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Author Topic: MM8BDM V3b Released!  (Read 68965 times)

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August 12, 2013, 11:26:58 PM
Reply #75

Offline CutmanMike

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Re: MM8BDM V3b Released!
« Reply #75 on: August 12, 2013, 11:26:58 PM »
Hotfixes would require people to download all 80mb of data again which isn't very hot at all. Could have patch wads true, but I don't like having to rely on users to add everything correctly just to play the damn game.

August 13, 2013, 12:03:38 AM
Reply #76

Offline TailsMK4

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Re: MM8BDM V3b Released!
« Reply #76 on: August 13, 2013, 12:03:38 AM »
I didn't care much for Mendez's Burst Man map at all during the competition, but I figure I would just mention that a lot of the people I played with today disliked the new Burst Man map. There is even something going on like a funeral or something like that for Burst Man. I wasn't involved in any of that, but it was certainly strange to see something like that.

Aside from Burst Man, I like the new changes, though I disliked having to go find the new damagetypes and put them in so people do not TK in mods. I can understand why it happened, though. As usual, the new updates are worth the wait.

August 13, 2013, 12:09:11 AM
Reply #77

Offline tsukiyomaru0

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Re: MM8BDM V3b Released!
« Reply #77 on: August 13, 2013, 12:09:11 AM »
Quote from: "CutmanMike"
Hotfixes would require people to download all 80mb of data again which isn't very hot at all. Could have patch wads true, but I don't like having to rely on users to add everything correctly just to play the damn game.
Hotfix is just a single PK3 file containing all files needed to overwrite the problematic ones in their rightful folder and subfolder.

August 13, 2013, 12:17:30 AM
Reply #78

Offline Tengu

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Re: MM8BDM V3b Released!
« Reply #78 on: August 13, 2013, 12:17:30 AM »
V3b was fun and all while it lasted.

I'm already seeing Saxton Hale with more popularity, so it was fun for the few hours I was able to play it online. Maybe when 3c comes out I can have that fun again. That mod is causing this game to wither and die. Have fun, kids.

August 13, 2013, 12:20:56 AM
Reply #79

Offline Ivory

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Re: MM8BDM V3b Released!
« Reply #79 on: August 13, 2013, 12:20:56 AM »
Quote from: "TailsMK4"
I didn't care much for Mendez's Burst Man map at all during the competition, but I figure I would just mention that a lot of the people I played with today disliked the new Burst Man map. There is even something going on like a funeral or something like that for Burst Man. I wasn't involved in any of that, but it was certainly strange to see something like that.
Kinda strange considering popular vote was for that map. But then I did notice some people in the servers today who were just plain allergic to change so you may be thinking of them.

Quote from: "TailsMK4"
Aside from Burst Man, I like the new changes, though I disliked having to go find the new damagetypes and put them in so people do not TK in mods. I can understand why it happened, though. As usual, the new updates are worth the wait.
Welcome to the world of being a modder. :ugeek:

Quote from: "tsukiyomaru0"
Hotfix is just a single PK3 file containing all files needed to overwrite the problematic ones in their rightful folder and subfolder.
Isn't that what a patch is? MM8BDMv2b was a hotfix.

Quote from: "Tengu and Tango"
Maybe when 3c comes out I can have that fun again. That mod is causing this game to wither and die. Have fun, kids.
Probably won't be a 3c now. The problem was resolved in another method that doesn't require forcing a new version. So unless something else that does require a new version comes along, all updates will wait until v4a. v3c wouldn't have been anything more than a bug/etc fix up version anyways and would little or no radically new content to enjoy.

August 13, 2013, 12:34:00 AM
Reply #80

Offline tsukiyomaru0

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Re: MM8BDM V3b Released!
« Reply #80 on: August 13, 2013, 12:34:00 AM »
Quote from: "Ivory"
Quote from: "tsukiyomaru0"
Hotfix is just a single PK3 file containing all files needed to overwrite the problematic ones in their rightful folder and subfolder.
Isn't that what a patch is? MM8BDMv2b was a hotfix.

Nope. That one was a whole PWAD. Let's create an scenario easy to imagine for an example: Suppose the MegaMan actor has a bug that causes him to be constantly slowed when leaving "Missile" state. You figured the bug, but then you have to choose how to fix it. What do you do?
A. Make a PWAD that does "Megaman replaces Megaman", risking conflicts with other actors and scripts?
OR
B. Creates a PK3 with only one file, "megaman.txt", located in the folder "actors/player" which, if said PK3 is loaded after MM8BDM-V3B, will override the faulty one with the corrected one?

August 13, 2013, 12:38:23 AM
Reply #81

Offline Ivory

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Re: MM8BDM V3b Released!
« Reply #81 on: August 13, 2013, 12:38:23 AM »
Doesn't really matter though, the matter was resolved. If anyone wants to actually play single player, then redownload v3b. Otherwise your version is fine.

August 13, 2013, 12:38:38 AM
Reply #82

Offline JoshAdams88

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Re: MM8BDM V3b Released!
« Reply #82 on: August 13, 2013, 12:38:38 AM »
Excuse my late reply, I had other things to tend to.
Quote from: "Magnet Dood"
Hate to burst your bubble here, but it's time for a little cross-ex.
Oh noooooooooo
MM5GYR pre-v3 was WAY worse than it is now. The map was always held up by stalling Leaf Shielders who found it enjoyable to fly around on gyro pads and make all but three weapons on the entire map useless (maybe 4, it's been a while), one of which was Leaf Shield itself and all of which sucked ass at long range. While your claim is somewhat reasonable since there still certainly are problems with falling off the map, I would rather take that than the former alternative. MM5GYR has become a respectable map after its retool from its "shit not here again" status.
Again, like I just said, it fixed almost none of the issues the previous version had. Just because it's different doesn't mean it's necessarily better. Leaf shield had actual counterplay, that being fire storm/metal blade. What's the point of revamping a map if it doesn't make it better?
At least in old Gyro you knew where you were going at all times, rather than trying to navigate through a mm2dw1 clone with pillars and pits.
Oh, and FYI, it still has that "shit not here again" status.

In response to Top Man, I do believe you are mistaken. The weapons currently in the map were carefully picked in order to use the layout as an advantage. Water Wave is present due to the long flat surfaces across the map, Yamato Spear is useful because of the openness and long stretches (and both of these warrant Skull Barrier's presence). I think the only weapon that doesn't really benefit from Top's layout is probably Top Spin, which is somewhat dissapointing, but one weapon not fitting does not give much reason to bash the rest. Top's current layout emphasizes open brawling, which the current weapon selection caters to. However, it's interesting to note that this map was supposed to fix that problem, due to it being the emphasis of the old map... Hmm I'm sorry, what was that about not fixing issues found on the previous map?
It's very easy to figure out that Water Wave generally works on flat land, Yamato is literally a weapon you can splash anywhere and it'll be used, due to its' insane dps, Metal is another dps weapon, Drill is for power and zoning, and Knuckle is just there as damage. Half the time knuckle isn't worth getting anyway, since it's out of the way, and the map is too open to take advantage of it. Skull Barrier is way too out of the way, and not worth getting, especially in a duel when your opponent will generally know where you are a lot of the time.


As to your weapon overload complaint, it is difficult to use MM5DAR and MM2DW1 as valid examples. Both maps have a large enough size to warrant the large number of weapons present.
mm2dw1 is a box with a tower on one side, 16 weapons is way too many, and needs to be toned down. Trying to manage 18 weapons at one time may seem easy in your head, but in practice is a complete nightmare, even for a seasoned player.
As I stated before in Top's defense, the weapons all have purpose- I'll use MM5DAR as an example. Fun fact, the areas you find those weapons are usually where they're most effective. Water Wave is found on a long, wide, and empty wall- it's useful for long stretches with little cover. Crystal Eye is found in a tight corridor- use it in spaces with little breathing room. Flame Sword is next to a teleporter, and it's a brilliant weapon for ambushes. Power Stone can be located in the courtyard area which is sunk in the ground, and it's good in wide open spaces- or at least where it has enough breathing room. Star Crash is found in a room with only two narrow escape routes- and it's a good cornering weapon. These are only a few examples- all of the weapons serve a purpose on that map,
So you basically just listed how a bunch of weapons work? That's cool, now talk about something relevant. Throwing a bunch of random weapons into a map for variety is unprofessional. Darkman isn't as big as you think, there are maps like mm8dw1/2 and mm8duo that are just as big, and iirc contain fewer weapons.
the devs know what they're doing. hue

I find it difficult to believe that the game as a whole is weighed down by one or two maps that feature gimmicks that break from the norm. Really, the only one I could think of was old Wave Man and how it depended so much on the bikes. Frost Man doesn't nearly have that much emphasis on the snowboards- they're shoved into two corner sections, so it's hard to see how they literally break tbe game.

>one or two
Haven't you noticed the general quality of maps declining? If this continues, they'll be revamping maps like Flash and Shade if this keeps up.


One final note- last time I checked, MM6FLA and MM7JUN have gimmicks that cover 1/3 of their maps.
Good gimmicks vs bad gimmicks. Dicey territory.

Quote from: "Tengu and Tango"
V3b was fun and all while it lasted.

I'm already seeing Saxton Hale with more popularity, so it was fun for the few hours I was able to play it online. Maybe when 3c comes out I can have that fun again. That mod is causing this game to wither and die. Have fun, kids.
It's funny, because he's right.

August 13, 2013, 12:43:10 AM
Reply #83

Offline ZeStopper

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Re: MM8BDM V3b Released!
« Reply #83 on: August 13, 2013, 12:43:10 AM »
Quote from: "Tengu and Tango"
V3b was fun and all while it lasted.

I'm already seeing Saxton Hale with more popularity, so it was fun for the few hours I was able to play it online. Maybe when 3c comes out I can have that fun again. That mod is causing this game to wither and die. Have fun, kids.
Quote
It's funny, because he's right.
He is absolutely right, no wonder most of don't seem to be on doomseeker.

August 13, 2013, 12:44:10 AM
Reply #84

Offline *Alice

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Re: MM8BDM V3b Released!
« Reply #84 on: August 13, 2013, 12:44:10 AM »
Quote from: "JoshAdams88"
Quote from: "Airman.Tengu"
V3b was fun and all while it lasted.

I'm already seeing Saxton Hale with more popularity, so it was fun for the few hours I was able to play it online. Maybe when 3c comes out I can have that fun again. That mod is causing this game to wither and die. Have fun, kids.

It's funny, because he's right.
Please, for the love of everything that people worship, can we maybe just stop the whole "Saxton Hale mod is the cancer that is killing MM8BDM" meme?

People play something == MM8BDM is alive. And it does not matter what it is.

If you want to complain about the choice of wads, just make another dumb topic about it but do not poison this thread with it.

Thanks.

August 13, 2013, 12:44:29 AM
Reply #85

Offline tsukiyomaru0

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Re: MM8BDM V3b Released!
« Reply #85 on: August 13, 2013, 12:44:29 AM »
Quote from: "Ivory"
Doesn't really matter though, the matter was resolved. If anyone wants to actually play single player, then redownload v3b. Otherwise your version is fine.
Well, just mind this for the future. In case anything goes wrong, it's possible to create a 100kb fix for it.

August 13, 2013, 12:48:41 AM
Reply #86

Offline Ceridran

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Re: MM8BDM V3b Released!
« Reply #86 on: August 13, 2013, 12:48:41 AM »
If there's anything I need to replace, I'd rather get the single thing directly.

August 13, 2013, 01:00:25 AM
Reply #87

Offline Tengu

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Re: MM8BDM V3b Released!
« Reply #87 on: August 13, 2013, 01:00:25 AM »
Quote from: "*Alice"
Please, for the love of everything that people worship, can we maybe just stop the whole "Saxton Hale mod is the cancer that is killing MM8BDM" meme?

People play something == MM8BDM is alive. And it does not matter what it is.

If you want to complain about the choice of wads, just make another dumb topic about it but do not poison this thread with it.

Thanks.


Hah, it's not really "alive" if the sole reason no one is playing is because that's the only thing a select amount of people choose to play. I don't call an "alive" game one that consists of maybe 15 people constantly playing one thing not even intended for the core game all day.

And "another" dumb topic? I don't see any.  

It's not the mod itself, it's the people choosing to drown themselves in it. You think new players will have any fun if all thats played is that? Nahh.

August 13, 2013, 01:02:51 AM
Reply #88

Offline Ceridran

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Re: MM8BDM V3b Released!
« Reply #88 on: August 13, 2013, 01:02:51 AM »
Tell me more when you see Vanilla Doom 2.

Go on, look around. It's not like anything can be done there.

.. Still though, I'd love vanilla servers more but I hardly see familiar faces. That's why I really enjoy when Rose streams.

I'm not great at this game, yet I find myself sweeping new players, and then the server dies out.

August 13, 2013, 01:05:09 AM
Reply #89

Offline JaxOf7

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Re: MM8BDM V3b Released!
« Reply #89 on: August 13, 2013, 01:05:09 AM »
Quote from: "CutmanMike"
[Weapons]
May want to double check this list
Forgot to mention how Rain flush hits multiple times now.