Author Topic: Megaman 1.3 Full download (View Weps included)  (Read 54305 times)

Offline peewee_RotA

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Megaman 1.3 Full download (View Weps included)
« on: October 06, 2007, 06:37:13 PM »
Here's the official v1.3 release. This is the third stable release including view weapons and source. More detailed list in readme file.
If you find any bugs or have any questions then contact me here or at the zeliepa.com/dna forums.

http://zeliepa.com/dna/files/megaq21_3full.zip

File size is roughly 3.1Mb

Extract to main quake 2 directory.
Example: c:\quake2

The following structure exists inside of the zip
Zip contains the structures
\megaq2
\game

This will create the folder
c:\quake2\megaq2

Extract the source wherever you see fit

*-------------------------------*
View Weps only download
(The view weps are included in the 1.3 full but if you want to only download the view weps below is the link)

Download here. 1.51 MB
http://www.zeliepa.com/dna/files/mq2_vweps.zip

Extract to c:\quake2\megaq2
This will create the folders
c:\quake2\megaq2\players\male
c:\quake2\megaq2\players\female
c:\quake2\megaq2\players\cyborg
*-------------------------------*

Binds:
+use
drop tech

(weapon switching is hard coded so custom weapon numbers are not needed)

The powerups have been replaced with enhancements that resemble the original games. You need to press your +use button to use a powerup

Enhancements:
Wall Kicks (bandolier) - Press +use to climbe walls
Air Sliding (Pack) - Press +use while in air to slide
E-Tank (adrenaline) - Collect additional health and press +use to heal
Second Blaster (silencer) - Press and hold +use to fire and charge an offhand x-buster
Phase Shield (power shield) - Temporarily become invincible after being hit
Riding Tank (quad) - War tank that can fire plasma with normal attack and rockets with +use. Player exits tank when it is destroyed.
Super Armor (Invulnerability) - Permanent red armor that can charge when damage is taken. When armor reaches 200 press +use to cause a large explosion
Buster Upgrade (power screen) - Allows players to charge up special weapons for stronger attacks

Movement:
Sliding or (also known as Dashing) has been added to your movement. Press forward and duck to thrust yourself forward quickly.

Weapons:
#1 X-Buster - Fires energy blasts. May be charged to fire plasma bursts.
#2 Dust Crusher - Fires a block of scrap that breaks into pieces when it hits a wall or player.
#3 Skull Shield - Spawns protectiv skulls around the player that also damage anyone they touch
#4 Crash Bomber - Fires a bomb that drills into the wall and then activates a timer to explode
#5 Rolling Cutter - A spinning blade that firs in a circular motion
#6 Hyper Bombs - High Explosives with a short fuse
#7 Magnet Missile - Explosive projectile that attracts to metalic robot adversaries
#8 Needle Cannon - Deep piercing
« Last Edit: December 16, 2007, 05:43:05 AM by peewee_RotA »
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Offline X'tyfe

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Re: Megaman 1.0 download
« Reply #1 on: October 06, 2007, 06:48:37 PM »
you made this mod? looks pretty good
maybe we can have a server setup and some sorta event to test it out
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Re: Megaman 1.0 download
« Reply #2 on: October 06, 2007, 07:01:39 PM »
Has been uploaded to the TS download site:

http://www.tastyspleen.net/quake/downloads/mods/megaman/
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Offline X'tyfe

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Re: Megaman 1.0 download
« Reply #3 on: October 07, 2007, 04:01:06 PM »
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Offline The Happy Friar

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Re: Megaman 1.0 download
« Reply #4 on: October 07, 2007, 04:06:13 PM »
like i've said... e-mail jube & it will become news.  :)
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Offline DWxchzrles

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Re: Megaman 1.0 download
« Reply #5 on: October 07, 2007, 04:51:08 PM »
that's the reason for so many guests today

any way to tell how many guests were on tastysplee.net

on Sunday October 7th?
« Last Edit: October 07, 2007, 06:40:02 PM by DWxchzrles »
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Offline peewee_RotA

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Re: Megaman 1.0 download
« Reply #6 on: October 08, 2007, 07:49:02 AM »
Just wanted to mention that there's a server up at 24.239.118.169:27910
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Offline Whirlingdervish

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Re: Megaman 1.0 download
« Reply #7 on: October 09, 2007, 08:27:00 AM »
this sounds really cool. I will definitely be checking this out tonight when I get home.


BUG REPORT from SOB[WOS]

power armor - crashes game.

going into a map using r1q2 crashes game:
"FPU control word not set as expected. Q2 physics model will break."
« Last Edit: October 09, 2007, 12:19:34 PM by Whirlingdervish(Q2C) »
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Offline peewee_RotA

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Re: Megaman 1.0 download
« Reply #8 on: October 09, 2007, 04:07:18 PM »
Here's the fixed version of the gamex86.dll to remedy the problem of picking up power screens. Now it acts the same as the phase shield.

The problem with the r1q2 loading seems to be an issue with either LCCwin32 or R1Q2. So far it seems that all mods that I have compiled with LCC Win32 have this same glitch. This includes a recompile of the Brazen and Rogue source code. I'll see what else I can do. For now the game runs just fine as dedicated on R1Q2 and I'll always have a server up for people who want to try it.
« Last Edit: October 09, 2007, 04:36:05 PM by peewee_RotA »
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Offline The Happy Friar

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Re: Megaman 1.0 download
« Reply #9 on: October 09, 2007, 06:23:02 PM »
you should get those up on PQ's file system.
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Offline peewee_RotA

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Re: Megaman 1.0 download
« Reply #10 on: October 09, 2007, 07:14:37 PM »
Let me trouble shoot this R1Q2 issue a little more before hand. Think of it like a voluntary recall for the moment.

In case anyone can help, here's what i've found so far:
The only problem that is likely to arise is with the floating point processor (FPU) registers. Some versions of Delphi change the FPU control word upon entry to a DLL (but this is not true of Delphi 5); all Windows programs are at risk of changing the registers whenever they call a sloppily written DLL, such as the ones that are used in the common dialogs (File Open, etc.).
http://www.stats.uwo.ca/faculty/murdoch/software/compilingDLLs/pascal.html
« Last Edit: October 09, 2007, 08:10:47 PM by peewee_RotA »
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Offline peewee_RotA

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Re: Megaman 1.0 download
« Reply #11 on: October 12, 2007, 05:38:42 PM »
Sorry about my absence. Internet got shut off for the past couple days. Got it back and i will have MSVC++5 in a couple days so i can recompile the dll and it will work with r1q2.
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Offline The Happy Friar

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Re: Megaman 1.0 download
« Reply #12 on: October 18, 2007, 06:39:47 AM »
hey, were you going to make skins/models to match the weapons?  just wondering.
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Offline peewee_RotA

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Re: Megaman 1.0 download
« Reply #13 on: October 18, 2007, 08:44:51 AM »
I'm still very new to modeling. It is in the development plan however I'm not working on that portion at the moment. I would like version 2.0 to have view weaps for male, female, and cyborg, however it may be as basic as a single blue buster model showing as generic as far as time allows.

As for the g_weaps, the tokens that rotate are tokens from MM1 that dead robot masters drop. They represent the "enhancment chip" that megaman would have needed to use their specific powers. I updated the tokens by recreating the faces from the level selection screens from the respective games. So the g_weaps for nastalgia sake are going to stay the same. I do need to refine the skin a little.

Anyone that wants to help with this (*cough* dirvish *cough*) would be much appreciated.


The more important update that supercedes this is creating the models for the robot masters for the single player that is still in the works. I'm purposely going to give the monsters the same frames as a player so that the monster models can be reused in deathmatch. That way view weaps will not be all that important as the monster models will have the appropriate view weaps.
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Offline Whirlingdervish

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Re: Megaman 1.0 download
« Reply #14 on: October 18, 2007, 12:10:30 PM »
I wish I had more time to help out, but I've been swamped at work since I got promoted about 3 weeks ago.
I can probably help with the vwep models tho, in the next week or so, since things seem to be winding down a little.

However, I'm remarkably bad at making player models, from lack of experience ;)
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