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Messages - Messatsu

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136
MM8BDM Discussion / Re: MM8BDM V4A - RELEASED!
« on: June 05, 2014, 12:19:56 AM »
Quote from: "Dr. Crasger"
Anyway, still checking out the singleplayer campaign, haven't gotten past MM3 yet.

Oh, right, about that.  There's a known bug where you cannot progress past Aqua Man's stage iirc. (The game continues, but it will not save) When you reach there, there's a command you can issue to bump your save progress and continue normally.

137
MM8BDM Discussion / Re: MM8BDM V4A - RELEASED!
« on: June 04, 2014, 11:59:00 PM »
Yea, the loops sucks.  I blame .....someone else since that's one song I didn't loop.  It's been fixed for 4b.

138
MM8BDM Discussion / Re: MM8BDM V4A - RELEASED!
« on: June 03, 2014, 12:36:50 PM »
Alternatively, 7-zip is an option.  Has the benefit of being free and can open 7z files....I THINK it can do RAR files too.

http://www.7-zip.org/

139
Projects & Creative / Re: TMK4's Workshop (Roboenza spreads again?)
« on: June 01, 2014, 07:04:54 PM »
Quote from: "TailsMK4"
- Messatsu mostly for inspiration and the alt-attack (I know you said you wanted to handle Rage Roboenza yourself...but a lot of people miss Roboenza, especially the original, which this is based off of, so I did it anyway. Not meant to be competition to Rage or Swarm, but if you want the Rage Roboenza elements removed from the mod, I will do that.)
Naw, I don't mind.  So long as credit is given it's fine.  Also, since this is bring unique elements to the table, it's a nice additional spin to the whole Roboenza formula.

140
MM8BDM Discussion / Re: Saves?
« on: May 25, 2014, 12:44:28 AM »
Nothing immediately happens.  Go to the stage select machine and move the cursor and you should see all the stages pop up.  You can alternatively just reload lights lab.

141
MM8BDM Discussion / Re: MM8BDM V4A - RELEASED!
« on: May 22, 2014, 01:46:03 AM »
In game the track name is MMWTFBOS and it was written by OrangeMario primarily with assistance by Rushjet1 and Blaze iirc.  The title of the track is Journey to Genesis.  Feel free to correct me if I made any mistakes guys.

Also, large image
(click to show/hide)

142
Help & Editing / Re: Game-Client.Exe File?
« on: May 21, 2014, 12:39:54 AM »
Quote from: "Scarlet Devil"
I was wondering what the game client.exe files are for MM8BDM or Doom 2 for that matter as well? I am clueless on this area of knowledge.
So to break it down:

default.ini - Default settings for the game that is used if you are new to 8bdm
megagame.wad - iwad needed in order to run the modification.  This takes the place of Doom.wad, doom2.wad, hexen.wad etc.
MM8BDM-v4a.pk3 - Contains the bulk of all the games assets.  This is where all the critical files are.
fmodex.dll - Used by Zandronum. Audio related I believe? (don't hold me to that)
MM8BDM.exe - Launcher for 8BDM.  This merely runs Zandronum.exe with the proper switches for the various modes.  Speaking of:
Zandronum.exe - The actual engine the game uses.  Without assets such as Doom2.wad or Megagame.wad + MM8BDM-v4a.pk3 this would do not much on it's own
Readme.txt - Self explanatory.  Read it. Love it. Worship it.
skulltag_actors.pk3 - additional files needed for Zandronum.
zandronum.pk3 - additional files needed for Zandronum.  Between this and the above, it adds additional items not present in core games.
title.png - The title picture in the MM8BDM.exe launcher
skins folder - used to store items that are autoloaded when the game starts.  Such as skins.

143
MM8BDM Discussion / Re: MM8BDM V4A - RELEASED!
« on: May 19, 2014, 07:58:06 PM »
No, there will not be any weapons for/from the genesis unit in the core game.  Every weapon in the game exists in game form somewhere.  The biggest stretch is Duo / Giga Fist, but that was derived from Rockman 2: The Power Fighters.

144
MM8BDM Discussion / Re: MM8BDM V4A - RELEASED!
« on: May 18, 2014, 09:57:52 PM »
Quote from: "CutmanMike"
Just a note about the balance, the update has been out less than a day and people are flagging things for OP already. In time we'll address the issues once we receive feedback over the duration of the next few weeks, not just from initial impressions. If you have suggestions to balance weapons/etc out, go to the suggestions forums and post away so we can deal with individual topics and discuss it as a team.
Before any more weapon balance discuss takes place, I think everyone needs to spend time with the changes.  Something might seem OP initially, but when you work out a counter, it is no longer as powerful as you thought.  Also, as Mike mentioned, there's a specific thread for suggestions.  If you notice over time that Skull Barrier is a problem, then please, by all means let us know.  A day after release? Yea, not gonna care at all quite frankly.  

Oh, also. Remember, your perspective on weapon balance is but one opinion.  We are happy to receive those opinions as they certainly can help shape the game.  However, they are not fact.  No matter how much you complain about it, it doesn't make you right, it just makes you obnoxious.  

So yea, let's see how these things play out and then make a call after some time.

145
MM8BDM Discussion / Re: MM8BDM v4 Public Thread - TRAILER!
« on: May 17, 2014, 01:54:44 PM »
Quote from: "Fr3akGamer"
Quote from: "Jakeinator"
So anxious, so very anxious, also freakgamer the first v4 server was the test servers  :ugeek:  :ugeek:

I'll probably play Deathmatch briefly while the first swarm goes on, then I'll sit in my corner and actually beat the campaign for once

I meant the first PUBLIC v4 server.
I already have an official server up.  So uh, sorry, kinda beat ya to the punch.  On the flip side, as soon as it's released, ya should be good to play some good ol DM!

146
MM8BDM Discussion / Re: MM8BDM v4 Public Thread - TRAILER!
« on: May 16, 2014, 01:04:29 AM »
Quote from: "Beed28"
For some reason, I'm wanting this to come out a lot faster now...

Would help me calm down from my anger issues over Mega May and Europe.

It's a good thing it's not coming out earlier.  Some of the bugs we've found....oh my.  Favorite so far has to be a glitch where Ice Wall would actually spawn double, and if positioned correctly on a wall it would literally send the two walls in each direction.  This was a really freaking weird bug to troubleshoot.  Oh, and don't get me started on Reggae.

147
MM8BDM Discussion / Re: MM8BDM v4 Public Thread - TRAILER!
« on: May 13, 2014, 11:32:27 AM »
Should be okay.  The CPU is going to be more of an issue I believe than RAM.  For example, I ran my original server on an Athlon 4800+ x2 with 2 gigs of ram and it could hold 18 players pretty well.  I'm sure you can get away with less, but perhaps I'd steer away from a Pentium 4/Athlon XP as hosting PCs if you have a Pentium D or Athlon 64 x2 or better available.  If you have a Core 2 Duo then you should have no issues.

148
The current way saves are done will be changed to a custom cvar for v4a.

149
MM8BDM Discussion / Re: MM8BDM v4 Public Thread
« on: April 28, 2014, 08:03:16 PM »
Quote from: "Stardust"
Oh and hello Energy Balancer.
This can't be a coincidence, it was picked up for this screenshot on purpose  :geek:
Pretty sure that the Energy Balancer was revealed earlier in development?  In either case, yup, it's there.  It's implementation hopefully will make ammo management easier in the future.

Quote from: "Fr3akGamer"
I'm really curious as to how the Wave Burner will work underwater! But then again, Zandronum is a real trouble to script for, so it would probably take a lot more work to get it to shoot bubble waves under the water.

It was actually really easy to make function thanks to an inventory item that we added in v3b (IsUnderWater)

150
MM8BDM Discussion / Re: MM8BDM Screenshots
« on: April 18, 2014, 02:23:00 PM »
I'm working on a thing.  Two guesses on what it is, first one doesn't count.
(click to show/hide)
Map is by Rozark.

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