Mega Man 8-Bit Deathmatch Forum
May. 28, 2025, 9:45 PM
「SUGGESTION」Sync defined server data to client
My personal plan was to punt the net-game check to a core script, so modders would only be responsible for doing something like below:
It might be worth adding a function to DTADD that does that script call still just for compiler hinting, but I would rather keep the meat of the logic internal just in case it's ever updated.
Either way, I personally wouldn't think it necessary to allow arguments to be passed down, since it'll most often be getting used to call an OPEN script, which wouldn't be able to accept them.
script "mymod_open" OPEN
{
DefineWeapon([...]);
DefineBusterAndTake([...]);
}
script "mymod_open_clientside" OPEN CLIENTSIDE
{
ACS_NamedExecuteWithResult("core_init_client_data", "mymod_open");
}
It might be worth adding a function to DTADD that does that script call still just for compiler hinting, but I would rather keep the meat of the logic internal just in case it's ever updated.
Either way, I personally wouldn't think it necessary to allow arguments to be passed down, since it'll most often be getting used to call an OPEN script, which wouldn't be able to accept them.
April. 27, 2025, 9:06 PM
Zandronum 3.2 has released!
Zandronum 3.2 has released!
Zandronum, the game engine that powers Mega Man 8-Bit Deathmatch, has just released its newest 3.2 version! This version comes with the following enhancements:
What this means for you
As servers begin hosting 3.2 and mods begin being built with it, you may find yourself unable to join those servers or play with those mods. To fix this, you'll have to update your game to use Zandronum 3.2 instead.
All of MM8BDM's download links have been updated to include Zandronum 3.2, so you can simply reinstall the game to do this upgrade. Those updated downloads are linked below for convenience. If you need additional guidance, please refer to the game's installation guide here.
Some features of Zandronum 3.2 are not fully supported in the currently released versions of Mega Man 8-Bit Deathmatch. Most notably, the menus for voice chat and scoreboard options are missing. In the meantime before V6C is released, we recommend using Russel's miscellaneous fixes mod to correct these issues, which can be read about and downloaded here: https://mm8bdm.net/forum/post/346
What this means for MM8BDM V6C
We're still hard at work finishing out the next version, but rest assured, once released, it'll be fully compatible with Zandronum 3.2. As far as when it'll release, as Freems has alluded to in their newsletter posts, there's still some secret features that we're incredibly excited about that we expect to take a fair bit before we can call them completed. In the meantime, we're still posting updates every two weeks in our newsletter thread, so stay tuned for more info!
Zandronum, the game engine that powers Mega Man 8-Bit Deathmatch, has just released its newest 3.2 version! This version comes with the following enhancements:
- You can now chat with friends in-game using the engine's built in voice chat!
- The scoreboard has a brand new, overhauled, but fully moddable look.
- You can now put files into a "postload" folder for them to be automatically added after any other loaded files each time you load the game. Great for cosmetic addons!
- Many other new modding features have been added!
What this means for you
As servers begin hosting 3.2 and mods begin being built with it, you may find yourself unable to join those servers or play with those mods. To fix this, you'll have to update your game to use Zandronum 3.2 instead.
All of MM8BDM's download links have been updated to include Zandronum 3.2, so you can simply reinstall the game to do this upgrade. Those updated downloads are linked below for convenience. If you need additional guidance, please refer to the game's installation guide here.
Some features of Zandronum 3.2 are not fully supported in the currently released versions of Mega Man 8-Bit Deathmatch. Most notably, the menus for voice chat and scoreboard options are missing. In the meantime before V6C is released, we recommend using Russel's miscellaneous fixes mod to correct these issues, which can be read about and downloaded here: https://mm8bdm.net/forum/post/346
What this means for MM8BDM V6C
We're still hard at work finishing out the next version, but rest assured, once released, it'll be fully compatible with Zandronum 3.2. As far as when it'll release, as Freems has alluded to in their newsletter posts, there's still some secret features that we're incredibly excited about that we expect to take a fair bit before we can call them completed. In the meantime, we're still posting updates every two weeks in our newsletter thread, so stay tuned for more info!
April. 19, 2025, 11:19 PM
how to i host? i cant cuz i cant get on the web
I might need some more information about the issues you're having, but to start with, here's a wiki link that shows how to host servers.
https://mm8bdm.notion.site/Hosting-a-Server-557f298d2f354e93bf276be78bc9b53f
This page has some information about how to play using mods.
https://mm8bdm.notion.site/Frequently-Asked-Questions-cc9fdea3a5d6405ba6bd8064fa2f9492
https://mm8bdm.notion.site/Hosting-a-Server-557f298d2f354e93bf276be78bc9b53f
This page has some information about how to play using mods.
https://mm8bdm.notion.site/Frequently-Asked-Questions-cc9fdea3a5d6405ba6bd8064fa2f9492
April. 4, 2025, 9:22 PM
Skins folder not working
No problem, moving to closed.
April. 1, 2025, 9:13 PM
Skins folder not working
Doomseeker uses a separate Zandronum installation for each alpha build, with a different skins folder and ini file for each. If you want to use the skins folder with those alpha builds installations, you need to go into the Doomseeker folder and navigate to where they're installed. By default, the folder is hidden, so you'll need to enable hidden files to see the folder.

Once you can see that folder, you'll want to go into it and go through the following folders:
You should see a set of folders relating to the various alpha builds that you have installed.

As of writing this post, "3.2-alpha-r25023-2124" is the latest, so any skins folder interaction should be done there.

Once you can see that folder, you'll want to go into it and go through the following folders:
doomseeker/.static/plugins/zandronum
You should see a set of folders relating to the various alpha builds that you have installed.

As of writing this post, "3.2-alpha-r25023-2124" is the latest, so any skins folder interaction should be done there.
March. 25, 2025, 8:41 PM
i lost all my mm8bdm data
Moving this thread to closed then. In general, issues potentially related to mod use shouldn't be reported here. It's best if you reach out to the creators of that mod to see if there's anything their mod could be doing that'd cause the interference.
March. 19, 2025, 7:56 PM
overclocked Rathor (CBM Mod v6b)
nestingP said:
ThéophileCaceres said:
first one had every bar broken except for ra thor (<v6b mod)
could you share the mod if you have it btw
Realized you never got a response, they're mostly likely talking about their own CBM fork, which I've linked below:
https://mm8bdm.net/forum/thread/allanx-inc-cursedcbm-cbm-edit-58
February. 10, 2025, 8:11 PM
[SUGGESTION] More Details on Automap
After a few rounds of internal testing, I wanted to follow up and confirm that we are moving forward with this feature.
In addition to confirming that, I wanted to use this follow-up to note that the implementation has changed from the initial update. The actors for automap markers will all inherit from a BasicMapMarker actor included in V6C. I personally now recommend that mods do not try to future proof, just so that we can preserve the efficacy of updating this basic actor if needed in the future. If mods attempting to future proof end up using their own variation / copy of this basic actor, we would lose that flexibility.
Closing this thread now, so look forward to the new automap features in V6C!
In addition to confirming that, I wanted to use this follow-up to note that the implementation has changed from the initial update. The actors for automap markers will all inherit from a BasicMapMarker actor included in V6C. I personally now recommend that mods do not try to future proof, just so that we can preserve the efficacy of updating this basic actor if needed in the future. If mods attempting to future proof end up using their own variation / copy of this basic actor, we would lose that flexibility.
Closing this thread now, so look forward to the new automap features in V6C!
February. 2, 2025, 12:45 PM
Zandronum quirks thread
Ze Robotico said:
A_Jump
-Doing this in a weapon can be used to force it to sync it's state to the server:
A_JumpIf
-Using CallACS inside a A_JumpIf on a weapon will be delayed online, possibly causing desync depending on what you're using it for
-Doing this in a weapon can be used to force it to sync it's state to the server:
TNT1 A 1 A_Jump(256,2)
wait
TNT1 A 0
A_JumpIf
-Using CallACS inside a A_JumpIf on a weapon will be delayed online, possibly causing desync depending on what you're using it for
Just wanted to add some extra details here. These behaviors are more or less inherent to the client-server architecture of Zandronum's net-code. The DECORATE tutorial on the wiki has a fairly in-depth section about these types of desyncs with a more comprehensive list of ways to resolve them. You can read that section here.
December. 20, 2024, 5:21 PM
Team Spawn Feedback Thread
Nxbulaa_ said:
is MMKENK being looked at? the spawns are pretty nightmarish, with one wily/light getting free access to the other teams backline via a teleporter at round start.
MMKENK was already addressed in V6B.