Mega Man 8-Bit Deathmatch Forum
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May. 29, 2025, 5:35 AM
Old wiki info?
I decided to start up a new playthrough of the story mode a bit ago, and forgot the details on how to ensure you fight Enker in Chapter 2, as well as the other Mega Man Killers. When I went to look at the wiki, I found that essentially all game guide information was gone. Mega Man Killer requirements, the Ra Moon secret hunt, the various secret weapons and giant bolts in the final chapter, in particular I recall being able to see the actual coding for each special weapon which I found really cool! I last played this game a few years ago so I vaguely recall some of the details, but at this point, I can't seem to find this information anywhere. All of the guides available are about modding or setting up multiplayer, nothing about the single player content as far as I can tell. Is there a place I can still find all, or at least most, of this information, or is it just gone at this point?
Trillster Administrator
what's a code
May. 28, 2025, 9:45 PM
【SUGGESTION】Sync defined server data to client
My personal plan was to punt the net-game check to a core script, so modders would only be responsible for doing something like below:
It might be worth adding a function to DTADD that does that script call still just for compiler hinting, but I would rather keep the meat of the logic internal just in case it's ever updated.
Either way, I personally wouldn't think it necessary to allow arguments to be passed down, since it'll most often be getting used to call an OPEN script, which wouldn't be able to accept them.
script "mymod_open" OPEN
{
DefineWeapon([...]);
DefineBusterAndTake([...]);
}
script "mymod_open_clientside" OPEN CLIENTSIDE
{
ACS_NamedExecuteWithResult("core_init_client_data", "mymod_open");
}It might be worth adding a function to DTADD that does that script call still just for compiler hinting, but I would rather keep the meat of the logic internal just in case it's ever updated.
Either way, I personally wouldn't think it necessary to allow arguments to be passed down, since it'll most often be getting used to call an OPEN script, which wouldn't be able to accept them.
May. 28, 2025, 9:45 PM (Edited by Hansungkee)
Mega Man 8-Bit Deathmatch V6C Newsletter
I Wonder Met Daddy Boss Fight intro Story with Updated Dr. Cossack's Citadel Like?
Hopeful Wily Cutscene Before Genesis Unit Boss Fight Intro was Updated too.
Hopeful Wily Cutscene Before Genesis Unit Boss Fight Intro was Updated too.
May. 28, 2025, 7:01 PM
【SUGGESTION】Sync defined server data to client
This is something I'd like as well.
Gut reaction, since this does involve a change of standard, is to introduce a function to one of the mod libraries
that handles the logic of checking whether it's a netgame or not.
DTADD seems like a good home for it, but I'm willing to hear out other options.
Something like "CallIfMultiplayer" or something.
Thinking something like:
This prevents the need for the modder to have to really care about whether it's a network game, since otherwise these definitions would end up getting duplicated when playing offline.
The resulting use would look like:
Pretty sure we actually just have a tracker ticket for this internally. Since it involves modding standards and potentially a code change, I saw no real reason to avoid discussing it.
Gut reaction, since this does involve a change of standard, is to introduce a function to one of the mod libraries
that handles the logic of checking whether it's a netgame or not.
DTADD seems like a good home for it, but I'm willing to hear out other options.
Something like "CallIfMultiplayer" or something.
Thinking something like:
function bool CallIfMultiplayer(str name, int arg1, int arg2, int arg3, int arg4)
{
if(!IsMultiplayer())
return false;
ACS_NamedExecuteWithResult(name, arg1, arg2, arg3, arg4);
}This prevents the need for the modder to have to really care about whether it's a network game, since otherwise these definitions would end up getting duplicated when playing offline.
The resulting use would look like:
script "mymod_open" OPEN
{
DefineWeapon([...]);
DefineBusterAndTake([...]);
}
script "mymod_open_clientside" OPEN CLIENTSIDE
{
CallIfMultiplayer("mymod_open", 0, 0, 0, 0);
}Pretty sure we actually just have a tracker ticket for this internally. Since it involves modding standards and potentially a code change, I saw no real reason to avoid discussing it.
May. 28, 2025, 2:32 PM
Ring man submission

May. 28, 2025, 2:32 PM
Drill man Submission

May. 28, 2025, 2:31 PM
Gyro Man submission

May. 28, 2025, 2:31 PM
T.hawk Man submission

May. 28, 2025, 2:30 PM
Skull Man submission

May. 28, 2025, 2:30 PM
Gemini Man submission
