Power DoLLS: Innersphere Assault

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LilWhiteMouse
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Power DoLLS: Innersphere Assault

Post by LilWhiteMouse »

http://home.midmaine.com/~lilwhitemo/pdia.zip

Updated 28/May/07

I OGG'd a lot of the sounds to save space, as I didn't have enough to upload it as is. I've also changed things around a bit. Unzip the PDIA.ZIP file into a ZDoom directory, preferably it's own copy. Then simply run the PDIA batch file. So long as you don't manually change levels, it should set everything up on it's own.

It's not finished by any means, but it's sufficiently so that I'm posting it for testing. I imagine most of you will *not* like this project, so you've been warned.

Use the fire button to advance text, and turn left/right to cycle weapons in the hangar. AFAIK, 'USE' is not used at all in the project. When you start the first mission, you should be looking over the back of the loader (mecha).

Screenshots:
http://home.midmaine.com/~lilwhitemo/DOOM0004.png
http://home.midmaine.com/~lilwhitemo/DOOM0005.png
http://home.midmaine.com/~lilwhitemo/DOOM0006.png
http://home.midmaine.com/~lilwhitemo/DOOM0007.png
http://home.midmaine.com/~lilwhitemo/DOOM0008.png
http://home.midmaine.com/~lilwhitemo/DOOM0009.png
http://home.midmaine.com/~lilwhitemo/DOOM0010.png
Last edited by LilWhiteMouse on Mon May 28, 2007 1:19 pm, edited 6 times in total.
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Zippy
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Re: Power DoLLS: Innersphere Assault

Post by Zippy »

LilWhiteMouse wrote:Known bugs:
It's also skipped the warm up state before. Haven't figured it out yet.
If you mean the weapon has to "wind up" before it starts firing, and occasionally for some reason it just skips the wind up phase, I might know what this is because I've dealt with it before. If it's the same thing I ran into, it's a problem with how A_Refire is being used. At some point in any weapon, A_Refire isn't "finishing" properly, so when you go to fire this weapon, it starts immediately in the Hold state, skipping the wind up which is presumably in the Fire state. For A_Refire to finish correctly, the game has to hit a frame with A_Refire and the player can't be holding their fire key. Or in other words, it happens if it gets to a frame with A_Refire and the player IS holding the fire key, and then sometime after that it hits, say, a "Goto Ready". A_Refire hasn't completed then, and the game still thinks it should Refire when you go to shoot again.
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chopkinsca
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Post by chopkinsca »

Heh, that's awesome. Too bad the crosshair means having to sacrifice a walking animation. I haven't played past the second mission though, as I think I've been everywhere, but still haven't found all the checkpoints.
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LilWhiteMouse
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Post by LilWhiteMouse »

chopkinsca wrote:still haven't found all the checkpoints.
The direction of the next checkpoint is indicated at the top of the screen.

[EDIT] I take it the project worked "out of the box"?

[EDIT2] My To Do list:
Finish the X36S
Add X36S launch
Add C556 sprites & scene
Finish Yellow Jacket
Finish the Dropship & mission
Add Nitrogen mission
Add Mauler
Add Ace mission
Add intro
Add Convoy mission
Tweak M151 R250 launch
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chopkinsca
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Post by chopkinsca »

LilWhiteMouse wrote: The direction of the next checkpoint is indicated at the top of the screen.
Oo, that's what that was. I didn't see that it changed, and whenever I looked at I thought it was like a health bar for the objectives. Now that I know what it does, it's hard to miss.
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LilWhiteMouse
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Post by LilWhiteMouse »

chopkinsca wrote:Oo, that's what that was.
One of the things I should have mentioned. It's also used in the Delusions of Grandeur mission to indicate the hilltop.

Missions are prestige based, meaning they only occur once you reach a certain amount. The Scenic Tour mission is used to accumilate prestige when you don't have enough. They'll be more generic random missions eventually to fill the gaps.
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SMG M7
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Post by SMG M7 »

Wow, this is really cool. But I'm a Battletech fan, so it wasn't too hard for me to get hooked.
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LilWhiteMouse
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Post by LilWhiteMouse »

[EDIT]Link removed
Just unzip in the skins directory, overwriting the two map files. Includes the Mauler mech, and Ace mission.
Last edited by LilWhiteMouse on Sat Jul 08, 2006 7:07 pm, edited 1 time in total.
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funduke
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Post by funduke »

Cool stuff!
Thank you for that!
I'm downloading mauler.zip now...

... by the way: when will you make Hellspawn an official release?


Greetings
funduke
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Belial
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Post by Belial »

Awesome wad, once it's in a more 'finished' state I'll gladly play the shit out of it and provide an extensive bug report.
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LilWhiteMouse
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Post by LilWhiteMouse »

Just an update of progress. I've added the Nitrogen and Convoy missions. Fixed a bug with the ace mission that would advance the mission tree. The weapon firing points have been adjusted a bit, and fixed the muzzle flash. Removed the LTADS as a selectable weapon. Now, it's standard equipment like the melee attack when it's available. I've added the M6b, a shoulder mounted version of the M6a. Command Armor has been introduced, and can be replaced with the C556 supply drop.

[EDIT] Added the C556 PIP cutscene.
funduke wrote:... by the way: when will you make Hellspawn an official release?
As soon as I write the TXT file and upload it.
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funduke
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Post by funduke »

LilWhiteMouse wrote:
funduke wrote:... by the way: when will you make Hellspawn an official release?
As soon as I write the TXT file and upload it.
Nice.

Greetings
Funduke
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LilWhiteMouse
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Post by LilWhiteMouse »

[EDIT]Link removed

An update. Added another mission, updated the weapons, and includes new infantry sprites & types. Assorted other misc updates.

I had to delete the previous zips to make room, so next update will be a full package.
Last edited by LilWhiteMouse on Sat Jul 08, 2006 7:07 pm, edited 1 time in total.
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Unknown_Assassin
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Post by Unknown_Assassin »

Rats...both the pdia and mauler links don't work :?. Can someone mirror it?
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LilWhiteMouse
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Post by LilWhiteMouse »

Or you could just wait a day or two, and I'll have a new full version uploaded.
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