Mega Man 8-Bit Deathmatch Forum

Stardust Motion
User Info
August. 11, 2025, 4:45 PM
Mega Man 8-Bit Deathmatch V6C Newsletter
Looks indeed to have a more accurate texturing and closer to the original
August. 1, 2025, 6:40 PM (Edited by Stardust Motion)
Team Cooperative
You probably should use teamcoop-v1c-6b-hotfix.pk3
https://allfearthesentinel.com/zandronum/wads.php?&name=teamcoop
https://allfearthesentinel.com/zandronum/wads.php?&name=teamcoop
July. 13, 2025, 9:40 PM (Edited by Stardust Motion)
[Help] Save transfer issues
The .ini files contains your settings like video/keybinds as well as your save progress, I'd advise just reinstalling MM8BDM, and replace the content of that reinstalled version's .ini by the content of your previous one
July. 3, 2025, 5:47 PM (Edited by Stardust Motion)
【SUGGESTION】Charge weapons initial shot
Hello and thank you for the continued update support,
Chargeable weapons should go straight into charging state when pressing the initial FIRE button, instead of firing an uncharged shot.
Rationale being, ALTFIRE is standardized enough by now to send uncharged shots with optimal fire rate.
- Weapons that should be modified : Proto Buster, Super Adaptor, Duo Fist (very impactful), Laser and Arrow Buster, Mega Arm
- Example of weapons doing it right: Wild Coil, Homing Sniper, Break Dash, Junk Shield
Thank you for your consideration
Chargeable weapons should go straight into charging state when pressing the initial FIRE button, instead of firing an uncharged shot.
Rationale being, ALTFIRE is standardized enough by now to send uncharged shots with optimal fire rate.
- Weapons that should be modified : Proto Buster, Super Adaptor, Duo Fist (very impactful), Laser and Arrow Buster, Mega Arm
- Example of weapons doing it right: Wild Coil, Homing Sniper, Break Dash, Junk Shield
Thank you for your consideration
June. 28, 2025, 7:14 PM (Edited by Stardust Motion)
Justi-Derp X(DX)
this is truely my favorite class based modification.
Also, the v5 => v6b porting only in a few days expert
Also, the v5 => v6b porting only in a few days expert
June. 4, 2025, 6:04 AM (Edited by Stardust Motion)
Xover Weapons
June. 4, 2025, 3:51 AM (Edited by Stardust Motion)
Mod-based modification
Thanks, no I was not aware of this mod. The idea just stemmed from experimenting some server hosting with strange mod combinations (like classes + mission mode), and I felt like not being able to customize / adjust / rebalance without making some new pk3 was limiting. So this mini sv_cheats-like is there
May. 28, 2025, 12:06 AM (Edited by Stardust Motion)
【SUGGESTION】Sync defined server data to client
The data used to record ammo weapons, busters and assist (with defineWeapon, defineBusterUpgrade and defineAssistItem), and also training records (defineTrainingEntry),
is stored on an array on server side. This data namely includes tag, icon, or text description, which are interesting for client display (i.e for HUDs / menus).
Since it's only serversided, clients (i.e mods that need this data) must fetch it by calling defineWeapon from a CLIENTSIDE script, to obtain a client-sided copy of the data.
The suggestion is to have vanilla MM8BDM itself additionally call the define functions in CLIENTSIDE context, so mods don't have to do it. It also avoids conflict if two mods already called them
A few v6b mods which would benefit :
- XoverWeps (uses icons/tags for drawing on HUD)
- AllanxWeps (shows current weapon description (training entry) with a bind)
- UI Extensions (uses weapon icons/slot/ammoType for drawing on HUD)
- Another Mayday Binary edit (has a weapon shop menu, draws icons/tags)
Possibly other data structures could be sync'd, but defineWeapon/Buster seems the most prominent.
I can help with the implementation if needed
is stored on an array on server side. This data namely includes tag, icon, or text description, which are interesting for client display (i.e for HUDs / menus).
Since it's only serversided, clients (i.e mods that need this data) must fetch it by calling defineWeapon from a CLIENTSIDE script, to obtain a client-sided copy of the data.
The suggestion is to have vanilla MM8BDM itself additionally call the define functions in CLIENTSIDE context, so mods don't have to do it. It also avoids conflict if two mods already called them
A few v6b mods which would benefit :
- XoverWeps (uses icons/tags for drawing on HUD)
- AllanxWeps (shows current weapon description (training entry) with a bind)
- UI Extensions (uses weapon icons/slot/ammoType for drawing on HUD)
- Another Mayday Binary edit (has a weapon shop menu, draws icons/tags)
Possibly other data structures could be sync'd, but defineWeapon/Buster seems the most prominent.
I can help with the implementation if needed
May. 27, 2025, 8:25 PM (Edited by Stardust Motion)
「BUG」Destroyable MM1FIR fire pillar
V6B / no mod loaded
Fire pillar can be deleted :
1) with a lot of damage (spread rune/rage hyper bomb i.e, video below)
2) if the damage source has no target : "summon firetrap 0" in console in front of a fire pillar
Fire pillar can be deleted :
1) with a lot of damage (spread rune/rage hyper bomb i.e, video below)
2) if the damage source has no target : "summon firetrap 0" in console in front of a fire pillar
May. 20, 2025, 8:01 PM
[Allanx Inc] Coop Mania Plus (v3.0.3)
also, quite sure coop mania is a work of fiction and stuff like place name or characters resemblance is pure coincidence