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Trillster Administrator
what's a code
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Trillster
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what's a code
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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.

// 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.
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.
August. 5, 2024, 10:55 AM Muted and unable to chat
If you mean the text chat, I'd check that you haven't accidentally disabled viewing chat by pressing F8, since that's the default key to toggle chat.
August. 1, 2024, 8:48 PM How do you add mods for online play?
A majority of servers run on alpha versions of Zandronum, meaning that the version of Zandronum that Doomseeker will use for multiplayer (and by proxy the skin folder that it'll pull files from) is further in Doomseeker's folders compared to the copy of Zandronum used for offline play.

The Doomseeker folder is hidden by default to prevent people from accidentally breaking their MM8BDM installation, but it can be revealed by enabling viewing hidden files.



Once you enable this, you'll see a doomseeker server in the directory. Open that, then open the .static folder, then the plugins folder, and then the zandronum folder. You should see something like below, open whatever the latest Zandronum folder you see is.



It's inside of this folder that you'll wanna create a skins folder to place client-sided (skins, music packs, etc.) mods inside of.



Note that any files in the skins folder are actually loaded before the files designated by the server config are. This means if you're trying to autoload files to replace hit sounds or frag sounds, the sounds will be loaded before the file that implements them, causing your sounds to get overridden by the default sound, meaning they won't work. This isn't the case for more typical addons such as skins, music packs, or announcers.

For the types of mods affected by this issue, people typically get around it by disabling Doomseeker's file integrity checks (shown below) then modifying their copies of whichever relevant PK3s to have the sounds or sprites that they want, but be careful, because changing even one wrong file can cause that file to be invalid for connecting to the server. In that case, you'll be required to delete and redownload the file to connect, so proceed at your own risk.

July. 13, 2024, 10:55 AM Wily inc
I've relocated this thread from projects to discussion. Don't create project threads just for the sake of asking for a particular project to be made or updated. That section should be saved for the actual projects being showcased and released.
July. 8, 2024, 7:42 PM [NOTICE] Check Here First!
I've seen lots of folks lately unaware about the numerous guides provided on the MM8BDM Wiki, so I wanted to use this thread to highlight some guides particularly useful for newer players. If you see someone struggling with something, point them here!

If you see something missing that you believe is important, feel free to make a full thread in this guides section or to leave a quick note below.
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