MechCommander GZ

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MechCommander GZ

Postby LilWhiteMouse » Mon Nov 25, 2013 9:45 pm

http://www.prdarkfox.com/lwm/mcgz.7z Drag 'n drop on GZDoom to try.
http://www.prdarkfox.com/lwm/mcgz_acs.7z Not required, for backup purposes.
ImageImageImageImage
Controls:
FIRE - Select unit at cursor. If no unit is under cursor, deselects the unit.
ALTFIRE - Issues Attack/Move order. If a unit is selected, orders only that unit. If no units selected, orders all allies units.
JUMP - Select next unit.
USE - Snap camera behind selected unit.

Still just a tech demo.

Notes:
You have to disable view bobbing manually, AFAIK it can't be done from the mod side.
The projectile issues I've posted about are still present, but I've gotten around them with some hacks.
Last edited by LilWhiteMouse on Fri Nov 29, 2013 3:55 am, edited 1 time in total.
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Re: MechCommander GZ

Postby Project Dark Fox » Tue Nov 26, 2013 12:44 am

How the f...
Wh...

If this is a tech demo, then I quit ZDoom forever. (Amazing work despite the bugs!)

And sorry for not answering your PM earlier. I had my hands full all night last night.
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Re: MechCommander GZ

Postby Orb Swallowing Fox » Tue Nov 26, 2013 1:48 am

Wow, just in awe, another truly brilliant project among those you've done which are already amazing, few ever push the boundaries of what's possible like you do with the engine! I've always loved MechCommander and MechWarrior myself so will have fun with this =^.^=!
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Re: MechCommander GZ

Postby Tormentor667 » Tue Nov 26, 2013 5:16 am

You are sick :D

...this is really brilliant!
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Re: MechCommander GZ

Postby LilWhiteMouse » Tue Nov 26, 2013 6:27 am

Control scheme has been changed for next version, hopefully much improved.
FIRE - Select unit near cursor, otherwise select none.
ALTFIRE - Target enemy near cursor or move to location. If a unit is selected, it will only order that unit. If no units are selected, all units follow order.
Issuing orders no longer deselects the unit.

[EDIT]
Added the Alacorn heavy tank. Working on a Hollander:
ImageImageImage
Now my favoritest thing in the whole wide work, animating......
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Re: MechCommander GZ

Postby Big C » Wed Nov 27, 2013 4:13 pm

How on Earth did you manage to integrate swiveling torsos into the mech models in GZDoom?
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Re: MechCommander GZ

Postby LilWhiteMouse » Wed Nov 27, 2013 4:59 pm

Same way I do all my multipart monsters. The mecha in Cammy and my ED-209 are my two favorites though.

Working on the war torn city environment:
ImageImageImage
The buildings will crumble if a mech gets near, or they take damage.

Additional changes:
Updated the mech boundary boxes.
Revamped the armor conversions. Armor is now 4x their Battletech values (damage is only 2x), with allies getting an additional 2x boost for playability. Each arm inherits it's respective side, and the torso the remainder.
Tweaked weapon ROF to 20 tics (so an AC5 fires every 4 tics), with secondary weapons taking 35 tics to cool.
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Re: MechCommander GZ

Postby Enjay » Wed Nov 27, 2013 5:26 pm

:shock: That is all. Just :shock:
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Re: MechCommander GZ

Postby Project Dark Fox » Wed Nov 27, 2013 6:57 pm

I wonder how easy it would be to integrate colored paper dolls... even though the legs can't be hit yet.
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Re: MechCommander GZ

Postby LilWhiteMouse » Wed Nov 27, 2013 7:37 pm

Enjay wrote::shock: That is all. Just :shock:

Be more impressive if it was playable. Right now it's nothing more then a technical proof-of-concept.

Project Dark Fox wrote:I wonder how easy it would be to integrate colored paper dolls... even though the legs can't be hit yet.

I'm not familiar with the term. Concerning the legs, it's not worth the trouble. There are too many factors that make it excessively complicated for little gain.
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Re: MechCommander GZ

Postby Project Dark Fox » Thu Nov 28, 2013 12:29 am

Paper doll is the pictoral damage readout of units with multiple segments such as 'Mechs.
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Re: MechCommander GZ

Postby The Zombie Killer » Thu Nov 28, 2013 12:40 am

THIS IS AMAZING. LWM, you never cease to amaze

Project Dark Fox wrote:Paper doll is the pictoral damage readout of units with multiple segments such as 'Mechs.

Like how your health is displayed in Deus Ex?
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Re: MechCommander GZ

Postby SlapTheFish » Thu Nov 28, 2013 3:52 am

In theory, would it be possible to have a controllable Stay Puft Marshmallow Man? :D How cool would that be?
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Re: MechCommander GZ

Postby LilWhiteMouse » Thu Nov 28, 2013 4:35 am

Project Dark Fox wrote:Paper doll is the pictoral damage readout of units with multiple segments such as 'Mechs.

Ah, ok. Like Mechwarrior 2's default damage displays? It's entirely doable, but not a high priority at the moment. I've got a lot of aesthetic additions that are on the back burner until I get the gameplay ironed out some. As it stand, send a Hollander into (one) battle, it's bound to lose at least one arm. Then there was the time I had the brilliant idea to send my 35 ton mechs up against a 95 ton Alacorn tank (w/ it's three Gauss rifles). I think it's time to resurrect my old merc outfit and bring in an allied Long Tom.
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Re: MechCommander GZ

Postby Project Dark Fox » Thu Nov 28, 2013 9:37 am

LilWhiteMouse wrote:Ah, ok. Like Mechwarrior 2's default damage displays?

The Zombie Killer wrote:Like how your health is displayed in Deus Ex?

Yep. That's called a paper doll.

I've got a lot of aesthetic additions that are on the back burner until I get the gameplay ironed out some. As it stand, send a Hollander into (one) battle, it's bound to lose at least one arm. Then there was the time I had the brilliant idea to send my 35 ton mechs up against a 95 ton Alacorn tank (w/ it's three Gauss rifles). I think it's time to resurrect my old merc outfit and bring in an allied Long Tom.

Artillery support would be brilliant. But perhaps implement limited ammo for that weapon so that you don't abuse it and not need to rely on your 'Mechs.
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Graphics Processor: nVidia with Vulkan support

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