What is Team Cooperative?: Team Cooperative or Team Co-op is a mod for Megaman 8-Bit Deathmatch's Singleplayer Campaign which allows you and a couple of friends to experience the entire story in a team-based format, facing off against different bot teams and bosses from the singleplayer storyline. A lot of the dialogue was also changed to better reflect the multiplayer experience. At the minimum, two players are required to play this mod with a max of eight for the best experience.
As of right now, I don't recommend playing the mod until version 6c of Megaman 8-Bit Deathmatch comes out but if you are really eager to play the mod, you can try the current release for 6b below.
How to Play:
There are three ways you can play Team Cooperative: through a batch/bash file in your Megaman 8-Bit Deathmatch directory, Doomseeker, or through any free server hosting provider (easiest):
Creating a Team Cooperative server using Doomseeker:
First, click File" then hit Create Game. In the new window that opened up, select "Mode" and make sure "Host Server" is selected.
Next, click the folder icon next to the IWAD text box and browse to your Megaman 8-Bit Deathmatch directory, select megagame.wad.
After doing that, click "Browse" and go into your Megaman 8-Bit Deathmatch directory and select your "MM8BDM" pk3 file. Once more, select "Browse" and go to where your Team Cooperative pk3 is located and select it.
Finally, go into "Custom Parameters" and copy and paste these parameters into the text box:
Creating a Team Cooperative Server Using Batch/Bash File:
The batch/bash file is the quickest but not the easiest method to launch the game, especially if you are not tech savy. For this method, create a .bat (or .sh if you are on Linux) file in your Megaman 8-Bit Deathmatch directory with these parameters. Add -private to the parameters if you don't want your server to be public.
Replace the files in brackets where your respective megagame, mm8bdm, and teamcoop files are located: e.g. "wads/teamcoop.pk3". After that launch your batch/bash file in your Megaman 8-Bit Deathmatch directory.
WARNING:
If you are using the server GUI that launches when hosting a server, I recommend that you join the server from the game itself instead of the GUI as I have noticed that there were times where save data would be lost after a session was finished. I believe this is due to the fact that improperly closing both the game and server window using ALT-F4 causes the save data corruption to happen but it has also happened to me randomly. The issue only stopped when I connected to the server from outside of the server GUI through the launcher
Creating a Team Cooperative Server Using a Hosting Provider:
Just follow the instructions in this page to host a server. In the additional parameters section for your server provider, copy and paste these settings:
There are some commands and console variables that Team Cooperative comes with that you can use as there is no dedicated menu for these options. I also recommend setting sv_votecooldown to 0 to allow easier usage of the commands as the current setting makes clients wait several minutes before they can vote again.
Commands:
returntohub - Calls a vote which will allow you and others to return back to the hub level.
changeteamname - Calls a vote which will allow you to change the current team. Use "_" in place of spaces.
Console Variables:
teamcoop_teamname - The current name for your team.
teamcoop_infectionlevel - The infection level for Roboenza. If this variable is set to 1, then everyone will have a chance of being infected during the game. Only set this if you want something funny to happen.
Some objects not appearing synchronized across people's clients
This is more of an oddity than an issue. Due to the client-based nature of the Random function, some objects may appear differently on other clients. This issue can only be seen in a few minor instances in the campaign.
Object flickering
The object flickering issue is one that deals with the way Zandronum handles rendering for clients when an object enters a state which occurs instantaneously (states which run at 0 tics). This issue is 'fixable' but not without altering the object in a way that is slower and results in worse performance or rendering.
Objects intermittely "hopping" from one place to another
This is noticeable in some fights and even in some other mods where bosses or complex objects will appear in one place and then end up in another. This issue again has to do with the aforementioned 0-tic bug which will happen on states which use actions which either accelerate or change movement (A_Stop, A_SetGravity, and A_ScaleVelocity)
If you enjoyed this mod or want to try other Megaman 8-Bit Deathmatch mods like this, I recommend you to try out Coop Mania Plus. A massive gameplay conversion which includes over 50+ maps and several fun but challenging boss fights. I also recommend MMSP: Cossack Crusaders, another campaign mod which can be played online.
Credits:
Gh Exists and Mega Vile - For their Campaign Coop mod which served as inspiration and reference when studying MM8BDM's campaign scripts.
Special Thanks:
CutmanMike
Megaman 8-Bit Deathmatch Staff
Modding Community
VariableX and OmegaZero (UnwiishedHog) - My two brothers who helped me test the mod during its development.