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 - will feature a non-stupid HQ!

#241

Post by Ænima » Sun Oct 07, 2012 12:00 pm

You mean bullet wasting? I guess I could implement that but it would be off by default. The CCMD would be something like "sv_throwawayammo true".
Reinforcements: midgame Survival joining/respawning
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Pioruniej
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RE: Mercenaries - will feature a non-stupid HQ!

#242

Post by Pioruniej » Sun Oct 07, 2012 12:06 pm

Yeah, just like what I meant, if you can implement that in the game as a toggle feature, it would be awesome!

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

#243

Post by Ænima » Sun Oct 07, 2012 3:27 pm

Alright, I'll see what I can do. I can probably just make it togglable for each player individually instead of serverwide, right?

I mean it's a handicap to have it enabled, so it's not like any players would have some sort of advantage by enabling it.
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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MrSetharoo
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RE: Mercenaries - will feature a non-stupid HQ!

#244

Post by MrSetharoo » Wed Oct 24, 2012 4:38 pm

Can any one help me? Either I am completely stupid or I'm doing something wrong. I'm having a hard time trying to get this mod to load in Zandronum. The initial loading console gives me different errors.
--------------------------------------------------------
Script error, "mercs2-alpha2.pk3:weapons/ssg/decorate" line 1:
Parent type 'SSTSSG' not found in SSG
Script error, "mercs2-alpha2.pk3:weapons/ssg/decorate" line 4:
"weapon.preferredskin" requires an actor of type "Weapon"


Execution could not continue.

Script error, "mercs2-alpha2.pk3:weapons/ssg/decorate" line 4:
Unexpected 'SSGSkin' in definition of 'SSG'
------------------------------------------------------------------
It also gives me one about a Minigun when I load it a different way.
To be honest this is the first time I've had an issue loading a mod with Skulltag/Zandronum.



(((EDIT)))
OK so after I did some research on the thread I'm guessing I'm loading them in the wrong order. So how do I go about loading them in a certain order?
Last edited by MrSetharoo on Wed Oct 24, 2012 5:32 pm, edited 1 time in total.

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

#245

Post by Ænima » Wed Oct 24, 2012 5:33 pm

The order in which you load the pk3s matters.

The order should be:
skulltag_actors,
skulltag_data,
sst_v1.4rc4,
mercs2-alpha2
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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MrSetharoo
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RE: Mercenaries - will feature a non-stupid HQ!

#246

Post by MrSetharoo » Wed Oct 24, 2012 6:05 pm

Ænima wrote: The order in which you load the pk3s matters.

The order should be:
skulltag_actors,
skulltag_data,
sst_v1.4rc4,
mercs2-alpha2
well I understand that much, but how would I go about doing that? I usually just drag 'n' drop or use the skins sub-folder method. Do I have to make a separate .cfg (I think I'm using the correct file type name, forgive me if I'm not) or do i have to create different sub-folders?
Last edited by MrSetharoo on Wed Oct 24, 2012 6:06 pm, edited 1 time in total.

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

#247

Post by Yellowtail » Wed Oct 24, 2012 6:10 pm

If you're using IDE:
Go to "Single Player" and in the WADs section, type each file in the order given above and hit ENTER after putting in the names of each file. Then click "Start Game" at the bottom. (You may modify the other settings if you wish to do so).

There are other ways to do this (Batch file, Doomseeker), but this is the method I know.

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

#248

Post by MrSetharoo » Wed Oct 24, 2012 6:22 pm

Yellowtail wrote: If you're using IDE:
Go to "Single Player" and in the WADs section, type each file in the order given above and hit ENTER after putting in the names of each file. Then click "Start Game" at the bottom. (You may modify the other settings if you wish to do so).

There are other ways to do this (Batch file, Doomseeker), but this is the method I know.
Jesus, you guys respond fast. Anyways, I think I can handle it from here because I've used something similar to IDE on Megaman 8-bit Deathmatch.
Thank you for helping me out. It's kinda nice having a forum where people don't rip your head off if you don't know something. xD

Hey marijuan-eye, it'd probably be a good idea to add this information about how to load mod files in a certain order on the main post in the thread. ya know for people who are not used to using IDE or IDE related programs like me XD
Last edited by MrSetharoo on Wed Oct 24, 2012 6:27 pm, edited 1 time in total.

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

#249

Post by DevilHunter » Sat Oct 27, 2012 9:39 pm

MrSetharoo wrote: ...
Hey marijuan-eye, it'd probably be a good idea to add this information about how to load mod files in a certain order on the main post in the thread. ya know for people who are not used to using IDE or IDE related programs like me XD
It does have it on the First post, along in some, or many of these posts in the thread. Anyhow, ZDL is also a great way to load wads, though some say it sucks. I think its pure magic :p

Just click Here

Just remember, Always load Skulltag_Actors first, then Skulltag_Data, THEN SST, then Mercs, and your good to go.

Doomer1
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Awesome alpha gameplay!

#250

Post by Doomer1 » Fri Nov 30, 2012 4:58 pm

Edit:

I went back and REALLY played this, and so here are my new suggestions
more refined.

Gun balance:

+ buff - nerf

+p228 rapid fire is quite inaccurate, needs to be less loose
+uzi is slightly too loose, needs more ammo, around 50.
+saiga reload is unbearably slow. needs slight speed boost 15%
-revolver fires way to fast, and is rediculously accurate; nullifies carbine

Item balance:

+ buff - nerf

+stimpack and healthpack way to damn expensive. (100 for pills?)
-beserk pack should be more expensive
-molotovs do alot of explodey damage
+gas could use more radius
+mag and 50 cal need boxes 18 and 10 respectively.
-shotgun ammo is super effective, and super cheap. x2 price suggested.
? do we really need clipped size ammo for sale? everything should be by
the box, and everything should be slightly more expensive. waste your money tough shit, shoulda checked the inventory bar.

Suggestions:

1.) Pistols: p228 is the only "pistol" pistol. magnum is a friggin sniper rifle atm, and while they both have definite roles, i think its too simple atm. to many guns is bad, but not enough is bad too.

-starting pistol should be glock sprite or something "puny" big clip little bang. a spray pistol that is used to start out and earn some cash for the next one. 3 shot burst for secondary (loose as hell, close quarters), mediocre accuracy when aimed, lower damage than now for the default pistol.

-medium pistol should be p228 as it is now with the above changes. used similar to now, good for medium distance when you fire slowely, spray for fast firing. not as fast as glock, more accurate, the "standard".

-large pistol should be colt 1911, perhaps the duke 64 with the laser? .45 cal pistol, 9 shots, slower to fire than the rest sort of the speed of the revolver now. has a melee attack like a kick or something. becomes the "ass kicker" gun. decent accuracy, high damage, slow speed and high recoil, and of course, low clip size.

-revolver becomes much slower, and more inaccurate; the power on this gun is rediculous, which is why the colt and the nerfed starter pistol is needed to break things up a little. it should still be good for long distances though, but shouldn't be the authority on it.

2.) Submachineguns: uzi or cx storm. good but...

- Uzi is good, change as above, total spray weapon, not even good for medium engagements. the "bullet hose"

-cx storm graphics are meh, but i love the gun. its fast, accurate, and does good enough damage for cheap ammo. love it. sort of the "assasin" gun.

-one more would be nice, in .45 if you implement the colt. not sure what sprite would be best. an mp5 or a ump would be good, slower firing, accurate, and high damage, but not as accurate or fast as the cx storm.
lowest clip size at 25, but highest damage, and medium range accuracy.
becomes the "shredder"

3.) Rifles: i love them all right now, but one more between the sniper and the assault rifles would be nice. the magnum is good but expensive, and the famas is good, but sort of stings like a butterfly and buzzes like a bee.

-m16 is good as it is.

-AK graphics are sorta out of place, and bad ish looking, but a fun gun.

-famas is good for what its supposed to do is spray accurately with
reasonable damage

- a 10 shot auto rifle would be nice; high recoil, 7.62 sniper. sort of like an SKS. there is a mauser sprite from ww2gi that could work, wildweasel did some work with it; you could take off the bolt and add a clip to it. no scope, high recoil, high damage. sorta between the magnum and the 5.56. becomes a sort of "equalizer" hunt medium sized monsters like demons or cacos without being as slow and bulky as the .50 cal or as costly as the magnum.

3.) shotguns and miscellaneous: shotguns are good but pump needs a melee, and menu could stand for a more polished and sorted look. im a big fan of multiple choice menus with graphics. a list for categories, like grenades, health, low tier weapons (shotties, pistols, subs), and high tier weapons (assault rifles, snipers, magnum stuff.)

finally, selling weapons would be nice, as sometimes i want to change out but i dont have enough cash. selling back for 75% of price would be nice,
and MELEE could use with some more options:

- Fists are fine as they are.
- knife would be nice
- chain saw would be the top of the line, and around 800; uses double blades. that would be SOOOO cool.


So anyway these are just some suggestions for you on what i feel would make this great but at the same time i respect and understand the undertaking this is being a fellow doom modder myself and working with weapons. (i worked alot on the EDGE forms)

Thanks,
Doomer1
Last edited by Doomer1 on Sun Dec 02, 2012 8:09 am, edited 1 time in total.

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

#251

Post by SpaceMarine » Fri Nov 30, 2012 5:08 pm

Awesome work, looking forward for the final release :)

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

#252

Post by dwango433 » Sat Feb 23, 2013 10:13 am

i don't have sst_v1.4rc4 version i have sst_v1.4rc5 help give me rc4 version
sorry im stupid i have converted pk7 to pk3
Last edited by dwango433 on Sat Feb 23, 2013 10:40 am, edited 1 time in total.
Noob Engieneer: :idea: Bulid a Sentry!
"engie buliding sentry"
"Me sapping his sentry in continuation"
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This have NONSENSE.

???

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

#253

Post by Ænima » Sat Feb 23, 2013 1:48 pm

dwango433 wrote: i don't have sst_v1.4rc4 version i have sst_v1.4rc5 help give me rc4 version
sorry im stupid i have converted pk7 to pk3
It works with SST rc5 too.
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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Necromancer-AMV
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RE: Mercenaries - will feature a non-stupid HQ!

#254

Post by Necromancer-AMV » Wed Feb 27, 2013 10:55 pm

I tried my hand at an alternate buy menu background. I tried to keep the same proportions, positions and color scheme for everything, but the black box on the bottom I moved up a bit so there could be a bevel effect around the outside to better integrate it into the image. Also the lower middle box has a different texture because I couldn't figure out what you used :V Tell me what you think.

[spoiler]Image[/spoiler]
Last edited by Necromancer-AMV on Wed Feb 27, 2013 10:57 pm, edited 1 time in total.

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

#255

Post by Ænima » Wed Feb 27, 2013 11:41 pm

Necromancer-AMV wrote: I tried my hand at an alternate buy menu background. I tried to keep the same proportions, positions and color scheme for everything, but the black box on the bottom I moved up a bit so there could be a bevel effect around the outside to better integrate it into the image. Also the lower middle box has a different texture because I couldn't figure out what you used :V Tell me what you think.

[spoiler]Image[/spoiler]
I love it! Thanks a million. Can I use it for the next version?
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)
Image

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

#256

Post by DevilHunter » Thu Feb 28, 2013 12:12 am

Necromancer-AMV wrote: I tried my hand at an alternate buy menu background. I tried to keep the same proportions, positions and color scheme for everything, but the black box on the bottom I moved up a bit so there could be a bevel effect around the outside to better integrate it into the image. Also the lower middle box has a different texture because I couldn't figure out what you used :V Tell me what you think.

[spoiler]Image[/spoiler]
That looks flipping Awesome. Nice job thar, hope Aenima can Use it next version.. if there ever is :o

EDIT: my bad, pressed the wrong button when I was posting. Had the size tag in there Derp
Last edited by DevilHunter on Thu Feb 28, 2013 12:13 am, edited 1 time in total.

Necromancer-AMV
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RE: Mercenaries - will feature a non-stupid HQ!

#257

Post by Necromancer-AMV » Thu Feb 28, 2013 12:27 am

Ænima wrote:I love it! Thanks a million. Can I use it for the next version?
Sure!

legio42lupus
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RE: Mercenaries - will feature a non-stupid HQ!

#258

Post by legio42lupus » Thu Dec 12, 2013 5:26 pm

Too i have that error:

Can any one help me? Either I am completely stupid or I'm doing something wrong. I'm having a hard time trying to get this mod to load in Zandronum. The initial loading console gives me different errors.
--------------------------------------------------------
Script error, "mercs2-alpha2.pk3:weapons/ssg/decorate" line 1:
Parent type 'SSTSSG' not found in SSG
Script error, "mercs2-alpha2.pk3:weapons/ssg/decorate" line 4:
"weapon.preferredskin" requires an actor of type "Weapon"


Execution could not continue.

Script error, "mercs2-alpha2.pk3:weapons/ssg/decorate" line 4:
Unexpected 'SSGSkin' in definition of 'SSG'
------------------------------------------------------------------
It also gives me one about a Minigun when I load it a different way.
To be honest this is the first time I've had an issue loading a mod with Skulltag/Zandronum.



(((EDIT)))
OK so after I did some research on the thread I'm guessing I'm loading them in the wrong order. So how do I go about loading them in a certain order?

After i decide to use the Gzdoom but lauch me this:

Script error, "m1skulltag_actors.pk3:actors/misc.txt" line 16:
Invalid state parameter a_faceconsoleplayer

I try to use the ZDL and the IDE, nut i dunno use that. ???

Anyone, please help me!!! I want to play.

:hmm:

Greeting from Colombia

:lol:
Last edited by legio42lupus on Thu Dec 12, 2013 5:53 pm, edited 1 time in total.

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

#259

Post by Ænima » Thu Dec 12, 2013 5:55 pm

You can't use GZDoom. Mercenaries only works with Zandronum.
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)
Image

legio42lupus
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RE: Mercenaries - will feature a non-stupid HQ!

#260

Post by legio42lupus » Thu Dec 12, 2013 6:00 pm

OH!!! but anyway, that doesn´t work, and in Zandronum, shows me the error, and seriously your mod is awesome. Please Help Me.
Last edited by legio42lupus on Thu Dec 12, 2013 6:25 pm, edited 1 time in total.

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