Mercenaries - progress? suuuuure ...

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Ænima
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RE: Mercenaries v2.0 - alpha #2 released! DELICIOUS!

#181

Post by Ænima » Wed Jul 25, 2012 5:10 am

ALIENwolve wrote:
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!
Not to complain too much, but are you being careful about that whole Mercs 1.0 oversaturation thing?
Why of course. :p
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Llewellyn
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RE: Mercenaries v2.0 - alpha #2 released! DELICIOUS!

#182

Post by Llewellyn » Wed Jul 25, 2012 5:14 am

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?
He said a while back that he'll eventually make a page2.

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Ænima
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RE: Mercenaries v2.0 - alpha #2 released! DELICIOUS!

#183

Post by Ænima » Wed Jul 25, 2012 5:21 am

... and i just did >_>
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Llewellyn
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RE: Mercenaries v2.0 - alpha #2 released! DELICIOUS!

#184

Post by Llewellyn » Wed Jul 25, 2012 6:34 am

Ænima wrote: ... and i just did >_>
LOL I had the page open too long before I replied... I got distracted...
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.

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RE: Mercenaries v2.0 - alpha #2 released! DELICIOUS!

#185

Post by Capt.J3 » Wed Jul 25, 2012 2:17 pm

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... :\

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Ænima
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RE: Mercenaries v2.0 - alpha #2 released! DELICIOUS!

#186

Post by Ænima » Wed Jul 25, 2012 6:44 pm

Capt.J3 wrote: Remember add more pistols, Use the ones that I gave you. >.>
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: Btw Lets try to make some weaps and items avaible only in the store, or else.... the store is useless... :\
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).
Reinforcements: midgame Survival joining/respawning
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AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
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RE: Mercenaries v2.0 - alpha #2 released! DELICIOUS!

#187

Post by Capt.J3 » Wed Jul 25, 2012 7:44 pm

OH well, so that's the case... :\ But I still believe we should have at least ONE new pistol.. (even if its a clone) :<

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RE: Mercenaries v2.0 - alpha #2 released! DELICIOUS!

#188

Post by XutaWoo » Wed Jul 25, 2012 8:04 pm

If there isn't a revolver for a powerful single-shot weapon, there's always that.
[spoiler]Image[/spoiler]
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ALIENwolve
 
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RE: Mercenaries v2.0 - alpha #2 released! DELICIOUS!

#189

Post by ALIENwolve » Wed Jul 25, 2012 8:15 pm

Skorpion could be another pistol. Machine pistol, but a sidearm all the same.

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RE: Mercenaries v2.0 - alpha #2 released! DELICIOUS!

#190

Post by Ænima » Wed Jul 25, 2012 9:04 pm

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) :<
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.
ALIENwolve wrote: Skorpion could be another pistol. Machine pistol, but a sidearm all the same.
It's actually gonna be an SMG. Which has an even faster rate of fire than the Uzi. Basically, a bullet-hoser.
XutaWoo wrote: If there isn't a revolver for a powerful single-shot weapon, there's always that.
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.

Speaking of the Saiga, does anyone feel like it's a death cannon? Should I nerf it or just increase the price?
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Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
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ALIENwolve
 
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RE: Mercenaries v2.0 - alpha #2 released! DELICIOUS!

#191

Post by ALIENwolve » Wed Jul 25, 2012 9:07 pm

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.

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RE: Mercenaries v2.0 - alpha #2 released! DELICIOUS!

#192

Post by Mentlegen » Thu Jul 26, 2012 12:07 am

If you add another pistol PLEASE let it be an M1911 because that's one of my all time favorite pistols

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RE: Mercenaries v2.0 - alpha #2 released! DELICIOUS!

#193

Post by Capt.J3 » Thu Jul 26, 2012 12:45 am

Aenima, you want me to draw you a new pistol?

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DR_FUZZY
 
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RE: Mercenaries v2.0 - alpha #2 released! DELICIOUS!

#194

Post by DR_FUZZY » Thu Jul 26, 2012 1:33 am

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.

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Valherran
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RE: Mercenaries v2.0 - alpha #2 released! DELICIOUS!

#195

Post by Valherran » Thu Jul 26, 2012 5:17 am

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.

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RE: Mercenaries v2.0 - alpha #2 released! DELICIOUS!

#196

Post by Hece » Thu Jul 26, 2012 8:36 am

DR_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.
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 :DDD

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 :)

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RE: Mercenaries v2.0 - alpha #2 released! DELICIOUS!

#197

Post by DR_FUZZY » Thu Jul 26, 2012 6:51 pm

Hece wrote:
DR_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.
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 :DDD

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 :)
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 :/

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RE: Mercenaries v2.0 - alpha #2 released! DELICIOUS!

#198

Post by ltsonic » Sat Jul 28, 2012 3:13 pm

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.
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Llewellyn
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RE: Mercenaries v2.0 - alpha #2 released! DELICIOUS!

#199

Post by Llewellyn » Sat Jul 28, 2012 3:30 pm

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.
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.pk3

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Ænima
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RE: Mercenaries v2.0 - alpha #2 released! DELICIOUS!

#200

Post by Ænima » Sat Jul 28, 2012 9:26 pm

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.
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.
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.
Good idea. Will do.
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)
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