Mega Man 8-Bit Deathmatch Forum
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
Cursed 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.
November. 28, 2024, 11:40 AM (Edited by Trillster)
[SUGGESTION] More Details on Automap
Been working through an implementation of this. It's designed to have server toggles for disabling player markers, pickup markers, and objective markers. The user also has the option to toggle player markers, objective markers, and individual pickup type markers.
On the modding end of things, map markers can easily be defined for classes and any pickup that inherits from BaseMM8BDMItem, BaseMM8BDMUseItem, and BaseMM8BDMBusterUpgrade, or BaseMM8BDMWep. In the absence of a map marker being defined, a generic default icon is shown, so it's partially optional as well. An example is of defining a weapon map marker is below, but the format is the same for every type of map marker.
Note that any sprites for class map markers should be colorized the same as their skin (blue / cyan), as the player's current translation will be copied to the map marker. Addtionally, with players having death map markers, you can additionally define a [classactorname]_Death_MapMarker actor to customize the look of that if necessary.
Due to the way that this is currently implemented, modders could actually set up support early, since barring any unexpected pushback, I think we're likely to go forward with this feature. I'll just give the obligatory caution that as with any in-development feature, there's a chance that the implementation may require changes when tested further.
On the modding end of things, map markers can easily be defined for classes and any pickup that inherits from BaseMM8BDMItem, BaseMM8BDMUseItem, and BaseMM8BDMBusterUpgrade, or BaseMM8BDMWep. In the absence of a map marker being defined, a generic default icon is shown, so it's partially optional as well. An example is of defining a weapon map marker is below, but the format is the same for every type of map marker.
// TEXTURES to create a centered sprite
sprite MAP5U0, 16, 16{offset 8, 8 patch LTRIA0, 0, 0}
...
// Actor defined in the scheme of [actorname]_MapMarker
actor LaserTridentWep_MapMarker : MapMarker
{
States
{
Spawn:
MAP5 U 2
stop
}
}
Note that any sprites for class map markers should be colorized the same as their skin (blue / cyan), as the player's current translation will be copied to the map marker. Addtionally, with players having death map markers, you can additionally define a [classactorname]_Death_MapMarker actor to customize the look of that if necessary.
Due to the way that this is currently implemented, modders could actually set up support early, since barring any unexpected pushback, I think we're likely to go forward with this feature. I'll just give the obligatory caution that as with any in-development feature, there's a chance that the implementation may require changes when tested further.
September. 21, 2024, 4:13 PM
The Nano Tower
This project doesn't really qualify as a proper expansion (additional map pack + additional weapon pack + additional skin pack combo), so I've moved it to gameplay conversion.
August. 22, 2024, 10:14 PM
Missing Yashichi
Moving this thread to closed since there is a Yashichi on the map. Good luck finding it!
August. 5, 2024, 7:10 PM (Edited by Trillster)
Muted and unable to chat
If you're playing on MM8BDM V6B, the option in the menus is the following:
Settings > UI Settings > Message Settings > Show Messages
TheBaguette gave the location of the option in V6A I assume.
Settings > UI Settings > Message Settings > Show Messages
TheBaguette gave the location of the option in V6A I assume.
August. 5, 2024, 10:59 AM
How do you add mods for online play?
I'm not sure how you got that doomseeker folder. Did you just make a new one and put those files into there?
If you did, that's not what I instructed to do. There should already be a doomseeker folder in your MM8BDM folder, you just need to enable viewing hidden files and folders to see it since it is hidden by default. Reread my previous post and refer to the images.
If you did, that's not what I instructed to do. There should already be a doomseeker folder in your MM8BDM folder, you just need to enable viewing hidden files and folders to see it since it is hidden by default. Reread my previous post and refer to the images.