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MMC Complete - An updated MMC Anthology
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AlumiuN
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PostPosted: Thu Nov 30, 2017 11:02 pm
   Subject: MMC Complete - An updated MMC Anthology
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I've finally got around to making an updated MMC Anthology! This contains all of the MMC maps from both the original run and the more recent sets, as well as the unreleased maps from the original run, for a grand total of 102 maps!. As with the anthology, it does away with the stamina bar and accuracy mechanic that were present in the original run, as well as using the modern particle system and multiple pushwalls.

I haven't tested it in depth, but my testing would suggest that there shouldn't be any bugs. If you do find one, or if you can think of a feature you want me to implement, let me know.

Grab it here!
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PostPosted: Fri Dec 01, 2017 5:01 pm
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Thanks for the upload, AlumiuN. This gives me an excuse to test WINE for an extended period of time. I installed that new version of Ubuntu, and there's a lot I haven't tested yet. Smile
AlumiuN
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PostPosted: Fri Dec 01, 2017 5:13 pm
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Tricob wrote:
Thanks for the upload, AlumiuN. This gives me an excuse to test WINE for an extended period of time. I installed that new version of Ubuntu, and there's a lot I haven't tested yet. Smile


I mean, I could send you the source code so you could just build it for Linux Razz
Arielus
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PostPosted: Fri Dec 01, 2017 7:05 pm
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Way cool Junior!

Thanks so much for putting this together, AlumiuN. Very neat indeed. I will give this a test and write here again if I happen to stumble upon anything I deem worth looking into.

Best,

Ariel

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Tricob
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PostPosted: Sat Dec 02, 2017 11:28 am
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AlumiuN wrote:
Tricob wrote:
Thanks for the upload, AlumiuN. This gives me an excuse to test WINE for an extended period of time. I installed that new version of Ubuntu, and there's a lot I haven't tested yet. Smile


I mean, I could send you the source code so you could just build it for Linux Razz
If you could tell me what compiler to use, I can give it a shot. Smile
AlumiuN
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PostPosted: Sat Dec 02, 2017 1:49 pm
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Tricob wrote:
AlumiuN wrote:
Tricob wrote:
Thanks for the upload, AlumiuN. This gives me an excuse to test WINE for an extended period of time. I installed that new version of Ubuntu, and there's a lot I haven't tested yet. Smile


I mean, I could send you the source code so you could just build it for Linux Razz
If you could tell me what compiler to use, I can give it a shot. Smile


Well, GCC comes with Ubuntu, but compiling it from the command line might be a pain, but pretty much any compiler will do the job. Here's the source.
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PostPosted: Sat Dec 02, 2017 2:50 pm
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Thanks. I probably won't extract before tomorrow, however; I just got my replacement printer today, and I still need to get it running on my machine. At least I have plenty of documents to test it out with. Smile
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PostPosted: Fri Jan 12, 2018 9:00 am
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Is there a way to disable the crosshair?
Tricob
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PostPosted: Fri Jan 12, 2018 9:35 am
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Check the mapinfo00.ml1 file. This is actually a text file.
AlumiuN
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PostPosted: Fri Jan 12, 2018 1:39 pm
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I believe the crosshair toggle is Tab+X.
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PostPosted: Wed Jan 17, 2018 12:02 pm
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Tab x did the trick thanks Wink .
MrWolfForever
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PostPosted: Mon Apr 23, 2018 6:21 pm
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In the Nov 07 - Feb 08 contest (and perhaps previous ones?), pushwalls should NOT move over live enemies (and kill them). This is an issue in rare circumstances, for instance in Level 4 of Nov 07 - Feb 08 (Hola), the wall at 24,33 can be pushed the wrong way while in Dos that was no possible.

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AlumiuN
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PostPosted: Mon Apr 23, 2018 9:50 pm
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Ah, I think that may have been an oversight. I'll try and get that fixed soon.
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PostPosted: Tue Apr 24, 2018 12:38 am
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There's another thing. Having watched a video of Control Room X (a map from the Nov 07 - Feb 08 contest), I noticed it has the wrong music playing. Other maps from the same contest appear to be affected by a similar problem.

EDIT: or you should probably disregard the above. It appears I was using the wrong EXE.

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PostPosted: Tue Apr 24, 2018 3:45 am
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I don't mind if enemies get crushed by moving blocks... I think that's an innovation.
AlumiuN
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PostPosted: Tue Apr 24, 2018 4:47 am
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Robbbert wrote:
I don't mind if enemies get crushed by moving blocks... I think that's an innovation.


The problem isn't that that feature isn't good (I implemented it in the newer ones for a reason), it's that the maps weren't designed with it in mind.
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PostPosted: Wed Apr 25, 2018 5:11 pm
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Perhaps more critical bug for gameplay (as it affects things more frequently by making it harder in ways likely unintended) - mutants need to make their death sound when alerted in MMC compilations prior to Oct - Nov 2013 (in short, the first seven episodes/64 levels). This was an issue in Anthology, it was fixed, but now it's reappeared here.

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PostPosted: Thu Apr 26, 2018 8:51 pm
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Found a critical bug - In No Way Out from Nov 2007 - Feb 2008 (Level 5 of that set, Level 56 in the compilation set), General Fettgesicht is supposed to drop a gold key (tested in Dos), but in both the Anthology and Complete, he drops a one-up instead. As a result, the level can only be beaten if you use the SS to hold the two gold doors near the start open, and the room centered at 24,30 with crowns is entirely unreachable, thus 100% kills and treasure is impossible.

Also in the same level, the shading in SDL looks nothing like it does in Dos. Not critical, but it's supposed to be much brighter/thicker looking.

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AlumiuN
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PostPosted: Wed May 02, 2018 1:35 am
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I'll take a look when I get a chance (although I'm not really sure how I managed to break those; I'm sure there'll be some facepalming going on), but I can't give any guarantees. Do the issues on No Way Out happen on other levels that use the same or similar values?
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PostPosted: Wed May 02, 2018 3:10 pm
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I didn't get the bug in any previous level in the Anthology. I have not tested any other level in Complete.

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