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Author Topic: MM8BDM V4A - V4B Roll Call!  (Read 180754 times)

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September 17, 2014, 08:48:49 PM
Reply #600

Offline Messatsu

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Re: MM8BDM V4A - RELEASED!
« Reply #600 on: September 17, 2014, 08:48:49 PM »
Install v4a OVER v3b and that will carry over your saves and convert them to the new format.  It's all stored in your Zandronum-%username%.ini file anyway, so just don't delete that and you'll be good.

September 20, 2014, 12:55:43 AM
Reply #601

Offline Ivory

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MM8BDM V4A - V4B Roll Call!
« Reply #601 on: September 20, 2014, 12:55:43 AM »
I'm hoping to get a v4 release out within the week. This v4b release is less focused on doing anything big, but more so focused on fixing up bugs, oversights, etc from v4a.

So with that, I begin the v4b roll call.
If you have any more bugs/suggestions/oversights/etc then please let the dev team know immediately. What we're not focusing on is any more map updates or weapon changing unless it's absolutely necessary. The purpose of this update is more for stability than anything else.

Current v4b changelog (more or less)
(click to show/hide)

V4B Remaining Items (more or less)
(click to show/hide)

September 20, 2014, 01:05:24 AM
Reply #602

Offline Beed28

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Re: MM8BDM V4A - V4B Roll Call!
« Reply #602 on: September 20, 2014, 01:05:24 AM »
That reminds me. I was thinking of refining the bot fixer script so that it doesn't turn the bot while the bot has a "flag item" instead of outright terminating if it detects the "boss weapons" from the Unknown map. Might be useful for bots in the classes mods since if they get frozen on the spot the bot fixer interferes and messes them up. I'll get to work on it during the weekend.

September 20, 2014, 01:08:55 AM
Reply #603

Offline Hallan Parva

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Re: MM8BDM V4A - V4B Roll Call!
« Reply #603 on: September 20, 2014, 01:08:55 AM »
Quote from: "Ivory"
I'm hoping to get a v4 release out within the week. This v4b release is less focused on doing anything big, but more so focused on fixing up bugs, oversights, etc from v4a.
oh boy oh boy oh boy oh boy oh boy oh boy oh bo--

Quote from: "Ivory"
On the eventual to do list, but I'm not holding back the release any longer waiting for it to happen
Leaf Shield rework
FUCK THIS I'M OUT


you literally had two versions to do the thing you promised to do FIVE MONTHS before v4a came out

September 20, 2014, 01:15:26 AM
Reply #604

Offline Ivory

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Re: MM8BDM V4A - V4B Roll Call!
« Reply #604 on: September 20, 2014, 01:15:26 AM »
You also said you were going to do a new crystal, but that never happened.
 :ugeek:

September 20, 2014, 01:19:18 AM
Reply #605

Offline LlamaHombre

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Re: MM8BDM V4A - V4B Roll Call!
« Reply #605 on: September 20, 2014, 01:19:18 AM »
clearly smash should compensate by coding new leaf shield

September 20, 2014, 03:31:15 AM
Reply #606

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Re: MM8BDM V4A - V4B Roll Call!
« Reply #606 on: September 20, 2014, 03:31:15 AM »
Regarding MM1CUT, please omit Atomic Fire from the map entirely. Everytime I have vanilla matches in the map, Atomic Fire becomes overwhelmingly centralizing to gameplay, causing most people to forego everything else in favor of spamming it. What I suggest is to place Cutter in the middle instead, and place an assist or shield where Cutter previously stood.

September 20, 2014, 03:35:55 AM
Reply #607

Offline Russel

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Re: MM8BDM V4A - V4B Roll Call!
« Reply #607 on: September 20, 2014, 03:35:55 AM »
Atomic Fire in general is just ridiculous in my opinion, this isn't an issue that would exist here and here alone.
Not to mention I don't usually see people who spam 100% atomic fire in a deathmatch with 3 people or more actually winning easily, considering people will resort to less bursty weapons to counter the long warmup time of the Atomic Fire.

September 20, 2014, 03:51:16 AM
Reply #608

Knux

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Re: MM8BDM V4A - V4B Roll Call!
« Reply #608 on: September 20, 2014, 03:51:16 AM »
But the problem in MM1CUT is that it will almost never miss due to the small hallways, so it definitely shouldn't exist in that map.

September 20, 2014, 05:05:01 AM
Reply #609

Offline Rozark

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Re: MM8BDM V4A - V4B Roll Call!
« Reply #609 on: September 20, 2014, 05:05:01 AM »
A weapon synergizes with the map?
Ohhhhhhhhh Noooooooooo

September 20, 2014, 05:49:19 AM
Reply #610

Offline ice

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Re: MM8BDM V4A - V4B Roll Call!
« Reply #610 on: September 20, 2014, 05:49:19 AM »
BFG's are not supposed to Synergize, that's the issue

September 20, 2014, 05:57:58 AM
Reply #611

Offline Emmanuelf06

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Re: MM8BDM V4A - V4B Roll Call!
« Reply #611 on: September 20, 2014, 05:57:58 AM »
Cool, v4b !

And yeah, Ring boomrang was a little too much effective in DM.... :/ Good to see It was nerfed.
Super Arm will do a lot of damage! It's not too much?
Need to see the Skull Barrier Rework. And cool to see a new version of the game..again! =3

September 20, 2014, 06:58:14 AM
Reply #612

Offline Zard1084

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Re: MM8BDM V4A - V4B Roll Call!
« Reply #612 on: September 20, 2014, 06:58:14 AM »
oh nice! a update! too bad i don't have a computer.... DAMN YOU REALLIFE!!!!

September 20, 2014, 08:21:41 AM
Reply #613

Offline -Daiki-TheOni

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Re: MM8BDM V4A - V4B Roll Call!
« Reply #613 on: September 20, 2014, 08:21:41 AM »
Wow, an update already? this is going fast....

I like the idea of the superarm wep of having more hitbox, but may the damage buff.... I don't know.

Anyway, keep working like that!

September 20, 2014, 09:59:06 AM
Reply #614

Offline Max

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I would define this as absolutely necessary
« Reply #614 on: September 20, 2014, 09:59:06 AM »
Can MM4DIV and MM5WAV get overhauls pls
I know you guys are trying to release but nobody likes those maps