MM8BDM Forum
How to host Campaign Co-Op
Gh • July. 8, 2024, 12:59 AM
July. 8, 2024, 3:45 AM (Edited by Gh)
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I'll start this post by making clear that at the moment of creating this thread, there is no intention of continuing this project. However, since its cancellation, newcomers have not stopped coming in and expressing interest in playing the story mode in multiplayer which is exactly what this mod set out to achieve. Thus, I am here to reprovide an official download and walk the curious through the configuration of this mod.
The above is the latest public build to have been released. Only the first seven chapters of the campaign were finished, the main stages of chapter 9 are included as a secret but you may only access these maps if sv_maxteams is set to 4; it will cause an error and kick all players out of the map otherwise. It works for V6B, and should be completely functional save for probably the second chapter's boss (Guts Dozer) and the seventh chapter's secret boss (Wily Capsule).
1. Using the remote console (optional, but recommended)
In the additional parameters tab of the hosting method of your choice, make sure to write: "sv_rconpassword <your password of choice>". This will be necessary for controlling your server while in-game should something go wrong (or also want to do something like change maps or the difficulty). Now after joining, you can either do "send_password <your rcon password>" to get access or you can also enter the "modify server settings" part in the mod's menu which will prompt you to enter said password.
2. Setting up the correct flags
If you've done the previous step, you can do it by accessing "Campaign Co-Op Configuration" in the admin menu and pressing "establish recommended DMFlags". Alternatively, you can do it by hand during server setup: Set DMFlags to 8536196, DMFlags2 to 2098192 and ZaDMFlags to 50304. If you're using TSPG it's even easier: you can import my configuration which already has this prepared + comes with a few weapon packs & some other QoL addons added which you can remove if you wish. (search for "Campaign Co-Op V6B (Official)" in TSPG's server list)
3. How do I edit the savefile/change the difficulty?
The easiest way to do this is using the mod's admin menu but that requires going through step 1. Alternatively, you can alter the variables using the server console:
cc_onlinesave - Keeps track of how far you are into the campaign. Valid values are 1000 to 1070.
cc_bossleveldelay - The standard amount of seconds the countdown before a boss fight takes. Default is 10.
cc_bosslives_max - The amount of lives you have on the special secret encounters at some points in the campaign. Default is 3.
cc_copydefeat1; cc_copydefeat2; cc_copydefeat3 - Keeps track of whether each of the Megaman? fights have been beaten or not.
cc_enkerdefeat; cc_punkdefeat; cc_balladedefeat - Keeps track of whether the secret Mega Man Killers battles have been beaten or not.
cc_capsuledefeat - Keeps track of whether the secret Wily Capsule battle has been beaten or not.
cc_changeskill - This is not a variable but rather a command. Switches from normal to easy mode and viceversa while resetting the map.
4. I want to change the map, how do I do that?
If you want to return to the hub, the mod's main menu has a button just for that - your buddies just need to press it too. However, if you want to jump to the current chapter's wily castle or test out chapter 9's team deathmatch bot stages (for example), you'll need to use the map or changemap commands from the server console.
That should cover everything. Credits to CutmanMike & co. for creating the original campaign - especially Trillster, Jax, Korby & Russel for help with certain ACS-related aspects. Huge thanks to MegaVile & Allanx for major development assistance.
The above is the latest public build to have been released. Only the first seven chapters of the campaign were finished, the main stages of chapter 9 are included as a secret but you may only access these maps if sv_maxteams is set to 4; it will cause an error and kick all players out of the map otherwise. It works for V6B, and should be completely functional save for probably the second chapter's boss (Guts Dozer) and the seventh chapter's secret boss (Wily Capsule).
1. Using the remote console (optional, but recommended)
In the additional parameters tab of the hosting method of your choice, make sure to write: "sv_rconpassword <your password of choice>". This will be necessary for controlling your server while in-game should something go wrong (or also want to do something like change maps or the difficulty). Now after joining, you can either do "send_password <your rcon password>" to get access or you can also enter the "modify server settings" part in the mod's menu which will prompt you to enter said password.
2. Setting up the correct flags
If you've done the previous step, you can do it by accessing "Campaign Co-Op Configuration" in the admin menu and pressing "establish recommended DMFlags". Alternatively, you can do it by hand during server setup: Set DMFlags to 8536196, DMFlags2 to 2098192 and ZaDMFlags to 50304. If you're using TSPG it's even easier: you can import my configuration which already has this prepared + comes with a few weapon packs & some other QoL addons added which you can remove if you wish. (search for "Campaign Co-Op V6B (Official)" in TSPG's server list)
3. How do I edit the savefile/change the difficulty?
The easiest way to do this is using the mod's admin menu but that requires going through step 1. Alternatively, you can alter the variables using the server console:
cc_onlinesave - Keeps track of how far you are into the campaign. Valid values are 1000 to 1070.
cc_bossleveldelay - The standard amount of seconds the countdown before a boss fight takes. Default is 10.
cc_bosslives_max - The amount of lives you have on the special secret encounters at some points in the campaign. Default is 3.
cc_copydefeat1; cc_copydefeat2; cc_copydefeat3 - Keeps track of whether each of the Megaman? fights have been beaten or not.
cc_enkerdefeat; cc_punkdefeat; cc_balladedefeat - Keeps track of whether the secret Mega Man Killers battles have been beaten or not.
cc_capsuledefeat - Keeps track of whether the secret Wily Capsule battle has been beaten or not.
cc_changeskill - This is not a variable but rather a command. Switches from normal to easy mode and viceversa while resetting the map.
4. I want to change the map, how do I do that?
If you want to return to the hub, the mod's main menu has a button just for that - your buddies just need to press it too. However, if you want to jump to the current chapter's wily castle or test out chapter 9's team deathmatch bot stages (for example), you'll need to use the map or changemap commands from the server console.
That should cover everything. Credits to CutmanMike & co. for creating the original campaign - especially Trillster, Jax, Korby & Russel for help with certain ACS-related aspects. Huge thanks to MegaVile & Allanx for major development assistance.
October. 7, 2024, 6:42 PM
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Must have to be honest. Imagine the chaos.
November. 22, 2024, 12:57 AM
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After hosting the Co-Op Campaign for a friend and attempting the MM1 chapter, I came away from the session with a few questions.
*Is there any way to lower the difficulty for bosses back to their vanilla strengths? The first Mega Man? battle and the Yellow Devil boss fight were quite troublesome with only two players thanks to their high durability and harder patterns/extra attacks.
*Should the mod's adjusted vanilla maps (Dr. Light Labs and the credit maps) be added to the map list on TSPG when hosting?