Mercenaries - progress? suuuuure ...

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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DevilHunter
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RE: Mercenaries v2.0 - alpha to be released July 4th!

#41

Post by DevilHunter » Wed Jun 27, 2012 2:02 am

LIES ALL LIES... but srsly Yes I know. I thought he was talking bout 1.9.. Leave me alone :|

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RE: Mercenaries v2.0 - alpha to be released July 4th!

#42

Post by DR_FUZZY » Wed Jun 27, 2012 3:19 am

Ænima wrote: I've always wanted to fire a semi shotgun but I was never able to get my hands on one.

I've fired an AR15, many different civilian pistols including Glocks, S&W's, and Berettas, a civvie G3, a non-auto AK, a few different sport shotguns, and a billion .22 rifles and pistols. :p

I've always wanted to try: Any 30.06, a M1911, an auto-shotty, and an XM8 (out of sheer curiousity).
I've got a Saiga-410 with dual 15 round mags. Its purely sexual. Been thinking about getting the new Vepr-12 if I can get a hold of one. Favorite handgun I've fired is my Browning HP
Last edited by DR_FUZZY on Wed Jun 27, 2012 3:20 am, edited 1 time in total.

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RE: Mercenaries v2.0 - alpha to be released July 4th!

#43

Post by Ænima » Wed Jun 27, 2012 11:18 am

Where the hell are you allowed to own these? :p

The gun laws in my state are mostly pretty strict.
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RE: Mercenaries v2.0 - alpha to be released July 4th!

#44

Post by DR_FUZZY » Wed Jun 27, 2012 10:07 pm

Kentucky. You can pretty much own anything that's not automatic, suppressed, shortened past a specific length, tracer ammunition, or armor piercing ammunition. You can pay to get stamps that let you own some of that though, I'm probably going to buy a suppressor for my HP or Saiga eventually. Suppressed Saiga sounds incredibly fun.
Last edited by DR_FUZZY on Wed Jun 27, 2012 10:08 pm, edited 1 time in total.

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RE: Mercenaries v2.0 - alpha to be released July 4th!

#45

Post by Ænima » Sat Jun 30, 2012 1:42 pm

I didn't even know that was possible. :p
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RE: Mercenaries v2.0 - alpha to be released July 4th!

#46

Post by ALIENwolve » Sat Jun 30, 2012 6:10 pm

Ænima wrote: I didn't even know that was possible. :p
It doesn't work nearly as well, since subsonic shotgun shells isn't much of a thing.

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RE: Mercenaries v2.0 - alpha to be released July 4th!

#47

Post by Ænima » Sat Jun 30, 2012 8:11 pm

Ah. Yeah that makes sense.

Anyways, getting back on topic: I added descriptions for the weapons and items in the buy menu. I'll post a few screenies later. c:
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RE: Mercenaries v2.0 - alpha to be released July 4th!

#48

Post by ALIENwolve » Sat Jun 30, 2012 11:13 pm

Ænima wrote: Ah. Yeah that makes sense.

Anyways, getting back on topic: I added descriptions for the weapons and items in the buy menu. I'll post a few screenies later. c:
Excellent! I cannot wait to see how you're going to explain gangsta grip on a micro UZI makes its wounding more consistent. Or why that's a benefit.

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RE: Mercenaries v2.0 - alpha to be released July 4th!

#49

Post by Ænima » Sun Jul 01, 2012 9:23 pm

Spoiler: a few random screenshots of item descriptions (Open)
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Last edited by Ænima on Sun Jul 01, 2012 9:26 pm, edited 1 time in total.
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RE: Mercenaries v2.0 - alpha to be released July 4th!

#50

Post by DR_FUZZY » Sun Jul 01, 2012 10:55 pm

ALIENwolve wrote:
Ænima wrote: Ah. Yeah that makes sense.

Anyways, getting back on topic: I added descriptions for the weapons and items in the buy menu. I'll post a few screenies later. c:
Excellent! I cannot wait to see how you're going to explain gangsta grip on a micro UZI makes its wounding more consistent. Or why that's a benefit.
IRL it was a technique used to put the recoil to use. Recoil pulls upwards in most weapons because the barrel is offset from what is stopping the gun (be it the stock, grip, etc), if you turn it sideways it will climb sideways. With a really high rate of fire, it is super effective for taking out a group of targets while maintaining control of the weapon without burst firing.

Would be a cool feature to make the uzi pull back the crosshair if held upright or spray wide and flat if held in the 'gangster' position.

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RE: Mercenaries v2.0 - alpha to be released July 4th!

#51

Post by President People » Sun Jul 01, 2012 10:58 pm

ALIENwolve wrote:Excellent! I cannot wait to see how you're going to explain gangsta grip on a micro UZI makes its wounding more consistent. Or why that's a benefit.
I think you just gave yourself the reason there. 'Cuz it's gangsta! ;)
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RE: Mercenaries v2.0 - alpha to be released July 4th!

#52

Post by Avi » Sun Jul 01, 2012 11:08 pm

That buy system looks fantastic! Really looking forward to the 4th now. :3

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RE: Mercenaries v2.0 - alpha to be released July 4th!

#53

Post by Ænima » Wed Jul 04, 2012 8:05 pm

ALPHA 1 RELEASED!

See the first post.
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RE: Mercenaries v2.0 - FIRST ALPHA RELEASED!

#54

Post by Catweasel » Thu Jul 05, 2012 12:12 am

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.

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RE: Mercenaries v2.0 - FIRST ALPHA RELEASED!

#55

Post by Yellowtail » Thu Jul 05, 2012 12:32 am

Did you load it in this order?

Code: Select all

skulltag_data.pk3
sst_v1.4rc3.pk3
mercs2-alpha1.pk3

If you didn't, then there's your problem.

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RE: Mercenaries v2.0 - FIRST ALPHA RELEASED!

#56

Post by Deathisnear24 » Thu Jul 05, 2012 12:33 am

Do you have skulltag_data.pk3 running as well? It does not auto load when you run Zandronum. Damn you beat me by a minute Yellowtail!
Last edited by Deathisnear24 on Thu Jul 05, 2012 12:34 am, edited 1 time in total.

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RE: Mercenaries v2.0 - FIRST ALPHA RELEASED!

#57

Post by Yellowtail » Thu Jul 05, 2012 12:50 am

skulltag_data.pk3 isn't necessary, but if you want to play the SST maps, you need that file.

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

#58

Post by Catweasel » Thu Jul 05, 2012 1:00 am

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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RE: Mercenaries v2.0 - FIRST ALPHA RELEASED!

#59

Post by KalFoxis » Thu Jul 05, 2012 1:21 am

Been Playing Mercenaries for a while now. still havent found a reason to dislike and or get bored of it. Good Job.
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RE: Mercenaries v2.0 - FIRST ALPHA RELEASED!

#60

Post by Animal Mother » Thu Jul 05, 2012 2:47 am

After picking up or buying a backpack and having my max ammo capacity increased, I still can't buy extra ammo past the original max ammo capacity. E.g. if I have 200/400 9mm rounds, attempting to buy more 9mm rounds will say "You have enough of this item"
Last edited by Animal Mother on Thu Jul 05, 2012 2:49 am, edited 1 time in total.

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