Mercenaries - progress? suuuuure ...

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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President People
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RE: Mercenaries - will feature Halo-style vehicles!

#221

Post by President People » Fri Aug 10, 2012 10:44 pm

Ænima wrote:
Spoiler: BEES! (Open)
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Lol, honey pots? Wonder if there's a secret featuring a certain yellow bear wearing a red shirt.
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***MARATHON SKINS PACK V1.0.7***

I have been Roland, Beowulf, Achilles, Gilgamesh.
I have been called a hundred names and will be called
a thousand more before the world goes dim and cold.

Roger the Fluffeh Wolfeh
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RE: Mercenaries - will feature Halo-style vehicles!

#222

Post by Roger the Fluffeh Wolfeh » Fri Aug 10, 2012 11:39 pm

Hey, the download link is apparently broken. It 404's when I click it.

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DevilHunter
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RE: Mercenaries - will feature Halo-style vehicles!

#223

Post by DevilHunter » Fri Aug 10, 2012 11:54 pm

Because its hosted on temp fathax.. here is a perm link for both SST and Mercs, and St_data that needs to be ran with this mod

sst_v1.4rc3.zip
mercs2-alpha2.zip

skulltag_data.zip

Hope they work for ya :p

Boko
 
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RE: Mercenaries - will feature Halo-style vehicles!

#224

Post by Boko » Sat Aug 11, 2012 8:08 pm

Halo style vehicles will be epic! Still waiting though for an update for this :(
Last edited by Boko on Sat Aug 11, 2012 8:08 pm, edited 1 time in total.

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Ænima
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RE: Mercenaries - will feature Halo-style vehicles!

#225

Post by Ænima » Tue Aug 14, 2012 9:06 pm

About 70% done with another map!
Spoiler: Demon Breeding Grounds 2 (Open)
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And no. There will be no demonse. Sowwy.
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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Conmon
 
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RE: Mercenaries - will feature Halo-style vehicles!

#226

Post by Conmon » Wed Aug 15, 2012 5:19 am

Ooh, I like the Quake 2-esque grinders in those screenies (or at least that's what it looks like).


Lol unwashed pussy.

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SyKoTiC
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RE: Mercenaries - will feature Halo-style vehicles!

#227

Post by SyKoTiC » Wed Aug 15, 2012 5:38 am

Stopped by and noticed "Halo-styled vehicles" was just jumping out at me for attention. Im really anticipating this. :D
Being part of this DooM/Port madness since 2006
It's No Use!

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Ænima
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RE: Mercenaries - will feature Halo-style vehicles!

#228

Post by Ænima » Thu Aug 16, 2012 1:46 am

SyKoTiC wrote: Stopped by and noticed "Halo-styled vehicles" was just jumping out at me for attention. Im really anticipating this. :D
If you wanna see a vid of that, look at the first post.
Conmon wrote: Ooh, I like the Quake 2-esque grinders in those screenies (or at least that's what it looks like).
Eh. They're kinda just random sloped architecture. Like a giant-ass pipe bulging out of the wall or something. The lava in this map definitely looks Quake-esque though.
Conmon wrote: Lol unwashed pussy.
I would have been even more descriptive but I don't really have that much space in the "Briefing" box unless I scale the text down further (which I don't want to do for the sake of consistency).

--------------------------------------------------------

By the way, I want to run a quick beta test of the 4 maps i've completed so far. Either tonight or tomorrow. Anyone wanna join me?
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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Capt.J3
 
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RE: Mercenaries - will feature Halo-style vehicles!

#229

Post by Capt.J3 » Thu Aug 16, 2012 1:58 pm

Are we going to test the maps together online or single player?

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Ænima
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RE: Mercenaries - will feature Halo-style vehicles!

#230

Post by Ænima » Thu Aug 16, 2012 4:53 pm

Together.
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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Ænima
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RE: Mercenaries - will feature Halo-style vehicles!

#231

Post by Ænima » Thu Aug 30, 2012 11:52 pm

New ideas!

"Whistle" key
Pressing the whistle key makes a loud whistle which
  • can be heard from a long distance and also displays a flashing icon above your head. for telling your teammates "hey, the key is over here!" or "help!"
  • calls all attack dogs to you (good for regrouping)
  • alerts nearby monsters (A_AlertMonsters). for creating diversions or to distract monsters from your teammates.
Guided missile
Once fired, the player controls the missile's movement (GetPlayerInput) with WASD and the mouse. They can back out of missile control with the AltFire key (and just let the missile keep going), or can detonate the missile prematurely with the Fire key. Not sure if i'll make this its own item OR just be an "attachment" or "upgrade" for the existing AC4 rocket launcher.

Airstrike
Should be self explanatory. Not sure if I should make it laser-based (aka call the strike based on line-of-sight) or make it beacon/flare/grenade based like the airstrikes in RTCW:ET. Suggestions?


Feedback/discussion? :]
Last edited by Ænima on Thu Aug 30, 2012 11:53 pm, edited 1 time in total.
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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Valherran
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RE: Mercenaries - will feature Halo-style vehicles!

#232

Post by Valherran » Fri Aug 31, 2012 11:29 pm

How do you call in an airstrike under ground?

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Ænima
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RE: Mercenaries - will feature Halo-style vehicles!

#233

Post by Ænima » Sat Sep 01, 2012 12:01 am

http://en.wikipedia.org/wiki/Bunker_buster

I could spawn the projectiles on the ceiling and make explosions where they spawn (so that it looks like they "busted" through the roof).


Either that or I could just do CheckActorCeilingTexture(0, "F_SKY1") and make it so that it will only work in outdoor areas.
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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Synert
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RE: Mercenaries - will feature Halo-style vehicles!

#234

Post by Synert » Sat Sep 01, 2012 12:16 am

Make them separate, perhaps?

*edit* or just make it spawn an explosion if it's not on the sky
Last edited by Synert on Sat Sep 01, 2012 12:16 am, edited 1 time in total.

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Ænima
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RE: Mercenaries - will feature Halo-style vehicles!

#235

Post by Ænima » Mon Oct 01, 2012 2:00 am

Synert wrote: *edit* or just make it spawn an explosion if it's not on the sky
Yeah that's what I was gonna do. :V


On a side note, progress on Merc's is chugging along, slowly but surely. I've shifted my focus back to updating Super Skulltag lately, but CaptJ3 has been working on a few elements of Merc's (like graphics for the "rare items" and building more of the HQ), so yeah work is definitely getting done.

We'll post progress pics/vids soon!
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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IcyFreezy
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RE: Mercenaries - will feature a non-stupid HQ!

#236

Post by IcyFreezy » Thu Oct 04, 2012 1:32 am

I remember this was a CS Rip off it looks great now. Since I'm on the topic of CS rip offs did anyone find xxx-silverbullet.wad or something like that?

Llewellyn
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RE: Mercenaries - will feature a non-stupid HQ!

#237

Post by Llewellyn » Thu Oct 04, 2012 2:08 am

IcyFreezy wrote: I remember this was a CS Rip off it looks great now. Since I'm on the topic of CS rip offs did anyone find xxx-silverbullet.wad or something like that?
xxx-silverbullet-FINAL.zip

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Ænima
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RE: Mercenaries - will feature a non-stupid HQ!

#238

Post by Ænima » Thu Oct 04, 2012 2:18 am

oh god i can't believe you dug that up
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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armymen12002003
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RE: Mercenaries - will feature a non-stupid HQ!

#239

Post by armymen12002003 » Thu Oct 04, 2012 3:57 am

i actually enjoyed this keep up the good work

Pioruniej
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RE: Mercenaries - will feature a non-stupid HQ!

#240

Post by Pioruniej » Sun Oct 07, 2012 10:35 am

This mod is amazing, I haven't played the older version of Mercenaries, but the current one looks very good.
Would that be possible for you to make a version with ammo loss when you reload a gun with bullets inside?
You know, if you change a clip with 6 bullets to a new one, you lose 6 bullets no matter what.

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