Mercenaries - progress? suuuuure ...
RE: Mercenaries v2.0 - FIRST ALPHA RELEASED!
@Animal Mother: IT STILL HAPPENS EVEN I LOAD IT LIKE THAT (In proper place)
[spoiler][/spoiler]
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RE: Mercenaries v2.0 - FIRST ALPHA RELEASED!
Are you running it on Zandronum or on Skulltag?
RE: Mercenaries v2.0 - FIRST ALPHA RELEASED!
Skulltag
[spoiler][/spoiler]
Find me ingame as [id]Angel
Find me ingame as [id]Angel
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RE: Mercenaries v2.0 - FIRST ALPHA RELEASED!
There's your problem. Mercs cannot run on Skulltag. You need the latest version of Zandronum to play Mercs.
- ALIENwolve
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RE: Mercenaries v2.0 - FIRST ALPHA RELEASED!
Uh...Yellowtail wrote: There's your problem. Mercs cannot run on Skulltag. You need the latest version of Zandronum to play Mercs.
I've... been too lazy to get Zandronum and haven't had that problem with Skulltag.
RE: Mercenaries v2.0 - FIRST ALPHA RELEASED!
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.
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<Synert> fuck
<Synert> plugged in my memory stick and got a bsod
RE: Mercenaries v2.0 - FIRST ALPHA RELEASED!
So when are we gonna work on this thing? lol
RE: Mercenaries v2.0 - FIRST ALPHA RELEASED!
Blah, I followed that exact load order using Zandronum and I get this:Animal Mother wrote:From the first post:
Load order should be: skulltag_data.pk3, sst_v1.4rc3.pk3, mercs2-alpha1.pk3What 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)
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.
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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
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RE: Mercenaries v2.0 - FIRST ALPHA RELEASED!
That's the exact same error I get when I use the latest Zandronum and neglect to have skulltag_actors.pk3 loaded before SST.Medicris wrote:
Blah, I followed that exact load order using Zandronum and I get this:
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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
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.
RE: Mercenaries v2.0 - FIRST ALPHA RELEASED!
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.
Pardon.
- ALIENwolve
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RE: Mercenaries v2.0 - FIRST ALPHA RELEASED!
I dunno. Aen's online time is awfully short.DR_FUZZY wrote: So when are we gonna work on this thing? lol
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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RE: Mercenaries v2.0 - FIRST ALPHA RELEASED!
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
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
RE: Mercenaries v2.0 - FIRST ALPHA RELEASED!
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.
- ALIENwolve
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RE: Mercenaries v2.0 - FIRST ALPHA RELEASED!
Slow paced shots have reduced spread.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.
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.
RE: Mercenaries v2.0 - FIRST ALPHA RELEASED!
Sorry I haven't replied for a few days! I've been mostly at work and on vacation.
Thanks for the wonderful feedback guys! I didn't actually expect anyone to take an interest in this. :O
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. :3Capt.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!!!!
I'll see what I can do.3. PLEASE let the bullet shells stay on the ground a bit longer. :(
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.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?
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.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.
Dude you have the weirdest bugs. Do you play on a Mac or something?President People wrote: However, when I started using the arc target, Zandronum crashed. :\
Correct.Deathisnear24 wrote:To select a new nade type hit the key grenades are bound to for you then zandronum's default alt fire to change it.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.
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).ClonedPickle wrote: Any plans on releasing a version that isn't dependent on SST to run?
Yes, I think that's probably what I'm going to do. Should be simple to code.Catweasel wrote: The lack of menu room issue could be resolved through a second page of stuff.
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.)Also, I love that with good timing you can shoot Mossberg while reloading without actually breaking the reload sequence.
Yes. Magnum and sniper ammo boxes will be added to the menu's "second page", once I make it.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.
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.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.
Neat video! It made me lol.Konda wrote: Anyway, here's a demonstration video of how useful the dogs can be:Spoiler: (Open)Looking forward for new versions! By then, it's kick ass time.
Depends what you want to do? :PDR_FUZZY wrote: So when are we gonna work on this thing? lol
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.ALIENwolve wrote:Slow paced shots have reduced spread.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.
The... BFG replacement is fairly OP as well. I could pretty much run around with it and ignore everything.
Spoiler: (Open)
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 !
ZandroSkins: a pack made by our community
Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !
ZandroSkins: a pack made by our community
RE: Mercenaries v2.0 - FIRST ALPHA RELEASED!
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?
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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RE: Mercenaries v2.0 - FIRST ALPHA RELEASED!
Yes. :)Ænima wrote:Dude you have the weirdest bugs. Do you play on a Mac or something?President People wrote: However, when I started using the arc target, Zandronum crashed. :\
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)
Can't wait for new stuff. Why isn't anyone hosting this?
***MARATHON SKINS PACK V1.0.7***
I have been Roland, Beowulf, Achilles, Gilgamesh.
I have been called a hundred names and will be called
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RE: Mercenaries v2.0 - FIRST ALPHA RELEASED!
Ænima wrote: Thanks for the wonderful feedback guys! I didn't actually expect anyone to take an interest in this. :O
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.
- ALIENwolve
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RE: Mercenaries v2.0 - FIRST ALPHA RELEASED!
Instead of total invincibility, it's regenerating health and armor. Albeit permanently.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?
He's never really been sure what to do with it.
RE: Mercenaries v2.0 - FIRST ALPHA RELEASED!
Strange, I noticed it goes away with a map change.ALIENwolve wrote:Instead of total invincibility, it's regenerating health and armor. Albeit permanently.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?
He's never really been sure what to do with it.