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Author Topic: [Expansion] Mission Mode V1D Released! (v4 working)  (Read 112857 times)

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May 09, 2013, 02:20:31 PM
Reply #390

Offline dylstew

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Re: [Expansion] Mission Mode V1C Released!
« Reply #390 on: May 09, 2013, 02:20:31 PM »
Quote from: "Stardust"
Try reducing some parameters that could make the game goes slower : use a lower game resolution. You could also delete some useless processes on your computer.
There was that punchy hit sound on the originals Mega Man games, used on the enemies of this modification, so it's quite fun to have this cue. Otherwise, the only other thing that could show the pain indication is that flash when you hit a NES Robot Master. Honestly I don't think anything else is needed.

I don't hear a hit sound at all, I just see barely visible blood and that's it.

May 09, 2013, 02:31:35 PM
Reply #391

Offline Beed28

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Re: [Expansion] Mission Mode V1C Released!
« Reply #391 on: May 09, 2013, 02:31:35 PM »
Blood? There isn't any blood. The only "blood" that appears is a white flash effect sprite of sorts.

May 09, 2013, 02:40:55 PM
Reply #392

Offline dylstew

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Re: [Expansion] Mission Mode V1C Released!
« Reply #392 on: May 09, 2013, 02:40:55 PM »
Quote from: "Beed28"
Blood? There isn't any blood. The only "blood" that appears is a white flash effect sprite of sorts.

Here's a recording of what i see ,recorded with fraps:

http://www.youtube.com/watch?v=Ngt1YwJQ ... e=youtu.be

May 09, 2013, 06:24:14 PM
Reply #393

Offline Russel

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Re: [Expansion] Mission Mode V1C Released!
« Reply #393 on: May 09, 2013, 06:24:14 PM »
Set your blood type from particles to sprites. Doing so will change the effect to white pain-sprite effects and they will be white.
This setting will be implied on my changes to the mod.

Speaking of which, I had a very successful testing session last night. I predict release shortly after I get home this evening...but again can't promise anything, as something might come up.

May 09, 2013, 07:51:50 PM
Reply #394

Offline TailsMK4

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Re: [Expansion] Mission Mode V1C Released!
« Reply #394 on: May 09, 2013, 07:51:50 PM »
I tried to join the session last night, but since the wad likely was only passed out to certain people, I couldn't get in. Ah well, hope the release turns out fine.

May 10, 2013, 12:34:06 AM
Reply #395

Offline Hallan Parva

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Re: [Expansion] Mission Mode V1C Released!
« Reply #395 on: May 10, 2013, 12:34:06 AM »
I've given up on Duo and abandoned him at the local orphanage.


Dark Man is my new son. :ugeek:

May 10, 2013, 12:45:34 AM
Reply #396

Offline Beed28

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Re: [Expansion] Mission Mode V1C Released!
« Reply #396 on: May 10, 2013, 12:45:34 AM »
Aww, poor Duo! What did the poor guy ever do to you? :cry:
So when can I get my hands on this masterpiece?

May 10, 2013, 12:51:08 AM
Reply #397

Offline Ukiyama

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Re: [Expansion] Mission Mode V1C Released!
« Reply #397 on: May 10, 2013, 12:51:08 AM »
"this evening...but again can't promise anything, as something might come up." .... I guess probably sometime soon >_>

May 10, 2013, 12:51:55 AM
Reply #398

Offline Beed28

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Re: [Expansion] Mission Mode V1C Released!
« Reply #398 on: May 10, 2013, 12:51:55 AM »
Dang, that means I'll have to wait for tomorrow for my side.

May 10, 2013, 01:40:31 AM
Reply #399

Offline Russel

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Re: [Expansion] Mission Mode V1C Released!
« Reply #399 on: May 10, 2013, 01:40:31 AM »
Well, I guess that was a fun trip~

I present: Mission Mode: Strength in Numbers
This mod adds four additional classes for the players to choose from.
These classes are:
Duo
Doc Robot
Darkman
Fakeman

I have made several other changes based on what I thought would need to be changed in actual core Mission Mode.
The changes include optimization of certain code sections, globalization of the weapon get code, and even down to slight
things like changing the skins of Bass and Roll.
Full changelog (including the added classes)
(click to show/hide)

Without further ado, I give you Mission Mode: Strength in Numbers
I hope that I don't have to reupload this five minutes after posting this

May 10, 2013, 03:18:52 AM
Reply #400

Offline TheDoc

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Re: [Expansion] Mission Mode V1C Released!
« Reply #400 on: May 10, 2013, 03:18:52 AM »
The only class I've tried out so far is Docrobot ( :mrgreen: ) and I LOVE it. However, there are a few things.
1.) The Gargantuan Cutter kills and Escaroo in 2 hits....OP much?
2.) I tried to use the Atomic Wave to ram a gyotot (piranha) and it didn't seem to do any frontal damage until after the attack....
3.) After I killed Toadman, a message popped up saying
Code: [Select]
ACS: I don't know what SURPRISERAIN is,then it didn't give me the weapon. The weapon get animation played, but I didn't have the weapon, nor did the weapon room say I did, nor did it say I even killed Toadman. I had to give myself SurpriseRainWep.
4.) If you throw the Gargantuan Cutter into the sky, you have to wait FOREVER for it to reappear in your hand. Maybe you could say when the projectile dies, you can refire again?

May 10, 2013, 03:25:23 AM
Reply #401

Offline Russel

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Re: [Expansion] Mission Mode V1C Released!
« Reply #401 on: May 10, 2013, 03:25:23 AM »
1.) Blame Uki
2.) Wait...I think that can't be fixed. Transfer Heights blocks explosions.
3.) Fixed in v1b-1
4.) Fixed ""

It would be greatly appreciated if you moved all discussion about my changes to this thread so as to not clutter this one up too much.

May 12, 2013, 07:49:55 PM
Reply #402

Offline Knux

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Re: [Expansion] Mission Mode V1C Released!
« Reply #402 on: May 12, 2013, 07:49:55 PM »
While I was fighting Heat Man as Bass, I noticed that Rain Torrent (or whatever Bass's Toad weapon was named) doesn't do any damage to Heat Man. Any idea why this happens? I still made quick work of him with Needle Sprayer, though.

May 12, 2013, 07:53:36 PM
Reply #403

Offline Korby

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Re: [Expansion] Mission Mode V1C Released!
« Reply #403 on: May 12, 2013, 07:53:36 PM »
Weapons that are not the master's weakness vary in power against certain robot masters. For example, hitting Cutman with a Needle weapon does no damage because it's the opposite of the weakness chain.

That's what it seems like staring at the code, anyway.

May 12, 2013, 08:11:41 PM
Reply #404

Offline Beed28

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Re: [Expansion] Mission Mode V1C Released!
« Reply #404 on: May 12, 2013, 08:11:41 PM »
Except it makes no sense that any of the weapons gained from Toad Man does no damage when BUBBLE LEAD was his weakness in Mega Man 2.

I'm sure it will be fixed in the future, though, since when CutmanMike adds in the rest of the Robot Masters, he'll have to rework the weakness chain.
I'm toadally (ow) calling Napalm Man's weapons becoming Toad Man's new weakness, since he was weak to Drill Bomb in Mega Man 4.