain on Hyper Bomb and Atomic Fire
- Added +4 energy gain to Time Slow
- Cut Time Slow's time that the player is frozen when it is activated
- Fixed Sakugarne in sink terrain (snow, water etc)
- Proto Buster shots no longer hit its own shield
- Busters now have their own damage types (Ex. BassBuster, ArrowBuster etc)
- Mirror Buster and Scorch Wheel now here meters (like Oil slider) to show how much time is left before a forced action
- Altered Slash Claw's SFX
- Wind Storm projectile revamp

[Maps]
All maps in general were edited in some way shape or form, even if it's so minor that it wasn't listed here.

All deep water maps: Trasparent water
MAP01 - Auto's Truck and Beat Cage added to Light's labs
MM1OIL - Swapped Pharaoh Shot and Flash Bomb
MM1DW1 - Replaced Wind Storm with Search Snake
MM2BUB/MM4DIV - Now uses the proper water map low gravity item.
MM2QUI - New safe paths added to the center areas. Quick Beams now only fire 2 at a time. (by Ivory)
MM2WOO - Aired out the stage, added a new way into caves. (by Ivory)
MM2DW1 - Added more small health to the map.
MM3MAG - Overhauled layout (by Ivory)
MM3GEM - Overhauled layout(by Ivory)
MM3TOP - New Map (by Copy Robot)
MM3SHA - New Map (by Copy Robot)
MM4TOA - Replaced Crystal Eye with Rolling Cutter and the old spots with Gemini Laser. Slight level expansion. (by Ivory)
MM4SKU - Swapped Yamato Spear and Metal Blade. Second Metal Blade is now a Bubble Lead
MM5CHA - The real chargeman rails are implimented and various other proper textures in place. You can now go onto the roof of the cars.(by Ivory)
MM5STO - Wall fixed
MM5WAV - New Map (by Beed28)
MM6YAM - Fixed a missed impassible wall.
MM6MRX - Swapped Laser and Super Adaptor locations
MM7JUN - Deathpit fixed
MM7BUR - New map (by Mendez)
MM7SPR - New Map (by Shade Guy)
MM7TUR - Spot of Shame gone. Again.
MM8CLO - Fixed tile exploits.
MM8DUO - Made it more beachy
MM8DW1 - safe spots removed
MMCTF02 - Mag Flies Added
MMCTF08 - Replaced Flame Sword
MMCTF09 - Death pit fixed, various locations blocked.
MMCTF10 - More thunder claw pegs added
MMCTF11 - Block Monsters added
MMCTF15 - Fixed base spawns
MMCTF16 - Added boss music

[Script Changes]
- Tweaks to wcolors and Global
- Reworked Bot ammo give script to give from NoAmmo script instead of every freaking tic
- Added new IsBot item ....pretty self explanitory
- IsUnderWater Inventory item added (Self explanitory)
- Rewrote most underwater scripts
- Sniper joe TID changed from 5000 to 1001 in Lights Lab
- Changed all charging weapons to use IsBot to randomly release shots when full charge release.  This works online unlike the old 974 method
- Added FORCEYBILLBOARD to the bomb pillars ...finally
- Added CANTSEEK to the ThunderClaw Pegs and Junk Pillars
- Removed the possession artifact....I think
- LMS/TLMS boss / victory music
- support for up to 64 players (Scripts only, maps still only have 32 players starts at most)

[Random Things]
- Herobrine Mike Added
- Wood man chat script updated
- All wily stage and Dr. Cossack music codes changed #DW#MUS to match up with MM8's new standard.
- New Music for Time/Oil by OrangeMario
- Death.Telefrag added to the player class
- Proto Man & Break Man have new skins (Copy Robot)
- Magflys (credits: Ukiyama for coding base)
- Fixed a bug in light labs which caused certain weapons to freeze the player.
- Clown Man trains now use A_Recoil instead of ChangeVelocity
- Jump Canceling glitch in Gyro Man fixed
- Added obituary to Mega Buster projectile
- All items that were specifically removed in duel are now returned.  (Fix for duel crashing)
- Duo Boss chat color fixed, then broken, then fixed, broken, ....it's possibly fixed now?
- Bots no longer pick up items in unkown map
- Treble no longer breaks when the user spectates after Treble lands.
- MM8BDM.pk3's sprite section entirely reorganized to make finding sprites easier.
- Added Tilde and apostrophe to the ingame font. 'C' has been revised to look less like '('
- Party Ball assist weapons drop are now weighted (Tango, Treble and Beat Support).
- 300Watt and Dompan no longer drop Large Health
- Bots can now use Time Stopper, Skull Barrier and Plant Barrier properly.
- Hard Man Skin now uses new shoulders (by YD)
- Herobrine Mike Removed
- MM8BDM.pk3 botchats organized by game.
- MM8BDM.pk3 Graphics reorganized
- MM8BDM.pk3 sounds reorganized

Download - https://mega.co.nz/#!yVRmGZCY!HNyVzmLv1 ... JpjpY8qBao
 (81.1 MB)

48
(click to show/hide)

49
Cutstuff Discussion and Feedback / Recent Downtime
« on: May 29, 2013, 04:56:41 PM »
I'd like to apologize for the recent downtime of cutstuff.net, it was caused by JoinVPS's (the host for our VPS server) name server going down. We had to send a support ticket out to get it fixed. As you may know, this isn't the first time this has happened to our server and needless to say it is not acceptable. I have discussed it with my server buddies and we've decided to move server.

What does this mean for Cutstuff? Nothing. The server transfer will probably take less than a few hours so there will be minimal downtime when it happens. Either way, in a few weeks we'll be transferring servers and giving our money to someone else.

50
The Ghoul's Forest / Ghoul story backups
« on: May 14, 2013, 06:51:38 PM »
I found an old snapshot of my website back in 2009 using the waybackmachine. Using this you can bring up the character pages for Ghoul's Forest, something I get A LOT of requests for. The stories for the Ghoul characters are fresh in my head, but a lot of people don't remember what was once written on the website so consider this your last chance to get a backup of these!

http://web.archive.org/web/201002180244 ... page_id=23

51
Cutstuff Discussion and Feedback / Project Trinity
« on: April 23, 2013, 11:38:06 PM »
So as you may have heard I've started work on a new project. Of course it's another Doom mod (maybe my last? Probably not). This is taking priority over my other doom works at the moment, including the MM8BDM singleplayer campaign. This doesn't mean I'm done with it, it just means instead of focusing on finishing it as fast as possible, I'll go back to it when I'm taking a break from this one (which will probably be soon as I've spent a few too many hours in photoshop the past few days)!

Some of my older community members may be disappointed to find out it's not a horror themed mod, even though I hinted various times I was going to try another one. It's also not Mega Man related either, just a goold ol mod for Doom 2. It's something I've thought about doing for a while now and after a few tests and realizing that it's possible to do and has the potential to be fun, I figure it has to be made. A lot of content has to be created, and since I want to do this as a solo project it could take a while. Still, I will throw screenshots and teasers when I have something worth showing off. This is all I am willing to show at the moment:



    Has nothing to do with MM8BDM, will require Doom2 to play.
     Is an action FPS themed mod.
     Singleplayer only for now, maybe online co-op eventually if things go well.
     Currently has no name, going by Project Trinity at the moment. The name is based on something to do with the game.
     Compatible with Zandronum (may change).

52
Help & Editing / PSA: Do not use +THRUSPECIES or sv_unblockplayers
« on: December 30, 2012, 11:33:22 PM »
http://zandronum.com/tracker/view.php?id=1161

This is the reason many players are receiving random crashes (online only). Actors with the THRUSPECIES flag can crash the client in certain game modes. That also means sv_unblockplayers should be set to false at all times as that setting gives all the players THRUSPECIES.

Thankfully this bug is set to be fixed in the next beta of zandronum, so it will be fixed in the next MM8BDM as well.

53
Projects & Creative / [Expansion] Mission Mode V1D Released! (v4 working)
« on: December 26, 2012, 12:38:14 AM »


Mission Mode is a singleplayer or online co-operative game mode! Fight through classic Mega Man levels as Mega Man, Proto Man, Bass or Roll and stop Dr. Wily (again)! Features include class specific weapons, a multiplayer hub with stage selection and much much more! Currently in beta with public demo versions available (4 levels).

VIDEO

Screenshots:
(click to show/hide)

Download v1d:
https://mega.co.nz/#!6FY0QBwZ!6x-czJprs ... AVVFbi9BIs


Hit new game to start the demo! When playing online, a party leader is selected who can select a stage or vote to erase the game data (talk to auto on how to do this).

For server hosts:
The starting hub map name is MMSPHUB. I also recommend the game mode to be survival to add some challenge and a reason to not die, but cooperative is supported to. If you do not specify, the hub map will force the game to survival.

Notes:
    Currently no plans to merge this with the core MM8BDM.
     Each class has slight differences that are pending to change.
     Proto Man is slower but has his proto shield and charge shot.
     Roll has a healing weapon to heal her allies.
     Bass has his rapid fire weapon and gets stronger the less health he has.
     Enemies' health scale with the amount of players.
     Feel free to edit or make new levels. I have my own personal plans for this but I don't want to stop creative people doing their own thing  :ugeek:

54
MM8BDM Discussion / MM8BDM v3a Released!
« on: December 21, 2012, 05:28:09 PM »
http://cutstuff.net/mm8bdm/?p=177

To those who use Doomseeker - Please run the launcher ONCE before you start joining games. It will copy your old skulltag settings to the new Zandronum format. Aren't we nice like that?

Changelog

MM8BDM: Stages
(click to show/hide)

MM8BDM: Weaponry
(click to show/hide)

MM8BDM: Global Scripts
(click to show/hide)

Skins:
- MM8 Skins added
- Mobile Roll skin added
- Time Man, Oil Man, Mega Man? (or Copy Robot)
- Pharaoh Man edited to change the white to cyan. He was previously the only stock skin not to have Cyan visible on all rotations. His head "gem" is now permanently blue.
- Loads of skin fixes by Copy Robot: Mega Man, Megahair, Quint, Bass, Break Man, Elec Man, Gemini Man, Heat Man, Helmetless Megaman, Proto Man, Quint, Skull Man, Enker, Knight, Napalm

Props:
- Junk Man Lava can be frozen by ice weapons.
- Dr Wily 2 Barrels radius decreased to 16
- Fire Wave spawner is now robust. You can now alter the firing speeds by argument 1. Whatever non-zero number that is in there will be the new delay between firing. This is in tics, so 35 tics = 1 second.
- Hanging Tires bounce you backwards from the direction you hit it from.

Graphics:
- E-Tank Sprites fixed, thanks Kapus.
- Baccone lost the shootable flag. Yay.
- Walrus actor renamed to Seal. Even the sprite names.

Music:
- Music reorganized by game internally.
- Music quality and looping on a few songs and a bunch of stuff redone by Mr. X

Core:
- Megaman player class updated.
- Large Health heals 40 HP and Large Energy recovers 10 Units
- Music Wad Organized by Game
- Map Specific split into a more organized format. Folders for MM1-6, Boss and Misc.
- Weaponry Organized by game
- New Music Scripts Implemented
- Quick Beam Lasers no longer generate lag when Time Stopper (or just plain freeze) is in effect.
- Eddie can no longer fly. (SSW Fix)
- Wave Bike movement method changed
- Sticky Platforms
- When weapons you hold are out of ammo, the hand will be empty.
- Summon Items no longer spawn on top of 3D Floors the player would be under.
- Most sounds replaced with more accurate ones.

Etc:
- New NES/RM#/MM9&10 accurate color pallet
- Dive Water now splashes! Modders rejoice!
- Oil now makes sounds and splashes when you jump in it.
- New team-specific HUD bars
- New team based win/lose screens
- Doom Builder 2 Categories to assist mappers. Only exceptions are the Orange and Purple flags which are grouped with the rest of the flags.
- Original credits restored for when you beat Gamma.
- Herobrine Mike removed

55
Cutstuff Discussion and Feedback / Ivory is now an Admin
« on: August 21, 2012, 04:02:50 PM »
Ivory has spent just about as much time with this community as I had during the MM8BDM's development. That alone says a lot, but Ivory's continued dedication to this community and MM8BDM itself has not fallen on deaf ears. So as of today, I'm upgrading Ivory to administrator status.

For those who are unaware, Ivory as moderator of the forum and current leader for the Mega Man 8 expansion (which is nearing completion). He pretty much does everything that I should be doing and much much more, so please give the man some respect and congratulations on his new position!  :)

56
So I've noticed a few people are a little confused on what to do if they get suddenly banned from the Skulltag/Zandronum master server. Here's how to fix it.

First of all, how did this happen? Well if it suddenly happens, the most likely reason is that you were caught in a range ban. That means that they went to ban someone's IP address who was ban evading (by renewing their IP address), and just banned all the possible IP addressed they have in a range ban. Often, some poor soul's IP gets caught in this and they have to be manually whitelisted.

To get removed as fast as possible, first you need to grab an IRC client. Google around I'm sure you'll find one. If you have firefox, I like to use ChatZilla.

You need to connect to the server irc.zandronum.com. Port is 6667.

After connecting, you need to join the #staff channel (type /join #staff and hit enter). Some members of staff should be rolling around here. Say hi and explain you've been caught in a range ban. You'll then need to specify your IP Address and a name (just so they can note who requested it). Once you're done, that's it! If no one responds, just leave it with them and disconnect.

Check back after a few minutes/hours and see if it worked! If not, get back in there and bug them again.

57
Events / Events forum posting guidelines
« on: June 06, 2012, 10:55:57 PM »
Quite simple really. When posting a new event, please make sure you make it obvious what the event is for, using tags if necessary. For example:

[MM8BDM] Capture the flag event!
[Stream] Brotoad draws pictures of cats!

Etc

Also please note that if you want to host an event, make sure you have the resources to do so. I.e don't expect someone to host a server for you if you haven't asked them yet.

58
MM8BDM Discussion / Skulltag => Zandronum
« on: June 04, 2012, 02:31:22 PM »
Skulltag has had quite a mishmash of drama behind the scenes on who "runs the joint", and how development should proceed. I don't want to go too into it (because I don't know facts) but in essence, the developers of skulltag are putting more work/care/time into it than the original author of Skulltag (Carnevil) and want to split the source port into something new. Personally I see this as a great thing, because being held back due to some uninterested leader is bad.

More info can be found on the forum: http://zandronum.com/forum/showthread.php?tid=69

How does this effect MM8BDM? Well, if we decide to update to the latest version of Skulltag, we'll be calling it something "Zandronum" I guess. I know the developers behind this new port and the hard work they put into Skulltag so I wish to support them as much as I can.

Everything is a bit up in the air at the moment, so take everything with a grain of salt.

59
Cutstuff Discussion and Feedback / phpBB update
« on: June 03, 2012, 02:02:30 PM »
The forum software has been updated to phpBB 3.0.10, it was kinda overdue. I only did it because of potential issues with hacks, and perhaps we can look into some forum plugins such as events etc.

Post any issues you find with the recent update here.

60
MM8BDM Discussion / Dear Server Hosts
« on: May 24, 2012, 07:43:44 PM »
Hi

This isn't a new issue, it's something that's been troubling for new players (and people who just want standard MM8BDM) since forever, and will probably be an issue forever. But it's something I want to inquire about.

As of this posting, there are currently NO vanilla (as in, no extra mods attatched) servers up anywhere. Zero. Yet, there are still a few permanent servers running hosting the usual collection of popular maps and mods. This is fine, people like mods. However, with the recent spike of activity (thanks to that stream and what not), I've had a few emails from players asking me how the heck they connect to servers. After I tell them that they need to download a bunch of files (manually) it kind of puts them off, especially considering they just want to give MM8BDM online play an initial taste.

So my request is this: If your server is completely inactive (or is generally not too popular), please switch out extra mods and maps and run it with the vanilla server settings. Standard deathmatch is possible. Not sure if you want to take down your server for this purpose? Just refresh the server list. If you see a single vanilla server up (that isn't full of players), then relax, that's more than enough for the size of this community.

Gamers these days are lazy, and expect to click a button to jump right into a game and start shooting people. This is a Doom mod of a Doom mod of a Doom mod, so getting it to work requires a few steps that most gamers aren't willing to take. I've tried my best to cut down on these steps (the MM8BDM launcher you may think is a clunky piece of crap compared to doomseeker, but think how many newbies it's helped out to launch the damn game) and I'm further looking into ways to help people quickly get into playing MM8BDM. This is not a complete solution but I'm sure it will help get the player numbers rolling.

Also there's also those handful (like me) who just want to play regular deathmatch once in a while.

Thanks!

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