Mercenaries - progress? suuuuure ...

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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[id]Angel
 
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RE: Mercenaries v2.0 - FIRST ALPHA RELEASED!

#81

Post by [id]Angel » Sat Jul 07, 2012 2:56 pm

@Animal Mother: IT STILL HAPPENS EVEN I LOAD IT LIKE THAT (In proper place)
[spoiler]Image[/spoiler]
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Yellowtail
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RE: Mercenaries v2.0 - FIRST ALPHA RELEASED!

#82

Post by Yellowtail » Sat Jul 07, 2012 3:07 pm

Are you running it on Zandronum or on Skulltag?

[id]Angel
 
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RE: Mercenaries v2.0 - FIRST ALPHA RELEASED!

#83

Post by [id]Angel » Sat Jul 07, 2012 3:33 pm

Skulltag
[spoiler]Image[/spoiler]
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Yellowtail
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RE: Mercenaries v2.0 - FIRST ALPHA RELEASED!

#84

Post by Yellowtail » Sat Jul 07, 2012 6:52 pm

There's your problem. Mercs cannot run on Skulltag. You need the latest version of Zandronum to play Mercs.

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ALIENwolve
 
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RE: Mercenaries v2.0 - FIRST ALPHA RELEASED!

#85

Post by ALIENwolve » Sat Jul 07, 2012 7:16 pm

Yellowtail wrote: There's your problem. Mercs cannot run on Skulltag. You need the latest version of Zandronum to play Mercs.
Uh...

I've... been too lazy to get Zandronum and haven't had that problem with Skulltag.

Konda
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RE: Mercenaries v2.0 - FIRST ALPHA RELEASED!

#86

Post by Konda » Sat Jul 07, 2012 10:36 pm

That's because you're using 98e, which has the designatedteam property, so it works, unlike 98d
Last edited by Konda on Sat Jul 07, 2012 10:37 pm, edited 1 time in total.

Code: Select all

<Synert> fuck
<Synert> plugged in my memory stick and got a bsod

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DR_FUZZY
 
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RE: Mercenaries v2.0 - FIRST ALPHA RELEASED!

#87

Post by DR_FUZZY » Mon Jul 09, 2012 10:48 pm

So when are we gonna work on this thing? lol

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Medicris
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RE: Mercenaries v2.0 - FIRST ALPHA RELEASED!

#88

Post by Medicris » Tue Jul 10, 2012 3:00 am

Animal Mother wrote:From the first post:
What do I need to play Mercenaries?
1.) doom2.wad (duh)
2.) skulltag_data.pk3
3.) the latest version of SST (needs to be loaded before Mercs when you list the wads on your server/launcher)
Load order should be: skulltag_data.pk3, sst_v1.4rc3.pk3, mercs2-alpha1.pk3

If you're using the latest version of Zandronum, you will also need to load skulltag_actors.pk3. Load it before sst_v1.4rc3.pk3 and mercs2-alpha1.pk3.
Blah, I followed that exact load order using Zandronum and I get this:

Code: Select all

ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
Script error, "sst_v1.4rc3.pk3:sst_v1.4rc3.wad:MINIGUN" line 1:
Parent type 'Minigun' not found in SSTMinigun

Execution could not continue.

Script error, "sst_v1.4rc3.pk3:sst_v1.4rc3.wad:MINIGUN" line 1:
Replaced type 'Minigun' not found in SSTMinigun

Animal Mother
 
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RE: Mercenaries v2.0 - FIRST ALPHA RELEASED!

#89

Post by Animal Mother » Tue Jul 10, 2012 3:20 am

Medicris wrote:
Blah, I followed that exact load order using Zandronum and I get this:

Code: Select all

ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
Script error, "sst_v1.4rc3.pk3:sst_v1.4rc3.wad:MINIGUN" line 1:
Parent type 'Minigun' not found in SSTMinigun

Execution could not continue.

Script error, "sst_v1.4rc3.pk3:sst_v1.4rc3.wad:MINIGUN" line 1:
Replaced type 'Minigun' not found in SSTMinigun
That's the exact same error I get when I use the latest Zandronum and neglect to have skulltag_actors.pk3 loaded before SST.

Also see earlier posts
Catweasel wrote: I'm probably doing something painfully wrong, but when I try to run SST in Zandronum I get the following error:

Script error, "sst_v1.4rc3.pk3:sst_v1.4rc3.wad:MINIGUN" line 1:
Replaced type 'Minigun' not found in SSTMinigun

Since SST won't load for me, it makes it impossible for me to load Mercs too. I've got what I believe to be the latest version of Zandronum, and I have skulltag_data.pk3 too. Not sure what the issue is.
Catweasel wrote: I've gotten it working now. Everything was in the right order, but I had to add in skulltag_actors.pk3.

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Medicris
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RE: Mercenaries v2.0 - FIRST ALPHA RELEASED!

#90

Post by Medicris » Tue Jul 10, 2012 4:07 am

I read through the posts, yet didn't notice skulltag_actors was included in the latest Zandronum, thinking it to be on the forum somewhere. Searches turned up no links.

Pardon.

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ALIENwolve
 
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RE: Mercenaries v2.0 - FIRST ALPHA RELEASED!

#91

Post by ALIENwolve » Tue Jul 10, 2012 4:25 am

DR_FUZZY wrote: So when are we gonna work on this thing? lol
I dunno. Aen's online time is awfully short.

Considering for SST I hadn't spoken to a single one of you about design or shit like that, maaaybe there should be a single persistent avenue of discussion instead of routing it all to Aenima.

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DevilHunter
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RE: Mercenaries v2.0 - FIRST ALPHA RELEASED!

#92

Post by DevilHunter » Tue Jul 10, 2012 3:14 pm

Mirrored for Great Justice

Mercs2-Alpha1.zip

Link to Skulltag_Data if needed..

Skulltag_Data.pk3 and Others

I will try out Merc's tonight, if I have time. Enjoy :p

Catweasel
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RE: Mercenaries v2.0 - FIRST ALPHA RELEASED!

#93

Post by Catweasel » Tue Jul 10, 2012 10:56 pm

Personally, I don't think the pistol is too weak. My issue is I feel it's a little too inaccurate. It can be awfully hard to hit distant enemies in early levels with it as it is, wasting lots of ammo.

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ALIENwolve
 
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RE: Mercenaries v2.0 - FIRST ALPHA RELEASED!

#94

Post by ALIENwolve » Wed Jul 11, 2012 3:36 am

Catweasel wrote: Personally, I don't think the pistol is too weak. My issue is I feel it's a little too inaccurate. It can be awfully hard to hit distant enemies in early levels with it as it is, wasting lots of ammo.
Slow paced shots have reduced spread.

On the note of the 9mm, I propose shotgun ammo spawns have a chance of being replaced with 9mm ammo. This is due to every Doom mapper being a jerkass when it comes to bullet ammo spawns and nobody needs that much ammo for their mossberg.

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Ænima
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RE: Mercenaries v2.0 - FIRST ALPHA RELEASED!

#95

Post by Ænima » Wed Jul 11, 2012 7:35 pm

Sorry I haven't replied for a few days! I've been mostly at work and on vacation.
Capt.J3 wrote: 1. Lets try to add attachments to ALL of the weapons.
For example-
. enhanced clips ( larger clips)
. laser pointers (improves aiming)
. Grenade launcher
. bayonets (>:3)
. grips (reduce recoil)
. masterkey (shotgun)
. laser sights
This is all that I can think of in the moment. I could draw all of the attachments for you.
And make it able that you can pay the attachments in the menu. AND PLUS MULTIPLE ATTACHMENTS!!!!
Cool idea. I don't want to work on attachments right now (cuz it might be a lot of work) but we can definitely add those later. :3
3. PLEASE let the bullet shells stay on the ground a bit longer. :(
I'll see what I can do.
Deathisnear24 wrote: Internet is out so I will be playing quite a bit of mercs today, hope to find some bugs to squash!
I noticed that a box of 20 shells is $100 while 4 shells are $8 making it $40 to buy 20 shells manually, is this delibarate?
Oops! That was actually a simple math error that I overlooked. :S Thanks for pointing it out. I just fixed it, only took me 10 seconds.
7) Why no heavy weaponry? Miniguns, grenade/rocket launchers? We don't have THAT bad case of "not enough space in buy menu", many weapon icons could fit in lesser block sizes. And the only crowd control weapon we have are grenades.
Be patient. There will be more weapons such as a flamethrower, minigun, and grenade launcher in later alphas. Whenever I get time to code them.
President People wrote: However, when I started using the arc target, Zandronum crashed. :\
Dude you have the weirdest bugs. Do you play on a Mac or something?

Deathisnear24 wrote:
HexaDoken wrote:
5) I cannot seem to be able to select grenades. Am I missing something?
Also, I think "select grenade" menu should be a different button. Like, one button lets you select the grenade type and second will just throw the previously selected type.
To select a new nade type hit the key grenades are bound to for you then zandronum's default alt fire to change it.
Correct.
ClonedPickle wrote: Any plans on releasing a version that isn't dependent on SST to run?
Eventually. I believe 'Wolve and I talked about this somewhere on the first page. But for right now, Mercs inherits from SST actors and makes use of SST features for the sake of simplicity (as well as keeping filesize to a minimum to make it easier to download the newest version of Mercs every time I release a new one).
Catweasel wrote: The lack of menu room issue could be resolved through a second page of stuff.
Yes, I think that's probably what I'm going to do. Should be simple to code.
Also, I love that with good timing you can shoot Mossberg while reloading without actually breaking the reload sequence.
Yes. Additionally, you can fire the Mossy faster by pressing Fire at the same time as the second "CHIK" sound in the pumping animation. (Most modern shotguns have no trigger disconnect.)
If we invest sub-menu or gain more menu space some other way, can we have large magnum/sniper ammo pickups in the store? It's kinda long and boring to refill on them buying only 6/2 bullets each time.
Yes. Magnum and sniper ammo boxes will be added to the menu's "second page", once I make it.
Does the pistol have to be THIS weak? I kinda wanted to slay everything with it so I can lay my hands on Saiga quickly but it's so damn useless that I had to scrap this plan before I got even halfway to AK-47.
It's actually (almost) just as strong as the SST pistol, and with about the same rate of fire. Also, you're pretty much supposed to buy a weapon right away, either the Uzi or the Mossberg. Although, in my own personal playtests I have been able to beat a few levels using only the P228 and random types of grenades.
Konda wrote: Anyway, here's a demonstration video of how useful the dogs can be:
Spoiler: (Open)
phpBB [video]
The [video] tag is deprecated, please use the [media] tag
Looking forward for new versions! By then, it's kick ass time.
Neat video! It made me lol.
DR_FUZZY wrote: So when are we gonna work on this thing? lol
Depends what you want to do? :P
ALIENwolve wrote:
Catweasel wrote: Personally, I don't think the pistol is too weak. My issue is I feel it's a little too inaccurate. It can be awfully hard to hit distant enemies in early levels with it as it is, wasting lots of ammo.
Slow paced shots have reduced spread.
What he said. If you fire faster, the shots are more inaccurate. If you draw your shot timing out a little more, you'll be more accurate.
The... BFG replacement is fairly OP as well. I could pretty much run around with it and ignore everything.
Spoiler: (Open)
Image


Thanks for the wonderful feedback guys! I didn't actually expect anyone to take an interest in this. :O
­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­
Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !


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DR_FUZZY
 
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RE: Mercenaries v2.0 - FIRST ALPHA RELEASED!

#96

Post by DR_FUZZY » Wed Jul 11, 2012 9:05 pm

Sent you a message with what I got so far. Should be able to replace the Saiga placeholder and make that flamethrower now :)

Also ran into the weedsphere while playing, that shits funny. Whats it do exactly?
Last edited by DR_FUZZY on Wed Jul 11, 2012 9:07 pm, edited 1 time in total.

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President People
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RE: Mercenaries v2.0 - FIRST ALPHA RELEASED!

#97

Post by President People » Wed Jul 11, 2012 9:31 pm

Ænima wrote:
President People wrote: However, when I started using the arc target, Zandronum crashed. :\
Dude you have the weirdest bugs. Do you play on a Mac or something?
Yes. :)

It will crash more often than not when using a grenade.

(He said as he threw three grenades in a row without crashing) Anyway, here's the crash report for ya:
Spoiler: [color=#6Baa23 (Open)
Grenade Crash Report[/color]]Process: zandronum [409]
Path: /Users/user/Desktop/Marathon Trilogy/Skulltag (DooM)/Zandronum Alpha 120701-1352 ƒ/Zandronum.app/Contents/MacOS/zandronum
Identifier: net.skulltag.Skulltag
Version: 1.0 (1.0)
Code Type: X86 (Native)
Parent Process: ??? [1]

Date/Time: 2012-07-11 17:22:44.389 -0400
OS Version: Mac OS X 10.6.8 (10K549)
Report Version: 6

Interval Since Last Report: 1886917 sec
Crashes Since Last Report: 270
Per-App Interval Since Last Report: 47927 sec
Per-App Crashes Since Last Report: 13
Anonymous UUID: 68DA6E2B-5AA6-4E3A-BE18-6E1185F20669

Exception Type: EXC_CRASH (SIGABRT)
Exception Codes: 0x0000000000000000, 0x0000000000000000
Crashed Thread: 0 Dispatch queue: com.apple.main-thread

Application Specific Information:
abort() called

Thread 0 Crashed: Dispatch queue: com.apple.main-thread
0 libSystem.B.dylib 0x965bbc5a __kill + 10
1 libSystem.B.dylib 0x965bbc4c kill$UNIX2003 + 32
2 libSystem.B.dylib 0x9664e5a5 raise + 26
3 libSystem.B.dylib 0x966646e4 abort + 93
4 net.skulltag.Skulltag 0x0004604d XMLNode::XMLNode() + 12363
5 net.skulltag.Skulltag 0x001ae171 TArray<intercept_t, intercept_t>::~TArray() + 60065
6 net.skulltag.Skulltag 0x000c06a4 DMovingFloor::~DMovingFloor() + 3994
7 net.skulltag.Skulltag 0x000c0774 DMovingFloor::~DMovingFloor() + 4202
8 net.skulltag.Skulltag 0x001df630 TMatrix3x3<float>::TMatrix3x3(TVector3<float> const&, double, double) + 4434
9 net.skulltag.Skulltag 0x000dab1c long clamp<long>(long, long, long) + 52906
10 net.skulltag.Skulltag 0x000afba9 Stat_fps::~Stat_fps() + 15523
11 net.skulltag.Skulltag 0x000a9e19 WadStuff::operator=(WadStuff const&) + 17091
12 net.skulltag.Skulltag 0x000abcbd WadStuff::operator=(WadStuff const&) + 24935
13 net.skulltag.Skulltag 0x0004913e TArray<GUIDName, GUIDName>::~TArray() + 2154
14 net.skulltag.Skulltag 0x0004c8ef Stat_blit::~Stat_blit() + 4913
15 com.apple.Foundation 0x97b9be5c _nsnote_callback + 345
16 com.apple.CoreFoundation 0x99bc7763 __CFXNotificationPost + 947
17 com.apple.CoreFoundation 0x99bc716a _CFXNotificationPostNotification + 186
18 com.apple.Foundation 0x97b90c50 -[NSNotificationCenter postNotificationName:object:userInfo:] + 128
19 com.apple.Foundation 0x97b9e05d -[NSNotificationCenter postNotificationName:object:] + 56
20 com.apple.AppKit 0x972f8216 -[NSApplication _postDidFinishNotification] + 125
21 com.apple.AppKit 0x972f8126 -[NSApplication _sendFinishLaunchingNotification] + 74
22 com.apple.AppKit 0x9744f339 -[NSApplication(NSAppleEventHandling) _handleAEOpen:] + 274
23 com.apple.AppKit 0x9744ef59 -[NSApplication(NSAppleEventHandling) _handleCoreEvent:withReplyEvent:] + 101
24 com.apple.Foundation 0x97bd11f8 -[NSAppleEventManager dispatchRawAppleEvent:withRawReply:handlerRefCon:] + 511
25 com.apple.Foundation 0x97bd0fbc _NSAppleEventManagerGenericHandler + 228
26 com.apple.AE 0x929cef5c aeDispatchAppleEvent(AEDesc const*, AEDesc*, unsigned long, unsigned char*) + 166
27 com.apple.AE 0x929cee5b dispatchEventAndSendReply(AEDesc const*, AEDesc*) + 43
28 com.apple.AE 0x929ced65 aeProcessAppleEvent + 197
29 com.apple.HIToolbox 0x97e80197 AEProcessAppleEvent + 50
30 com.apple.AppKit 0x972c87d2 _DPSNextEvent + 1420
31 com.apple.AppKit 0x972c7dd6 -[NSApplication nextEventMatchingMask:untilDate:inMode:dequeue:] + 156
32 com.apple.AppKit 0x9728a1f3 -[NSApplication run] + 821
33 net.skulltag.Skulltag 0x0004c719 Stat_blit::~Stat_blit() + 4443
34 net.skulltag.Skulltag 0x0004cb94 Stat_blit::~Stat_blit() + 5590
35 net.skulltag.Skulltag 0x00046152 XMLNode::XMLNode() + 12624
36 net.skulltag.Skulltag 0x00046079 XMLNode::XMLNode() + 12407

Thread 1: Dispatch queue: com.apple.libdispatch-manager
0 libSystem.B.dylib 0x96581382 kevent + 10
1 libSystem.B.dylib 0x96581a9c _dispatch_mgr_invoke + 215
2 libSystem.B.dylib 0x96580f59 _dispatch_queue_invoke + 163
3 libSystem.B.dylib 0x96580cfe _dispatch_worker_thread2 + 240
4 libSystem.B.dylib 0x96580781 _pthread_wqthread + 390
5 libSystem.B.dylib 0x965805c6 start_wqthread + 30

Thread 2:
0 libSystem.B.dylib 0x9655ac0e mach_wait_until + 10
1 libSystem.B.dylib 0x965e2429 nanosleep + 345
2 SDL 0x0104f559 SDL_Delay + 84
3 SDL 0x0104f4f3 SDL_ThreadID + 423
4 SDL 0x01042f6b SDL_KillThread + 214
5 SDL 0x0104f3d9 SDL_ThreadID + 141
6 libSystem.B.dylib 0x96588259 _pthread_start + 345
7 libSystem.B.dylib 0x965880de thread_start + 34

Thread 3:
0 libSystem.B.dylib 0x9655aafa mach_msg_trap + 10
1 libSystem.B.dylib 0x9655b267 mach_msg + 68
2 ??? 0x01271643 0 + 19338819
3 libSystem.B.dylib 0x96588259 _pthread_start + 345
4 libSystem.B.dylib 0x965880de thread_start + 34

Thread 4:
0 libSystem.B.dylib 0x9655ab5a semaphore_timedwait_signal_trap + 10
1 libSystem.B.dylib 0x965886e1 _pthread_cond_wait + 1066
2 libSystem.B.dylib 0x965b75a8 pthread_cond_timedwait_relative_np + 47
3 com.apple.audio.CoreAudio 0x921ef3ab CAGuard::WaitFor(unsigned long long) + 219
4 com.apple.audio.CoreAudio 0x921f23dd CAGuard::WaitUntil(unsigned long long) + 289
5 com.apple.audio.CoreAudio 0x921efcda HP_IOThread::WorkLoop() + 1892
6 com.apple.audio.CoreAudio 0x921ef571 HP_IOThread::ThreadEntry(HP_IOThread*) + 17
7 com.apple.audio.CoreAudio 0x921ef488 CAPThread::Entry(CAPThread*) + 140
8 libSystem.B.dylib 0x96588259 _pthread_start + 345
9 libSystem.B.dylib 0x965880de thread_start + 34

Thread 5:
0 libSystem.B.dylib 0x9655ac0e mach_wait_until + 10
1 libSystem.B.dylib 0x965e2429 nanosleep + 345
2 libSystem.B.dylib 0x965e22ca usleep + 61
3 libfmodex.dylib 0x0107e7e1 0x107c000 + 10209
4 libfmodex.dylib 0x01102d9e FMOD::SystemI::createChannelGroupInternal(char const*, FMOD::ChannelGroupI**, bool, bool) + 27132
5 libSystem.B.dylib 0x96588259 _pthread_start + 345
6 libSystem.B.dylib 0x965880de thread_start + 34

Thread 0 crashed with X86 Thread State (32-bit):
eax: 0x00000000 ebx: 0x96664693 ecx: 0xbfffda3c edx: 0x965bbc5a
edi: 0x00000002 esi: 0xa0818b30 ebp: 0xbfffda58 esp: 0xbfffda3c
ss: 0x0000001f efl: 0x00200282 eip: 0x965bbc5a cs: 0x00000007
ds: 0x0000001f es: 0x0000001f fs: 0x00000000 gs: 0x00000037
cr2: 0x9664e58b

Binary Images:
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0x9aaf9000 - 0x9aaf9ff7 com.apple.ApplicationServices 38 (38) <8012B504-3D83-BFBB-DA65-065E061CFE03> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/ApplicationServices
0x9aafa000 - 0x9ab1eff7 libJPEG.dylib ??? ( ??? ) <5F2343E4-C268-B9AE-1BC3-466F5A614648> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ImageIO.framework/Versions/A/Resources/libJPEG.dylib
0x9ab22000 - 0x9abdbfe7 libsqlite3.dylib 9.6.0 (compatibility 9.0.0) <52438E77-55D1-C231-1936-76F1369518E4> /usr/lib/libsqlite3.dylib
0xffff0000 - 0xffff1fff libSystem.B.dylib ??? ( ??? ) <2DCD13E3-1BD1-6F25-119A-3863A3848B90> /usr/lib/libSystem.B.dylib

Can't wait for new stuff. Why isn't anyone hosting this?
Image
***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.

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Medicris
Forum Regular
Posts: 614
Joined: Mon Jun 04, 2012 5:29 am

RE: Mercenaries v2.0 - FIRST ALPHA RELEASED!

#98

Post by Medicris » Wed Jul 11, 2012 9:31 pm

Ænima wrote: Thanks for the wonderful feedback guys! I didn't actually expect anyone to take an interest in this. :O
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Dude, it's Mercenaries. Come on.

Also waiting for grenade/rocket launchers and minigans. Question: Will the game's grenade launcher be Quake-style (timed, bouncy) or impact-fuse? What about novelty shotgun shells or other ammo, i.e. piercing fastprojectile fletchettes, mini-missiles/pop rockets, etc.

It also irks me how so many people here call magazines "clips". Seriously?
Last edited by Medicris on Wed Jul 11, 2012 10:03 pm, edited 1 time in total.

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ALIENwolve
 
Posts: 60
Joined: Sun Jun 10, 2012 1:14 am

RE: Mercenaries v2.0 - FIRST ALPHA RELEASED!

#99

Post by ALIENwolve » Wed Jul 11, 2012 9:47 pm

DR_FUZZY wrote: Sent you a message with what I got so far. Should be able to replace the Saiga placeholder and make that flamethrower now :)

Also ran into the weedsphere while playing, that shits funny. Whats it do exactly?
Instead of total invincibility, it's regenerating health and armor. Albeit permanently.

He's never really been sure what to do with it.

User avatar
DR_FUZZY
 
Posts: 42
Joined: Wed Jun 20, 2012 11:38 pm

RE: Mercenaries v2.0 - FIRST ALPHA RELEASED!

#100

Post by DR_FUZZY » Thu Jul 12, 2012 12:12 am

ALIENwolve wrote:
DR_FUZZY wrote: Sent you a message with what I got so far. Should be able to replace the Saiga placeholder and make that flamethrower now :)

Also ran into the weedsphere while playing, that shits funny. Whats it do exactly?
Instead of total invincibility, it's regenerating health and armor. Albeit permanently.

He's never really been sure what to do with it.
Strange, I noticed it goes away with a map change.

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