Mega Man 8-Bit Deathmatch Forum

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⠀⠀⠀⠀⠀⠀Check out my works: ⠀⠀⠀⠀youtube.com/@SparkBruh
⠀⠀⠀⠀⠀⠀Check out my works: ⠀⠀⠀⠀youtube.com/@SparkBruh
June. 3, 2024, 1:44 PM How do I shoot the Mega Buster?
Have you tried playing the game without the buster
⠀⠀⠀⠀⠀⠀Check out my works: ⠀⠀⠀⠀youtube.com/@SparkBruh
⠀⠀⠀⠀⠀⠀Check out my works: ⠀⠀⠀⠀youtube.com/@SparkBruh
June. 3, 2024, 1:23 PM (Edited by Spark) How To Enable Voice Chat + additional commands.
Also V6C?
what
This is for the current versions atm.
If and when V6C comes out I'll make an updated version of the video.
⠀⠀⠀⠀⠀⠀Check out my works: ⠀⠀⠀⠀youtube.com/@SparkBruh
⠀⠀⠀⠀⠀⠀Check out my works: ⠀⠀⠀⠀youtube.com/@SparkBruh
I already showcased where to find the option itself, the command only exists if the server refuses to show the option in-game.
Trillster Administrator
what's a code
Administrator
what's a code
The video above is only applicable to MM8BDM v6a servers / offline play which are running the following file:
https://allfearthesentinel.com/zandronum/download.php?file=v6a_menudef_3.2-240405-2229a.pk3

The option to bind a push to talk button can also be found in the Customize Controls menu's Multiplayer Interaction section, so there's no need to run a console command to bind it.

For these menus and options to be available in MM8BDM v6b, the following file must be loaded:
https://allfearthesentinel.com/zandronum/download.php?file=v6b_menudef_3.2-240405-2229a.pk3

MM8BDM v6c will fix the menus to properly include these voice chat menus and options.
Just a on n' off player, used to roam the old forums; now here in the metal and oil!
Just a on n' off player, used to roam the old forums; now here in the metal and oil!
June. 3, 2024, 8:22 AM (Edited by MyztikSpark) A New Look
Even after all these years, this game just keeps on going, huh?
Good job, by the way. It's excellent! Reminds me of the SRB2 forums honestly.
June. 3, 2024, 7:41 AM (Edited by Ze Robotico) Grand Classes - v2eh5
I do stuff.
I do stuff.
i remember xover weapons, it was fun combining the elements together here
⠀⠀⠀⠀⠀⠀Check out my works: ⠀⠀⠀⠀youtube.com/@SparkBruh
⠀⠀⠀⠀⠀⠀Check out my works: ⠀⠀⠀⠀youtube.com/@SparkBruh
A quick guide here:



Feel free to put your own info in this thread on how the settings work to make it more simple for others to understand or to configure.

The distances at which a player's voice becomes quieter and/or hearable are also controlled with the CVars "sv_minproximityrolloffdist" and "sv_maxproximityrolloffdist".

(The values of which are at 200 by default iirc.)
⠀⠀⠀⠀⠀⠀Check out my works: ⠀⠀⠀⠀youtube.com/@SparkBruh
⠀⠀⠀⠀⠀⠀Check out my works: ⠀⠀⠀⠀youtube.com/@SparkBruh
I recall a mod that goes by the name tactical? Only seen like 2-3 people play the WAD.
Trillster Administrator
what's a code
Administrator
what's a code
June. 2, 2024, 10:11 PM [SUGGESTION] More Details on Automap
As the person who implemented this initially for Gondola, I definitely would be interested in having a similar feature carry over. Regarding weapons, however, the concern was that it'd require modders (and ourselves) to implement an extra actor and graphic for every weapon that we make.

Reason being, Zandronum doesn't have the feature to allow us to transfer the sprite from one actor to another. Even if it did, we'd still probably want to use a separate graphic that's offsetted differently, since using the current weapon icon's offsets causes a weird swivel effect as you rotate the automap.

I'm also not sure if automap icons for the circuit board and terminator sphere pickups would be the most fitting for those game modes since they don't use the radar like CTF and Skulltag. While those modes were still getting overhauled in V6B, we toyed with the idea of having a "proximity" radar instead of the typical CTF radar, but I'm not sure if there'd be a way to reflect that mechanic on the automap.