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Micro Tank version: 1T.1

Posted: Wed Sep 10, 2014 9:50 pm
by Pawlacz
Image

http://imgur.com/a/7jXYo#0

from left to right: Heavy tank, Medium Tank, Light Tank
and no there is no revolving turret as of yet on this mod i.e its fixed turret

Tank classes:
Heavy Tank (75x500mm) :
it is the slowest tank available but it packs alot of punch and is well armored
Medium Tank (50x441mm caliber) :
this tank is a balance between armor,speed and firepower he does neither of its task too good or too bad
Light Tank (37x290mm caliber):
the fastest tank available but obviously it has weak armor and poor firepower


the tanks have also odd physical attribute which I have to add else you wouldn't be able to pickup important item on certain maps
or advance it further, which means for server hoster you need to add minimum kill percentage which are the following

SV_KillAllMonsters
and
SV_KillAllMonsters_Percentage

else the player might be able to advance the map faster then usual.

Current information applies to the next version (V1.U / V1T.1 ) , it is still somewhat correct for V1.S version

Some weapons have modes that are switchable
for example if you switched your weapon mode (primary) to 2 and have the AP Ammo selected
it will fire the Buckshot round instead of AP shot

Common weapons:
7.62x51mm Coax-MG * SI (AP, AltFire)
Primary mode: AP bullet
Secondary mode: none (20mm HEI for Heavy tank)
special note: the MG also heats up so you should fire in burst.
Cannon: See below for more info.

Multi Purpose Device (old name Regenator)
Primary Mode: Scavenge wrecks
Secondary Mode: Regenerate yourself
now in v1U
Primary Mode (Fire): Construct/Repair Object
Secondary mode (Fire): Reclaim Object

-There is no more available items to find except for small materials crate (25+) which replaces health/armor bonus, instead you have to construct objects, harvest resource and refine them.

Heavy tank SI item:
105 Nanite Fuel: it speeds up your tank for a short time (I added this because the heavy tank class tend to get stuck on certain places)

SI = Standard Issue
Instead of seperate weapons for different ammo type the cannon is 1 weapon only

Legend:
SI = Standard Issue
X = Applies
2 = Primary Weapon Mode 2
- subfix = less efficient
L = Light Target
M = Medium Target
H = Heavy Target
S = Soft Target


Ammo Types used by Cannon
AP: L M H-
2 Buckshot: S L-
APCRBC: L M H
HE: S L
2 HE Mortar: S L
HEAT: S L M- H-- [Cannon Upgrade 1 needed]
2 HEI: S L--

Medium/Heavy Tank only
FAE: S L M H- [Cannon Upgrade 2 needed]
2 HTGR: S L M-

Light Tank only
Flame thrower: S L- [Cannon Upgrade 1 needed]
2 Spill Oil: S L-
Laser: S L M- H-- [Cannon Upgrade 2 needed]
2 Plasma Ball: S L M H-


Note: When it is blank then you shouldnt use it against
such target at all else you would waste ammo

Example:
AP would fare well against SU-76 but somewhat bad against SU-100
HE would work against well against a large pack of Zombiemans, and
it would fare bad against tank destroyers like SU-100

for example:
Against 1 or 2 zombieman you should use the Coax-MG instead,
when it is like 20 zombieman then use the HE shells, if you use the AP shot instead you would only waste ammo as you would kill like 1 or 2 zombiemans at a time instead of like 5 or so when using the HE shell

AP = Armor Piercing
APCRBC = Armor Piercing Composite Rigid
HE = High Explosive
HEI = High Explosive Incendiary
HEAT = High Explosive Anti Tank
FAE = Fuel Air Explosive [Cannon Upgrade 2 needed]
HTGR = Heavy Toxin Gas Rocket

Custom Controls
Bind keys under Customize Controls for:
*Switch Weapon Mode (Primary/Secondary)
and
*Switch Ammo Type (Rights) [Cycles to right like AP->APCRBC->HE]

Download: V1.T1
http://wadhost.fathax.com/download.php?view.331


load order:
* = Version number/letter
O = Optional
numbers = The file is dependent

O1 Ketchup*.pk3 (will be incompatible/obsolete on V1.U/T1)
2 MicroTank_*.pk3
O MicroTank_*_ExtremeDeath.pk3
O2 MicroTank_*_Enemys.pk3
O1 MicroTank_*_KetchupCompat.pk3

IRC room: #MicroTank

next version V1.U
upcoming stuff for V1.U: new weapons, some graphical changes, balance changes, new enemy (SU-76, SU-100...), own gore.

RE: Micro Tank version: V1S

Posted: Wed Sep 10, 2014 10:18 pm
by fr blood
Nice mod there, good luck for the next updates.

RE: Micro Tank version: V1S

Posted: Thu Sep 11, 2014 2:30 am
by MrSetharoo
Is the sound of the tanks different this time? in the last version I played it sounded like nails being dragged across a chalk board or a rust crank being turned.

RE: Micro Tank version: V1S

Posted: Thu Sep 11, 2014 5:38 am
by Pawlacz
MrSetharoo wrote: Is the sound of the tanks different this time? in the last version I played it sounded like nails being dragged across a chalk board or a rust crank being turned.
They are removed in V1S/V1T version, on V1U they get different motor noise
oh yeah I am working also on track/wheel animation

RE: Micro Tank version: V1S/1T.1

Posted: Fri Sep 12, 2014 3:15 am
by MrSetharoo
Pawlacz wrote:
MrSetharoo wrote: Is the sound of the tanks different this time? in the last version I played it sounded like nails being dragged across a chalk board or a rust crank being turned.
They are removed in V1S/V1T version, on V1U they get different motor noise
oh yeah I am working also on track/wheel animation
Thank christ because that annoying noise is one of the main reason I didn't play it that much because it made me mad for some reason...

RE: Micro Tank version: V1S/1T.1

Posted: Tue Sep 16, 2014 7:11 pm
by Pawlacz
fr blood wrote: Nice mod there, good luck for the next updates.
thanks, the V1T.1 is already a update after like 6~ month period of inactivity.


some progress on V1U:
SU-100: http://imgur.com/a/pYqzG#0
Miscellaneous: http://imgur.com/a/iLLX9#1

There is now 2 Enemy faction:
Demon overlord of Technology (might change the name)
Units: Light Attack Spider (Laser bolt and Missile Launcher variant), Medium Attack Mech (Chaingun, Missile) , Medium Hover Tank (Laser Bolt, AP shot), Light Mech (Chaingun), MG-Truck, Painmaker (Helicopter; Machine Gun, Auto cannon, bomb drones),

It had the Firecrawler vehicle which is similar to Arch-Vile but I removed because it is hard to hit

CCCP
Units: SU-76 (Tank Destroyer) , SU-100 (Tank Destroyer)

I have also added custom gore and if monsters gets killed by Acid/Fire weapons they also spawn a small fire or gas cloud

RE: Micro Tank version: V1S/1T.1

Posted: Sun Oct 12, 2014 3:35 pm
by Pawlacz
Some progress on V1U:

link to gallery: http://imgur.com/a/EZIFD/embed#0

It shows the AP Buckshots, more realistic FAE rocket behavior, graphical changes to Multi Purpose Device, engine fire and smoke grenades being stuck in ground

hm I would like it more when the grenade is stuck on the ground like \\ and not ->, oh well

previously the FAE rocket exploded immediately which was a little bit contradictionary, now it isnt the case anymore

some few more thing that I am going to add soon: each shells/shoot having its own model or textures, black for AP, yellow for HE etc...
maybe a change to laser where you have to "heat" up the enemy and gets blown up when it reached the heat limit
perhaps some few more and I cant think of them right now

RE: Micro Tank version: V1S/1T.1

Posted: Mon Oct 13, 2014 1:07 am
by MrSetharoo
Pawlacz wrote: Some progress on V1U:

link to gallery: http://imgur.com/a/EZIFD/embed#0

It shows the AP Buckshots, more realistic FAE rocket behavior, graphical changes to Multi Purpose Device, engine fire and smoke grenades being stuck in ground

hm I would like it more when the grenade is stuck on the ground like \\ and not ->, oh well

previously the FAE rocket exploded immediately which was a little bit contradictionary, now it isnt the case anymore

some few more thing that I am going to add soon: each shells/shoot having its own model or textures, black for AP, yellow for HE etc...
maybe a change to laser where you have to "heat" up the enemy and gets blown up when it reached the heat limit
perhaps some few more and I cant think of them right now
Loving this!

RE: Micro Tank version: V1S/1T.1

Posted: Wed Nov 05, 2014 7:22 am
by Pawlacz
Some more update:

Image Image

Added Nascence crafting script

Dragon Teeth which will be used to halt enemy movement, Explosive Barrel which goes boom
and a Repair Pad which repairs you

Materials is the main resource for getting objects/items.

The next building to come will be Ore Refinery and Ore Extractor, the Ore Extractor has to be placed somewhere in the map but not too close to the Ore Refinery else it will explode, it will provide you with "dirty" Ores then you have to bring those Ores in the Refinery which will provide you in exchange Materials which will be used to craft Items and then uh further expand.

And now to the constructing part: basically craft those stuff and place them somewhere and then you shoot it with Multi Purpose Device, if you made a error in the placement then do so when the building is not fully constructed/is still green because you dont get the Item back when the constructed Building gets demolished

RE: Micro Tank version: 1T.1

Posted: Sat Apr 25, 2015 1:58 pm
by Pawlacz
Sorry that I forget to update it

the following post will be about the v1U release which might be released in 1-2 months or so, depending how fast I work and get things fixed.

As noted in previous post there will be no more random items pickup besides the 25 materials crate in case you screwed up your materials, so you can save up for Refinery and Crystal Ore Generator.


And these are some feature I have added so far:
-Upgradeable Ammo/Weapons
So for example for HEI shell on T0 it will be yellowish, T1 will be white-yellowish and T2 will be blueish.
And on HE on T0 it will look like a regular explosion, T1 shockwave will be visible T2 and some sparks.
Currently those upgrades do like 110% (120% for T2) more damage.

-Special Death for Acid/Toxin and Fire weapons
When the soft targets are killed with a fire weapon they will run around being on fire, while for Acid/Toxin one they just "sit" idle by and gets melted.

-Corpses are destroyable
When a enemy dies it leave its own corpse and spawns a gibbable one which is also pushable.


I remade the Ore Extractor into a Crystal Ore Generator instead as it would make more sense, when you for example build the Ore Extractor on top of a bridge it would look very odd as it would imply it drills around the bridge to get the Ore's.

Screenshots, you can always see those in my gallery: http://imgur.com/a/thn3O#0

for some reason Imgur doesnt have those classical embeds link anymore



Coming Enemys: KV-1, T-34, M4E3 Sherman and some American Light tank yet to be decided. A heavy rocket launcher walker

There is also 1 major odd bug I have to fix which is the ammo cycle system. When I host my own dedicated server and join it I can use that ammo cycle fine BUT when I try to host it on
Best Ever and TSPG-Painkiller I cannot use that feature anymore which makes it for me hard to fix and I honestly dont know where to begin, I might try to test it again if they made some fixes on their side or something and if that still doesnt work, I will need to rewrite that system and think different how to approach it.

Edit:

Rewrote the ammo cycler without the var int user_x; feature which should fix the bug that only appears when hosting/playing on Best-Ever and its nodes, which for somehow dint happend to me when I hosted my own dedicated server.

But there is now another Multiplayer related bug which also appears on my dedicated server,
When you try to Fire and Cycle at the same time your whole inventory gets erased - Which means I need to add a idiot/tampering safe system that prevents exactly from that case to happen.

The latter mentioned bug doesnt happen in Singleplayer

Some upcoming stuff for v1U:
-Increased caliber of Light Tank Cannon from 37mm to 40mm

50-75mm Cannon, ammo type changes:
AP, Buckshot, HE/Toxin *1, HEAT/mini HEAT scram jet, FAE/HTG

40mm cannon:
AP,Buckshot,HE/Toxin*1, HEAT/mini HEAT scram jet, Flamethrower/? , Laser Beam Cartridge/Plasma Ball


*1: The Toxin shell can be upgraded so that it explodes Acid projectiles upon impact.
APCRBC shot got replaced in favor of upgraded AP.

Difference between Toxin and Acid:
Toxin weapons will be only useful against targets with insufficient NBC protection, but it will be completely useless at Medium Target
Acidic weapons however will be useful against any target as it is capable of melting the armor protection away

New Weapons:
(WiP), 4x 7.92x54mm Machine Gun, 2x 20mm Autocannon, Sludge Cannon, Rocket Launcher,
Laser Beamer, Laser Bolt Cannon, Mortar Launcher. Multi-Barrel Chaingun

Those additional weapons will have 2 category, Light and Heavy:

Light Weapon:
Fires usually (very-) fast, is cheaper and it doesnt scale with the tank class but you can carry 5 of those types
Heavy Weapon:
Fires usually slow, the buy cost is high, it scales with the tank class and you can carry only 3 of these weapon types

Some of those weapon will have different ammo types for example the 4x Machine Gun will be able to shoot normal AP projectiles or enhanced ones, but those weapon will never replace other weapons - each of those weapons will be useful in their own ways.

For example:

The Quad MG will be useful against large group of light personnel and aircrafts.
While the 2x20mm AC has a similar usefulness, its performance is different.

Sludge Cannon:
It is a special weapon which will be capable of streaming gasses, liquids and launching blobs.
Which means this weapon is much more flexible than a flamethrower.
Ammo Types: Acid/Toxin, Fire, Ice.



Economy:
Tier1 (Materials) will be simplified, all you have to do is just build the Crystal Ore Generator, wait till there is a sufficient amount of Crystal Ore
than later just pick them up with the Use button.

There will be few Items that will increase your T1 income such as automatic "injection" in every n minutes and
increased amount upon harvesting.

T2 (Comet Materials) is untouched for now.

Re: Micro Tank version: 1T.1

Posted: Sun Apr 10, 2016 3:23 pm
by Pawlacz
I have resumed the development of this mod... Better late then never.

The ammo switching system I made a while is now fixed and works better, it consumes ammo and rejects firing when ammo is 0, also I removed all the fake weapons needed to get this system somewhat working but it caused other problems such as trying to switch to a (real) weapon doesn't work properly due to A_selectweapon action constantly forcing it.

It also works luckily under Multiplayer... as I had previously some issues which worked differently at MP.

The structure system will be scrapped for now, might make a comeback in form of optional addon.

It will be optimized for the 3.0 dev builds so I can use some additional ZDoom 2.7.1 features.

muh moddb page:
http://www.moddb.com/mods/micro-tank

Re: Micro Tank version: 1T.1

Posted: Mon Apr 18, 2016 5:49 am
by Fonze
Fun mod to play with; I wish you luck and look forward to playing with this some more!

Re: Micro Tank version: 1T.1

Posted: Mon Apr 18, 2016 12:49 pm
by Blitzkrieg
Tanks in Doom? This could be fun. I'll be watching the development of this. I think if AOW had tanks I'd have an answer to 'Mechs on an equal footing! What's more manly than driving a god damn tank?!