Iron Assault Remake (Demo 1.02)

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Re: Iron Assault Remake (Demo 1.02)

Postby ReformedJoe » Wed Jul 15, 2020 6:08 pm

Jarewill wrote:Yes, it only happens when starting a new game and not switching weapon groups.
Would a video help explain it better?
...
This isn't a big issue, because it goes away permanently after switching weapon group once, but I wanted to report it, just in case.


I still can't replicate it, even duplicating the exact series of events in the video. I have a vague suspicion as to what might be causing it though. I'll make some blind changes and we'll see if the next version sorts it out.
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Re: Iron Assault Remake (Demo 1.02)

Postby Jarewill » Thu Jul 16, 2020 6:09 am

ReformedJoe wrote:I still can't replicate it, even duplicating the exact series of events in the video. I have a vague suspicion as to what might be causing it though. I'll make some blind changes and we'll see if the next version sorts it out.

After getting a fresh GZDoom install with a fresh ini, the issue no longer was happening.
It seems to have been an issue in my ini rather than one in the mod.
I am sorry for taking your time.
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Re: Iron Assault Remake (Demo 1.02)

Postby ReformedJoe » Sat Jul 18, 2020 2:56 pm

Quick update.

So I've gone ahead and reexported all NPC and object sprites in a new palette. It's very close to the edits suggested by Lagi previously in this thread.

Pics:
Spoiler:


I think only NPCs will use the new more vibrant palette, and all world objects/textures will remain in the old. This allows you to see enemies more clearly.

If anyone has thoughts or further suggestions, please let me know.
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Re: Iron Assault Remake (Demo 1.02)

Postby Captain J » Sat Jul 18, 2020 10:28 pm

Huh, is that it? I thought they added a lot of mech sprites for different variants. It's weird, but acceptable!
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Re: Iron Assault Remake (Demo 1.02)

Postby ReformedJoe » Sun Jul 19, 2020 7:02 pm

Captain J wrote:Huh, is that it? I thought they added a lot of mech sprites for different variants. It's weird, but acceptable!

That's everything which is in the game so far.

Here's the full mech lineup in the new palette, plus a heavy tank I included just to round out the image.

Spoiler:


The names are from the original game, and some of them are kind of dumb ("GORT" :roll: ).

There will probably also be a few variants which are just recolors. Some of these are also not usable due to animation issues, and will have to be reworked by hand.
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Re: Iron Assault Remake (Demo 1.02)

Postby Captain J » Sun Jul 19, 2020 10:46 pm

Oh wow! So they made a lot of sprites for the game, after all. Thanks for clarifying that. They all look neat.
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Re: Iron Assault Remake (Demo 1.02)

Postby Ringman » Tue Jul 21, 2020 6:54 am

This is so cool. My son just recently got into Mechs, mostly because he got a toy of the power loader from Aliens. We were actually playing the original Iron assault and Mechwarrior 3 the other day, and I built him a Sunder 2 Ed209 style mechs and a madcat out of duplo blocks (yes duplo). Anyway, I have a weird request. And you can easily say no, but could you make it possible to have a melee option for a mech that has a chainsaw arm? His powerloader has a chainsaw arm a back-mounted minigun and a claw. Everytime he was playing the mech games and he got up close, he asked how to use the chainsaw. I kept telling him not all mechs have a chainsaw arm or even a melee function. And ever since Doom, he thinks the minigun and the chainsaw are the 2 most powerful weapons in the world, so it was kind of a cooincidence that the power loader had a chainsaw and a minigun. Yeah he has a toy chainsaw too and I plan on getting him or making him a toy minigun at some point. (We are good parents.)

Oh and GORT is the name of the robot from the Day the Earth stood still, and he's also one of the more powerful robots from the Game that Nobody Played™ Cholo.
Cool mod, can't wait to give it a whirl.
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Re: Iron Assault Remake (Demo 1.02)

Postby Captain J » Tue Jul 21, 2020 7:11 am

Chainsaw arm eh? That sounds clever as adding mech a lightsaber. Ahem, anime mech stuff. :P
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Re: Iron Assault Remake (Demo 1.02)

Postby ReformedJoe » Tue Jul 21, 2020 1:57 pm

Ringman wrote:... Anyway, I have a weird request. And you can easily say no, but could you make it possible to have a melee option for a mech that has a chainsaw arm? His powerloader has a chainsaw arm a back-mounted minigun and a claw. Everytime he was playing the mech games and he got up close, he asked how to use the chainsaw. I kept telling him not all mechs have a chainsaw arm or even a melee function...


:lol: how can I say no to a request like that? I'll see what I can do, though the art situation makes my options limited.
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Re: Iron Assault Remake (Demo 1.02)

Postby Captain J » Wed Jul 22, 2020 12:50 am

Well i guess it's okay to take some resource from other game since you used some duke 3d textures for the lobby!
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Re: Iron Assault Remake (Demo 1.02)

Postby Ringman » Wed Jul 22, 2020 5:59 am

Awesome! Thanks.
For art, the cheap way is to just use a hud way of showing that the chainsaw is active and then making the chainsaw noise and the chainsaw "puff" effect. The old game Metalhead for the 32x does something similar to this when using the hammer knuckle weapon. You just see a smoke "puff" and hear an impact noise.
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Re: Iron Assault Remake (Demo 1.02)

Postby 4shot » Wed Jul 22, 2020 4:31 pm

ReformedJoe wrote:Here's the full mech lineup in the new palette, plus a heavy tank I included just to round out the image.

Spoiler:


Might be a dumb question/partial request, but is that tank going to be featured as a playable mech? It'd be cool to have a giant pilotable equivalent to the Assault Robot enemy present in the game and something of a reference to the HK-Tanks from the Terminator franchise, and just something to diversify the mech roster with something a bit different from the others.
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Re: Iron Assault Remake (Demo 1.02)

Postby ReformedJoe » Sat Jul 25, 2020 12:06 pm

4shot wrote:...
Might be a dumb question/partial request, but is that tank going to be featured as a playable mech? It'd be cool to have a giant pilotable equivalent to the Assault Robot enemy present in the game and something of a reference to the HK-Tanks from the Terminator franchise, and just something to diversify the mech roster with something a bit different from the others.


I hadn't planned on it to be honest. Not ruling it out, but it's also certainly not a priority right now.

Anyway, here's a general update for everyone:
Spoiler:
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Re: Iron Assault Remake (Demo 1.02)

Postby ReformedJoe » Sat Aug 01, 2020 2:29 pm

Hey everyone.
If it wasn't apparent, I'm trying to get some kind of dev log or progress report out roughly every week.
This helps me:
1. Stay motivated and focused.
2. Collect my thoughts.
3. Collect valuable feedback and criticism. (the improvements to the washed out mech art is a prime example of this)

So with that out of the way, here's whats going on with this dumb project:
Spoiler:
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Re: Iron Assault Remake (Demo 1.02)

Postby Cherno » Sat Aug 01, 2020 6:31 pm

When I write a system that has the A.I. and the player be able to control the same kinds of vehicles, I commonly code the vehicles to have a generic pilot variable, which is a reference to any actor. In the vehicle functionality, I would then check if the pilot inherits from PlayerPawn or not (which would indicate a monster/A.I.). Giving commands / controlling the vehicle would need some duplication because it has to be part of the player pawn class as well as the monster pilot classes. However, this can be minimized by writing the code in such a way that players and monsters only give general commands to the vehicle, like changing it's movement direction and angle, and the vehicle itself would read these changes on it's own side.

To clarify: The vehicle has no mind of it's own, it ist just an empty shell that can be used by players and the A.I. in the same way.
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