Mercenaries - progress? suuuuure ...

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Torr Samaho
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RE: Mercenaries v2.0 - alpha #2 released! DELICIOUS!

#141

Post by Torr Samaho » Sun Jul 22, 2012 10:26 am

Ænima wrote: For the 10th time, it's a Zandronum bug and I can't fix it until the "keep full quantity" flag is backported from ZDoom.
I'd rather say that this is a missing feature and not a bug. If the behavior wasn't intended, ZDoom would have changed it instead of adding a flag for it. Of course I'm aware that this is just splitting hairs ;).

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Valherran
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RE: Mercenaries v2.0 - alpha #2 released! DELICIOUS!

#142

Post by Valherran » Sun Jul 22, 2012 11:07 am

Torr Samaho wrote:
Ænima wrote: For the 10th time, it's a Zandronum bug and I can't fix it until the "keep full quantity" flag is backported from ZDoom.
I'd rather say that this is a missing feature and not a bug. If the behavior wasn't intended, ZDoom would have changed it instead of adding a flag for it. Of course I'm aware that this is just splitting hairs ;).
LOL, didn't know or see it mentioned here, tis why I asked.

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Ivan
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RE: Mercenaries v2.0 - alpha #2 released! DELICIOUS!

#143

Post by Ivan » Sun Jul 22, 2012 11:44 am

Ænima wrote:
Valherran wrote: Are the inventory items supposed to reset to 1 after every level when you got more than one?
For the 10th time, it's a Zandronum bug and I can't fix it until the "keep full quantity" flag is backported from ZDoom. I'm sorry. :/
You can work around that by saving all the items into global variables during an UNLOADING script and giving -1 of it to the players at an ENTER script, such is the way the sns-statsaver works, or the items in ZBlood X.
Last edited by Ivan on Sun Jul 22, 2012 11:44 am, edited 1 time in total.
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RE: Mercenaries v2.0 - alpha #2 released! DELICIOUS!

#144

Post by Capt.J3 » Sun Jul 22, 2012 12:30 pm

Aenime, you have posted an old version of the L85.
Image
I'm still working on it.
Last edited by Capt.J3 on Sun Jul 22, 2012 12:32 pm, edited 1 time in total.

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Ænima
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RE: Mercenaries v2.0 - alpha #2 released! DELICIOUS!

#145

Post by Ænima » Sun Jul 22, 2012 12:36 pm

My bad. I've been really busy lately IRL and i likely missed something you sent me.

Those light green areas still need to be smoothed out just a liiiiiiittle. 3:
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RE: Mercenaries v2.0 - alpha #2 released! DELICIOUS!

#146

Post by Capt.J3 » Sun Jul 22, 2012 12:45 pm

Ænima wrote: My bad. I've been really busy lately IRL and i likely missed something you sent me.

Those light green areas still need to be smoothed out just a liiiiiiittle. 3:
smoothing? What you mean? Add more contrast between the green colors?

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Ænima
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RE: Mercenaries v2.0 - alpha #2 released! DELICIOUS!

#147

Post by Ænima » Sun Jul 22, 2012 12:57 pm

It looks "scratchy", if you know what i mean. Try the blur tool.
Reinforcements: midgame Survival joining/respawning
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AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
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RE: Mercenaries v2.0 - alpha #2 released! DELICIOUS!

#148

Post by Capt.J3 » Sun Jul 22, 2012 1:43 pm

Ænima wrote: It looks "scratchy", if you know what i mean. Try the blur tool.
Well...ok...

Image


How about now?
Also, I really believe we should add Hece's Scorpion, and MAYBE the sten, but don't know about the others. :P
Last edited by Capt.J3 on Sun Jul 22, 2012 2:17 pm, edited 1 time in total.

Llewellyn
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RE: Mercenaries v2.0 - alpha #2 released! DELICIOUS!

#149

Post by Llewellyn » Sun Jul 22, 2012 4:48 pm

Capt.J3 wrote: How about now?
To be honest it doesn't look like it matches any of the rest of the guns... its way too smooth (lines are not straight and transitions are not sharp) whereas the other guns are "pixely."
It would look good in a set of similarly designed guns, but not mixed with the current ones.
Last edited by Llewellyn on Sun Jul 22, 2012 4:48 pm, edited 1 time in total.

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RE: Mercenaries v2.0 - alpha #2 released! DELICIOUS!

#150

Post by Capt.J3 » Sun Jul 22, 2012 6:56 pm

Well, that's up for Aenime to decide if the weapon is welcomed into Merc2.0.

Anyways here's a little treat for you guys!
The gates of the Merc 2.0's HQ!

Image

>:3
Last edited by Capt.J3 on Sun Jul 22, 2012 6:58 pm, edited 1 time in total.

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Valherran
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RE: Mercenaries v2.0 - alpha #2 released! DELICIOUS!

#151

Post by Valherran » Mon Jul 23, 2012 7:18 am

Neat.

What other guns are coming in your next version?

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Ænima
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RE: Mercenaries v2.0 - alpha #2 released! DELICIOUS!

#152

Post by Ænima » Mon Jul 23, 2012 11:18 am

Not sure yet.

- L85
- Skorpion
- Flamethrower?
- Minigun?
- M32 grenade launcher

Other ideas?
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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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Medicris
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RE: Mercenaries v2.0 - alpha #2 released! DELICIOUS!

#153

Post by Medicris » Mon Jul 23, 2012 12:22 pm

While I'm not against a Skorpion, I'm wondering: what role would it fill that the Uzi already doesn't? An Uzi's 9x19mm Parabellum rounds won't be any different (gameplay wise) from whatever a Skorpion's capable of firing, be it a Makarov, Parabellum, or .32 ACP round.

As for other ideas, there wouldn't be a "BFG" type weapon (extremely limited ammo)? Something like... a Panzerfaust 3, or even something like a PTRD or PTRS (not in the way Cawadoody depicted it, though). Unless you choose not to include weapons like that to keep strong/boss enemies from being "cheapened".

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RE: Mercenaries v2.0 - alpha #2 released! DELICIOUS!

#154

Post by Capt.J3 » Mon Jul 23, 2012 3:25 pm

Honestly, Its up to the person. For me, I'll perfer the Skorpion over the uzi because I like how the skorpion looks. lol You see? That's why we should add more weapons so the player can chose what's fitting for him or her self. The whole point of this wad is to give the player the freedom of picking the weapons and items they perfer. We even should add the flash grenade with the earslitter, so we choose whether we want to blind them or stings them.

Hey, aemine I have a cool idea for the hq! :P I'm planninh of adding an alley in which you can buy iligel weapons and powerups. lol BTW, do you have sprites that we can use for the store's sellers?
Last edited by Capt.J3 on Mon Jul 23, 2012 3:37 pm, edited 1 time in total.

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Ænima
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RE: Mercenaries v2.0 - alpha #2 released! DELICIOUS!

#155

Post by Ænima » Mon Jul 23, 2012 4:15 pm

LOL. I was actually considering making drug-dealers and prostitutes in the city.

The "drugs" you buy are really just powerups.
cocaine = haste
weed = HP and AP regen
steroids = portable berserk
PCP = resistance


Paying for a hooker would unlock a "hot coffee" minigame. At the end of the sex, you'd basically get a megasphere. Not sure if I'd get in trouble for this.
Reinforcements: midgame Survival joining/respawning
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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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TerminusEst13
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RE: Mercenaries v2.0 - alpha #2 released! DELICIOUS!

#156

Post by TerminusEst13 » Mon Jul 23, 2012 7:08 pm

I'm fairly sure there isn't an ESRB equivalent for Doom mods, but just a quick header at the top saying "Yo, this contains sex and drugs--if you disagree with such things, please consider looking elsewhere" might cover any potential trouble.

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RE: Mercenaries v2.0 - alpha #2 released! DELICIOUS!

#157

Post by Avi » Mon Jul 23, 2012 7:37 pm

Hot Coffee? Oh God, my sides. XD --Also, throwing that in as a third party addon (ala Brutal Doom's photorealistic gore... something I don't think I'd download TBH) is an easy way to let people chose without compromising anyone's tastes.

Except when they join a server with it, but that's the fun of servers. --Oh wow, now I'm gonna feel weird playing this online.

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Ænima
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RE: Mercenaries v2.0 - alpha #2 released! DELICIOUS!

#158

Post by Ænima » Mon Jul 23, 2012 7:57 pm

TerminusEst13 wrote: I'm fairly sure there isn't an ESRB equivalent for Doom mods, but just a quick header at the top saying "Yo, this contains sex and drugs--if you disagree with such things, please consider looking elsewhere" might cover any potential trouble.
Yeah there's probably gonna be a disclaimer somewhere.
Myselfagain wrote: Hot Coffee? Oh God, my sides. XD --Also, throwing that in as a third party addon (ala Brutal Doom's photorealistic gore... something I don't think I'd download TBH) is an easy way to let people chose without compromising anyone's tastes.
Yeah it's gonna be optional. The Hot Coffee stuff will be in a separate PK3 which is optional. Hosts/players don't have to load it if they don't want to. I'm not forcing players to download several megabytes of NSFW content if they don't care to view it. (like Striker's room in the SMHQ...)
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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Llewellyn
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RE: Mercenaries v2.0 - alpha #2 released! DELICIOUS!

#159

Post by Llewellyn » Mon Jul 23, 2012 7:59 pm

Ænima wrote:(like Striker's room in the SMHQ...)
LOL.

But yea I don't download doom mods for porn.

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RE: Mercenaries v2.0 - alpha #2 released! DELICIOUS!

#160

Post by DR_FUZZY » Mon Jul 23, 2012 8:07 pm

You going to be using the flame thrower I sent?

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