Why of course. :pALIENwolve wrote:Not to complain too much, but are you being careful about that whole Mercs 1.0 oversaturation thing?Ænima wrote: I just finished coding Page 2 of the buy menu. It will feature weapons such as the L85, AT4, M32 nade launcher, flamethrower, minigun, ammo such as fuel for the flamethrower, 30mm grenades (frag or ice type), belt ammo for the minigun, and equipment such as sentry turrets, the Earsplitter, the medic needle, and much more!
Btw the medic needle will let you
- heal yourself
- heal your teammates
- revive dead monsters and have them fight for YOU!
Mercenaries - progress? suuuuure ...
RE: Mercenaries v2.0 - alpha #2 released! DELICIOUS!
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)

Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)

RE: Mercenaries v2.0 - alpha #2 released! DELICIOUS!
He said a while back that he'll eventually make a page2.Capt.J3 wrote: Hmm, we're adding more weaps, so how are we going to fit all of them in the limited menu? <especially the AT4> Are you going to use the store from the city level to sell the ones that didn't fit in the menu?
RE: Mercenaries v2.0 - alpha #2 released! DELICIOUS!
... and i just did >_>
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)

Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)

RE: Mercenaries v2.0 - alpha #2 released! DELICIOUS!
LOL I had the page open too long before I replied... I got distracted...Ænima wrote: ... and i just did >_>
eep.
Anyway, why are you putting the earsplitter, grenades, ammo etc. on Page 2?
I know you don't want to change old code, but you should probably keep all the "equipment" on page 1.
Last edited by Llewellyn on Wed Jul 25, 2012 6:37 am, edited 1 time in total.
RE: Mercenaries v2.0 - alpha #2 released! DELICIOUS!
Remember add more pistols, Use the ones that I gave you. >.> Btw Lets try to make some weaps and items avaible only in the store, or else.... the store is useless... :\
RE: Mercenaries v2.0 - alpha #2 released! DELICIOUS!
Well, they must have a unique function. And for pistols, it's difficult to do this. I don't want to make the mistake that I made in the previous Mercenaries versions (adding tons of weapons that are all just clones of each other).Capt.J3 wrote: Remember add more pistols, Use the ones that I gave you. >.>
I know. Like i said before, there will be "rare" items and weapons there. Such as the Skorpion (which will not be available in the buy menu).Capt.J3 wrote: Btw Lets try to make some weaps and items avaible only in the store, or else.... the store is useless... :\
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)

Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)

RE: Mercenaries v2.0 - alpha #2 released! DELICIOUS!
OH well, so that's the case... :\ But I still believe we should have at least ONE new pistol.. (even if its a clone) :<
RE: Mercenaries v2.0 - alpha #2 released! DELICIOUS!
If there isn't a revolver for a powerful single-shot weapon, there's always that.
- ALIENwolve
- Posts: 60
- Joined: Sun Jun 10, 2012 1:14 am
RE: Mercenaries v2.0 - alpha #2 released! DELICIOUS!
Skorpion could be another pistol. Machine pistol, but a sidearm all the same.
RE: Mercenaries v2.0 - alpha #2 released! DELICIOUS!
I'll see ... Maybe a 1911 or a Deagle or something. I was actually originally considering Dual Berettas (aka Beretta Elites like in CS) but I scrapped that idea.Capt.J3 wrote: OH well, so that's the case... :\ But I still believe we should have at least ONE new pistol.. (even if its a clone) :<
It's actually gonna be an SMG. Which has an even faster rate of fire than the Uzi. Basically, a bullet-hoser.ALIENwolve wrote: Skorpion could be another pistol. Machine pistol, but a sidearm all the same.
The mod already has a revolver (the 44 Magnum). And it's quite powerful. It also has a major benefit of "stopping power", aka it's pretty much guaranteed to painchance whatever is attacking you and kick it back a few feet. Very useful for keeping an archvile from killing you when you only have 30HP. Same with the Saiga.XutaWoo wrote: If there isn't a revolver for a powerful single-shot weapon, there's always that.
Speaking of the Saiga, does anyone feel like it's a death cannon? Should I nerf it or just increase the price?
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)

Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)

- ALIENwolve
- Posts: 60
- Joined: Sun Jun 10, 2012 1:14 am
RE: Mercenaries v2.0 - alpha #2 released! DELICIOUS!
I rather liked the Call of Duty skorpion's design in that it had a very limited range but did quite a lot of damage when you were within that range.
You may need to adjust how the UZI functions alongside the skorpion.
You may need to adjust how the UZI functions alongside the skorpion.
RE: Mercenaries v2.0 - alpha #2 released! DELICIOUS!
If you add another pistol PLEASE let it be an M1911 because that's one of my all time favorite pistols
RE: Mercenaries v2.0 - alpha #2 released! DELICIOUS!
Aenima, you want me to draw you a new pistol?
RE: Mercenaries v2.0 - alpha #2 released! DELICIOUS!
If you need, I have the sentry (mostly) coded already from when I was working on it. I couldn't ever get the shells to properly eject though. Also have a plasma sentry mostly finished except for about 1 view angle and the death sequence.
Last edited by DR_FUZZY on Thu Jul 26, 2012 1:34 am, edited 1 time in total.
RE: Mercenaries v2.0 - alpha #2 released! DELICIOUS!
Is there anyway we can get those 4 grenades their own hotkeys? The menu selection and throw is a bit time consuming in various situations.
RE: Mercenaries v2.0 - alpha #2 released! DELICIOUS!
Do you use that my old code for it :3 I just opened it and decided to make it complete. Since I understad much more about scripting, I was amused becose of that my old work. I had made it on chaingunner :DDDDR_FUZZY wrote: If you need, I have the sentry (mostly) coded already from when I was working on it. I couldn't ever get the shells to properly eject though. Also have a plasma sentry mostly finished except for about 1 view angle and the death sequence.
But anyway, It is now done complete. parts will blow away. I'll send it to you.
Btw did you want it to throw empty bullets? I can do that easily :)
RE: Mercenaries v2.0 - alpha #2 released! DELICIOUS!
Yep, I went back and did some editing and repositioned the sprites so the base of the turret stays still. I was able to get the shells to eject but they would only eject from the end of the barrel :/Hece wrote:Do you use that my old code for it :3 I just opened it and decided to make it complete. Since I understad much more about scripting, I was amused becose of that my old work. I had made it on chaingunner :DDDDR_FUZZY wrote: If you need, I have the sentry (mostly) coded already from when I was working on it. I couldn't ever get the shells to properly eject though. Also have a plasma sentry mostly finished except for about 1 view angle and the death sequence.
But anyway, It is now done complete. parts will blow away. I'll send it to you.
Btw did you want it to throw empty bullets? I can do that easily :)
RE: Mercenaries v2.0 - alpha #2 released! DELICIOUS!
Very good. The talk of the buy system in game reminds me of army of two tfd. I've been playing this mod since 2008. Also can I play this on skulltag? I don't know much about this new port that much.
My Projects:
Base Rush[New Level Released.]
Tactics (Vanilla Doom Coop, but heavily requires teamwork, for any doom port(android, wii, jtagged xbox, etc.)
Back into Doom!
Im a junior mapper and modder. I may be new, but im learning well.
Searching for a clan, preferably one who plays CTF. Im really good.
Ingame name:Ltsonic
Base Rush[New Level Released.]
Tactics (Vanilla Doom Coop, but heavily requires teamwork, for any doom port(android, wii, jtagged xbox, etc.)
Back into Doom!
Im a junior mapper and modder. I may be new, but im learning well.
Searching for a clan, preferably one who plays CTF. Im really good.
Ingame name:Ltsonic
RE: Mercenaries v2.0 - alpha #2 released! DELICIOUS!
I think it uses a Zandronum feature, but Skulltag is basically the same thing as Zandronum except the logo, some bugfixing/features, and that it doesn't autoload Skulltag_Data.pk3 or Skulltag_Actors.pk3ltsonic wrote: Very good. The talk of the buy system in game reminds me of army of two tfd. I've been playing this mod since 2008. Also can I play this on skulltag? I don't know much about this new port that much.
RE: Mercenaries v2.0 - alpha #2 released! DELICIOUS!
Mercenaries makes use of several Zandronum features that aren't in Skulltag 98d. If you try to play it with Skulltag, you'll probably get an error. You pretty much need Zandronum. Or maybe GZDoom. I actually haven't tested to see if it works in GZ yet.ltsonic wrote: Very good. The talk of the buy system in game reminds me of army of two tfd. I've been playing this mod since 2008. Also can I play this on skulltag? I don't know much about this new port that much.
Good idea. Will do.Valherran wrote: Is there anyway we can get those 4 grenades their own hotkeys? The menu selection and throw is a bit time consuming in various situations.
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)

Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)
