[WIP] Project Operation Unthinkable [Interphase G1 b.141019]

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[WIP] Project Operation Unthinkable [Interphase G1 b.141019]

Postby TheRailgunner » Mon Jul 07, 2014 4:14 pm

This embryonic...thing I've been working on as of late has been a sort of testing bed for testing various gameplay and weapon ergonomics concepts, and, while relatively bare, showcases usability tradeoffs and will set a standard for my future Doom modding endeavors. Project Operation Unthinkable has been planned out far more extensively than, say X-Weapon was, and won't suffer from competing with a mod it was derived from.

Project Operation Unthinkable's story centers around an alternate history, deviating from ours sometime before World War II, and takes place in several points in time revolving around a madman with the ability to warp reality and travel between universes who seeks to plunge this particular plane into endless war and omnicide starting from the early 2020's. As one of eventually sixteen defenders of existence, it is your task, predictably, to stop him now before he can move on to the next universe...but short of some sort of godman, how do you stop an enemy who wields power absolute? A convoluted chase through ages, eras, and planes, reality and normalcy are wholly divorced in your monumental pursuit of your universe's salvation from a power far removed from reality as we understand it, a man who thinks himself a god and acts accordingly.

Before We Begin:
*Basic weapon sets (the Browning Hi-Power, STAR-48, SG51A2, DMC, MARS G, and MARS D Carbine) will have two upgrades.
*Slot 6 automatic weapons mount via Altfire (default right mouse button).
*The Lafette 42 item will be a pickup sometime soon.
*Hands will be applied via TEXTURES; I intend to test an experimental weapon DECORATE structure optimized for large amounts of playable characters, with HUD sprites that show this.
*The players currently have no unique voices - they will at some point.
*Player 7's identity is a secret, for now, and Players 8 and 16 are undetermined.

Current Weapons:
Spoiler:

Planned Arsenal:
Spoiler:

Screenshots:
Spoiler:

Sprite work and weapon backstory:
Spoiler:

Planned Player Characters:
Spoiler:


Credits to:
*Captain J (base for sprites, contributed to pickup sprites with Slax)
*Sinael (experimental microBAR and minMG42 mounting/mounted animations)
*DoomNukem (base for Unica 6 pickup sprite)
*The Thing Thing (SiG P226 pickup sprite)
*Slax (contributed to pickup sprites, upgrade ideas)
*More as this story develops

If you click this link, stuff happens! Short-barreled MG42 stuff!
Last edited by TheRailgunner on Tue Apr 28, 2015 5:28 pm, edited 69 times in total.
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Re: [WIP] Project Operation Unthinkable [Interphase G1]

Postby xenoxols » Mon Jul 07, 2014 4:26 pm

It is a good start, although the sprites need hands and muzzleflashes. Also there is way too much recoil.
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Re: [WIP] Project Operation Unthinkable [Interphase G1]

Postby TheRailgunner » Mon Jul 07, 2014 4:49 pm

xenoxols wrote:It is a good start, although the sprites need hands and muzzleflashes. Also there is way too much recoil.


Altfiring mounts the minMG42 and microBAR, which dramatically reduces recoil and muzzle climb. Imagine how much recoil you would have to deal with firing an MG42 (firing 7.92x57 IS) or BAR (.30-'06 Springfield) from the shoulder or hip unsupported.
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Re: [WIP] Project Operation Unthinkable [Interphase G1]

Postby Ribo Zurai » Mon Jul 07, 2014 7:05 pm

This looks promising. Must see more of it, as always. :P

Interesting idea of the mounted guns using the alt-fire. Is it possible to force the player to crouch while on alt-fire mode? That'd make it more realistic.
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Re: [WIP] Project Operation Unthinkable [Interphase G1]

Postby Crudux Cruo » Tue Jul 08, 2014 10:20 am

Wow this actually sounds amazing, save that maybe theres TOO many weapons. i look forward to what you roll out with, as usual.
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Re: [WIP] Project Operation Unthinkable [Interphase G1]

Postby TheRailgunner » Tue Jul 08, 2014 4:58 pm

Ribo Zurai wrote:This looks promising. Must see more of it, as always. :P

Interesting idea of the mounted guns using the alt-fire. Is it possible to force the player to crouch while on alt-fire mode? That'd make it more realistic.


I'm trying as hard as I can - SLADE refuses to compile anything with APROP_ViewHeight in it, and other methods of implementing a crouch detector have thus far gone awry.

G1 Update (7/8/2014) - Ammo types have been separated.
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Re: [WIP] Project Operation Unthinkable [Interphase G1]

Postby HexaDoken » Tue Jul 08, 2014 11:16 pm

This is because it's a relatively new function and thus most likely requires an ACC upgrade to compile properly.

If you're too lazy to do that or it doesn't work for whichever reason, you can suddenly remember that words "APROP_ViewHeight" are basically a numerical constant. If the compiler does not know the constant, you can just instead paste the number itself in it's place. In our case, it would be 39.

This will not work on ZDoom 2.7.1 and will require an SVN version.
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Re: [WIP] Project Operation Unthinkable [Interphase G1]

Postby TheRailgunner » Wed Jul 09, 2014 12:28 pm

HexaDoken wrote:This is because it's a relatively new function and thus most likely requires an ACC upgrade to compile properly.

If you're too lazy to do that or it doesn't work for whichever reason, you can suddenly remember that words "APROP_ViewHeight" are basically a numerical constant. If the compiler does not know the constant, you can just instead paste the number itself in it's place. In our case, it would be 39.

This will not work on ZDoom 2.7.1 and will require an SVN version.


Now changes to view-height cannot be undone - the script that normally resets altered player properties can't seem to fix VH, and won't alter actual height for some reason.

Spoiler:
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Re: [WIP] Project Operation Unthinkable [Interphase G1]

Postby Matt » Wed Jul 09, 2014 9:51 pm

Is it just me or do the slot 6 guns shoot like 5-10 degrees up from where you're pointing?

other methods of implementing a crouch detector have thus far gone awry.
Mind if I ask what goes wrong with a check to see if the crouch key is pressed (and, if needed, an additional check to see if the player is on the floor)? I've done that (without the floor check) for years and never noticed a problem.
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Re: [WIP] Project Operation Unthinkable [Interphase G1]

Postby TheRailgunner » Tue Jul 15, 2014 1:21 am

Player classes have been added, with One being the fastest and frailest, Three being the slowest and tankiest, and Two being the middle way. Weapon handling changes depending on which player you choose as well, and follows the same pattern; Three can control heavier weapons best, while One has more difficulty keeping steady aim with the slot 6 guns.
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Re: [WIP] Project Operation Unthinkable [Interphase G1 b.140

Postby Captain J » Thu Jul 17, 2014 3:42 am

yum, i pretty likey what you did to my sten! although the bulletpuff's decal is missing and can gib the zombies and minor enemies, also mg34's bullet belt and tripod is missing, too.

anyway i hope you can find the nice looking hands 'n muzzle flashes, they'll gonna need 'em!
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Re: [WIP] Project Operation Unthinkable [Interphase G1 b.140

Postby TheRailgunner » Thu Jul 24, 2014 10:59 pm

Two new player classes have been added - Four, who regenerates constantly, and Five, who starts at 400 health (it was intended that health would not spawn if either of them were chosen). Both classes feel 90% reduced recoil force from all weapons. In addition, STAR-48 recoil now varies between the first three classes.
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Re: [WIP] Project Operation Unthinkable [Interphase G1 b.140

Postby Sgt. Shivers » Thu Jul 24, 2014 11:10 pm

You seem to have the guns recoil before firing, making the player shoot above where his crosshair is. Is this intentional? It means you have to aim lower than your target before you begin firing.
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Re: [WIP] Project Operation Unthinkable [Interphase G1 b.140

Postby TheRailgunner » Fri Jul 25, 2014 12:14 am

Sgt. Shivers wrote:You seem to have the guns recoil before firing, making the player shoot above where his crosshair is. Is this intentional? It means you have to aim lower than your target before you begin firing.


To be honest, it's more to dissuade the use of the automatic weapons as marksman tools - cumulative recoil effects aren't as extreme as single shots on a per-shot basis regarding the slot 6 guns. Then again, I haven't added any long-range weapons yet, so I may have to change how recoil is currently set up.
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Re: [WIP] Project Operation Unthinkable [Interphase G1 b.140

Postby Matt » Sat Jul 26, 2014 5:38 pm

Please change it! It makes no sense for actual recoil to happen before the shot like this, unless it's to represent the player jerking their arm while pulling the trigger.

If you want to dissuade people from plinking from a distance, the only thing that can be done is to force a certain degree of inaccuracy on every shot or reduce damage after a certain distance - for some of us if the first shot goes crazy like that the chances of restoring accuracy while the gun is going on full auto are nil.
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