MM8BDM Forum
Gh
World-famous Gh of "Gh" fame.
User Info
Gh
World-famous Gh of "Gh" fame.
October. 10, 2024, 1:52 AM
Cutstuff Archive
Pumpkin said:
What do you mean by this?
What was acceptable to say in the internet back then is frowned upon nowadays. This probably refers to the use of slurs, sexual jokes aimed at individuals, and more stuff you can think of.
Point being: Be warned, that's stuff you're likely to find. Do know 90% of users nowadays wouldn't speak the same way due to maturing and changing social norms.
September. 22, 2024, 2:27 AM (Edited by Gh)
The Nano Tower
!👑! ☠Angelius ☠!👑! said:
#2 - All weapon sprites from Mega Man 1 to Gamma Mark 2 and even cut scene weapons were remade by (TNT/TNTPT) Striker, they are simply superior than their vanilla counterpart.
Comes off as pretentious.
September. 1, 2024, 5:36 PM
About Campaign Coop
I'm not sure if I fully understand what you're trying to say. The thread name and the actual post are two totally different topics.
Yes, it can work offline. I test it on my own in a local LAN server. There ain't too much of a point to play it like this though. It is a coop mod first and foremost. It is balanced around you and a group of people playing and it will be very difficult alone. You can enter the mod's menu and press the button that says something like "copy server save data to singleplayer" to synchronize your vanilla (the unmodified game without Campaign Co-Op) data to that of the server's. Basically: If you're only up to Elec Man's stage on your own playthrough of the story mode and press this while on a server that has completed Chapter 7 and beat all secret bosses, when you boot up MM8BDM normally you'll now be at that point of the story and can continue. Note that since the mod isn't getting updates at the moment, Chapter 7 is where it stops at. If you want to finish the game, you will have to do it without Campaign Co-Op. If you want to play it "offline", simply launch MM8BDM without mods and play the singleplayer story like intended.
Yes, it can work offline. I test it on my own in a local LAN server. There ain't too much of a point to play it like this though. It is a coop mod first and foremost. It is balanced around you and a group of people playing and it will be very difficult alone. You can enter the mod's menu and press the button that says something like "copy server save data to singleplayer" to synchronize your vanilla (the unmodified game without Campaign Co-Op) data to that of the server's. Basically: If you're only up to Elec Man's stage on your own playthrough of the story mode and press this while on a server that has completed Chapter 7 and beat all secret bosses, when you boot up MM8BDM normally you'll now be at that point of the story and can continue. Note that since the mod isn't getting updates at the moment, Chapter 7 is where it stops at. If you want to finish the game, you will have to do it without Campaign Co-Op. If you want to play it "offline", simply launch MM8BDM without mods and play the singleplayer story like intended.
July. 8, 2024, 3:45 AM (Edited by Gh)
How to host Campaign Co-Op
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.
July. 7, 2024, 10:42 PM
How to make the co-op campaign mod work?
Sup. I know double posting is an act worthy of getting hanged on a cross in forums but I am here to make a quick correction that I'm not sure you would get notified of otherwise if I simply used the edit button: The Sentinel's Playground does allow bots again. Have fun with your easy hosting.
July. 8, 2024, 3:25 AM (Edited by Gh)
How to make the co-op campaign mod work?
Hi, mod maker here. So listen up, assuming you already know how to host either by yourself or with a hosting service, what you need to do is set up a remote console password. Set "sv_rconpassword <your password of choice>" as an additional parameter before booting up the server.
Afterwards once you're in-game, try accessing the mod's menu (it should replace the singleplayer button, but in case you're also adding in another add-on that overwrites the main menu you'll need to type 'openmenu CampaignCoopMenu' in the console) and a self-explanatory menu should prompt you to type in the password from before. Enter the mod-specific options and there should be a button to set the default flags. That sets up about everything on its own.
There is something extremely important to note, bots play a mejor part in the campaign and last I checked TSPG (the most reliable and commonly used hosting service) stopped allowing them one day. You'll find yourself in empty maps if you use it and sadly, unless you know how to portforward or are in the same LAN network for a local server, use Hamachi/Radmin/whatever, or you and your fellas live in Europe and can alternatively use Euroboros instead, just know it won't be the same. See below post.
Afterwards once you're in-game, try accessing the mod's menu (it should replace the singleplayer button, but in case you're also adding in another add-on that overwrites the main menu you'll need to type 'openmenu CampaignCoopMenu' in the console) and a self-explanatory menu should prompt you to type in the password from before. Enter the mod-specific options and there should be a button to set the default flags. That sets up about everything on its own.