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!

#261

Post by Ænima » Thu Dec 12, 2013 6:11 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
You're loading them (in ZDL) in ^that order, right? What error does it give when you do that?
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legio42lupus
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RE: Mercenaries - will feature a non-stupid HQ!

#262

Post by legio42lupus » Thu Dec 12, 2013 7:08 pm

OH, i´m a dumb, i use bad, the ZDL.
:redface: :myam:

Thanks a lot.

Hey, a little Question, Where do you have your previous versions of the Merc?
Last edited by legio42lupus on Thu Dec 12, 2013 8:03 pm, edited 1 time in total.

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

#263

Post by DevilHunter » Fri Dec 13, 2013 1:51 am

Assuming there was any Prev. Versions...

mercs2-alpha1.zip

Megawads - DevilHunter's HTTP

Look at above Link ^ for the other version's of SST. Merc's will be in there too.

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

#264

Post by Ænima » Fri Dec 13, 2013 1:54 am

DevilHunter wrote: Assuming there was any Prev. Versions...

mercs2-alpha1.zip
Uhhhh. Alpha2 is the latest.
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
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Mercenaries (on hold)
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DevilHunter
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RE: Mercenaries - will feature a non-stupid HQ!

#265

Post by DevilHunter » Fri Dec 13, 2013 2:16 am

Yes, but he asked for the old Versions. I don't think any of the early prev. was public anyhow.. That was just the idea of Merc's being thrown together then.

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

#266

Post by Ænima » Fri Dec 13, 2013 2:25 am

Ohhh. Then I think he means "old version" as in v1.9. Lol.
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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tomicapo
 
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RE: Mercenaries - will feature a non-stupid HQ!

#268

Post by tomicapo » Thu Dec 19, 2013 4:08 pm

Hey Ænima i need to say the mod is awesome!!. I like it very much, but i need to make you a question:
Those Halo jeeps are on the wad or they are apart? Because i need download them because i search those vehicles a few of months ago!!
Thanks for your time.

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

#269

Post by Ænima » Thu Dec 19, 2013 6:04 pm

No they're not in the mod yet. I'll add them when Zandronum supports voxels.
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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tomicapo
 
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RE: Mercenaries - will feature a non-stupid HQ!

#270

Post by tomicapo » Thu Dec 19, 2013 8:47 pm

For me there are no problems, i use zdoom too. If you can send me those vehicles via PM would be great.(Only if you want of course)

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

#271

Post by Ænima » Thu Dec 19, 2013 8:57 pm

tomicapo wrote: For me there are no problems, i use zdoom too. If you can send me those vehicles via PM would be great.(Only if you want of course)
You can download the model I used here:

http://tf3dm.com/3d-model/jeep-87518.html
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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tomicapo
 
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RE: Mercenaries - will feature a non-stupid HQ!

#272

Post by tomicapo » Thu Dec 19, 2013 10:14 pm

Oh thats very usefull thank you very much!!:)

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

#273

Post by Ænima » Fri Dec 20, 2013 1:37 pm

Proud to announce that I'm working on this again!

(after like a year and a half of inactivity on this project)

phpBB [video]
The [video] tag is deprecated, please use the [media] tag

The video starts off with me having already purchased the full-auto upgrade for the M16. (The upgrade costs $1000.) Then at around 8:40 I purchase the full-auto upgrade for the Saiga (that upgrade costs $2000). Ignore the fact that the second page of the buy menu is totally naked (I haven't gotten around to making graphics for everything on the second page yet). You'll also notice in the video that the bullet tracers look a LOT better and (almost) perfectly match the spread of the weapon used.

I've also added the L85 (which isn't shown in the video), which has a unique firing rhythm and has an M203 grenade launcher.

Oh and I've added a new, better-looking buy menu background image thanks to Necromancer-AMV!
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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Capt.J3
 
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RE: Mercenaries - will feature a non-stupid HQ!

#274

Post by Capt.J3 » Sat Dec 21, 2013 4:26 pm

Yay! Finally you're working on this again! Should I go back to work on the HQ or something?

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

#275

Post by Ænima » Sun Dec 22, 2013 3:01 am

Capt.J3 wrote: Yay! Finally you're working on this again! Should I go back to work on the HQ or something?
Yeah, you can if you want. You have the latest version, right? (merchqbeta03 i think)


I'd prefer if you worked on a mission map though. We need a few more of those, because so far I've only completed 4. And I'd like to have 8 missions per "world". Basically the mission selection rooms are Crash Bandicoot 2-styled, and you only need to complete 7/8 missions to unlock the next world.
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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Valherran
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RE: Mercenaries - will feature a non-stupid HQ!

#276

Post by Valherran » Sun Dec 22, 2013 11:28 am

Oh cool, more toyz!

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

#277

Post by Ænima » Mon Jan 27, 2014 8:46 pm

phpBB [video]
The [video] tag is deprecated, please use the [media] tag

Worth noting in this video is the new ricochet/blood spray models, which resemble Goldeneye, kinda.
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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Ænima
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RE: Mercenaries - will feature a non-stupid HQ!

#278

Post by Ænima » Fri Apr 25, 2014 12:17 pm

how made gernade
Spoiler: BOOM (Open)
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Last edited by Ænima on Fri Apr 25, 2014 12:21 pm, edited 1 time in total.
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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Shadez12
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RE: Mercenaries - will feature a non-stupid HQ!

#279

Post by Shadez12 » Sat May 03, 2014 12:20 am

Getting this error message...

Script error, "mercs2-alpha2.pk3:weapons/ssg/decorate" line 4:
Unexpected 'SSGSkin' in definition of 'SSG'
wow

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

#280

Post by Yellowtail » Sat May 03, 2014 12:25 am

First off, make sure you're using Zandro 1.2 and follow this order:
Ænima wrote:What do I need to play Mercenaries? (besides an IWAD like doom2)
1.) skulltag_actors.pk3
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)
Also, if you're going to play Mercs with a custom map pack, you need to load that right before skulltag_actors.pk3.
It really helps to read the first post.

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