WW-GZmecha: Download, page 6

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WW-GZmecha: Download, page 6

Postby wildweasel » Sat Aug 16, 2008 2:58 pm

I'm at wit's end working with SBARINFO and HIRESTEX for this mod.

http://armory.drdteam.org/wwmods/inprog ... gzmecha.7z

I was previously working with the R148 revision of GZDoom. I had just got the Heat bar to work perfectly, and weapon selection was working fine. However, upon using R153 to test a hunch I had with InInventory, the heat bar no longer scales properly and now does not even function. Can somebody tell me what the hell is going on?
Last edited by wildweasel on Fri Nov 28, 2008 2:57 am, edited 1 time in total.
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Re: WW-GZmecha: Lots of help needed

Postby wildweasel » Sat Aug 16, 2008 3:18 pm

The mod's official to-do list...

Cockpit View
  • Health indicator. Six health "images" are already available in the PK3 file under Graphics. Need to find a way to actually get them implemented - MugShot may work? (figure out how to use MugShot)
  • Change the heat warning message from Print statements to a HUD indicator by the Heat bar, MW2 style. (Change ACS scripts to give dummy inventory flags instead of Prints.)
  • Figure out what to do with the unused space up top and in the center. Blank out the useless green stuff on the center panel and come up with something to use there, too. (Bar readout for some type of limited powerup?)
  • Work on fullscreen HUD as well (low priority)

Weapons
  • Need more weapons in general.
  • Remove all small ammo pickups.
  • Weapon upgrades? EX: Pickup changes SPLAS to MPLAS or LPLAS? Extra mounts for MGUNs?
  • Weapons from MW games that need representation: PPC, SSRM, U/AC20, GAUSS

Graphics
  • Better player skin. Heavy Gear graphics isn't going to cut it.
  • Touch up cockpit graphics. Still some rough edges.
  • Make new bullet puffs to show that these are not ordinary bullet weapons we're dealing with
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Re: WW-GZmecha: Lots of help needed

Postby wildweasel » Sat Aug 16, 2008 6:21 pm

Perhaps a screenshot would draw attention:
Image
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Re: WW-GZmecha: Lots of help needed

Postby wildweasel » Sat Aug 16, 2008 6:41 pm

I'm currently in the process of adding a rocket launcher replacement, the SSRM6. Six small missiles are fired in a salvo from both shoulders and have a minor homing effect. From examining DoomRater's Greaser, I've figured out how to do a missile lock indicator. There's a specific way I want to handle the missiles, though. In Mechwarrior 2, you could fire the missile rack and then switch to another weapon and fire that while it reloads. I could just use a dummy inventory item for the "reload" time and have that just steadily fill up every tic (like WWHC-Diaz's psi-energy charging) but I want it to keep reloading even when the player has switched weapons. If I were to take a Decorate-only standing on it, the only way I can think of to do this is to just add this line to every single weapon's Ready state:
Code: Select allExpand view
TNT1 A 0 A_GiveInventory("SSRMReload",1)

But that's going to needlessly clutter every single weapon. Can I do something like this to the player class's Decorate definition, or do I need to do it in ACS if I want it to work in real-time?
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Re: WW-GZmecha: Lots of help needed

Postby BouncyTEM » Sat Aug 16, 2008 7:35 pm

...I did not just see this. :O

Okay, I want to help out in what little ways I can.

on the better player sprites; while they're nothing special, there is a skin of a Mad Dog / Vulture mech lurking around in the doom community. You should probably find that!

on the SSRM6 issue;

this might be my ignorance since i'm still in the older days of decorate, but;
can't you just give an item or custominventory to the player that every period of time adds an SSRM missile, automatically?

if not, perhaps you should check how ZdoomWars gives the player mana on a consistent basis. I don't know how it does that but it sounds like it's the same thing you want.

right now that's all I can contribute but i'll work some stuff up later.

especially if I can find my old copy of mechwarrior 2...
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Re: WW-GZmecha: Lots of help needed

Postby Project Dark Fox » Sat Aug 16, 2008 9:19 pm

Bouncy wrote:on the better player sprites; while they're nothing special, there is a skin of a Mad Dog / Vulture mech lurking around in the doom community. You should probably find that!

EWW. I have the skin but it's dug in deep on a massive skin compilation, not to mention I hate how it looks anyway. I could probably rig up a wireframe (it's a start) that looks a lot better in Paint, having drawn this popular chassis more times than once.

*scraps the idea of lighter units due to the girth of the heavier weapons*
What model were you looking at? Name anything from any Tech Readout, I can probably do it. ... With time.
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Re: WW-GZmecha: Lots of help needed

Postby wildweasel » Sat Aug 16, 2008 9:37 pm

Model-wise, a Timber Wolf would be preferred. I've already sort of engineered that into the weapons by having the missiles shoot from both shoulder racks.
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Re: WW-GZmecha: Lots of help needed

Postby Tun » Sat Aug 16, 2008 9:41 pm

From the weapons given, it sounds quite a bit like an Owens.
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Re: WW-GZmecha: Lots of help needed

Postby wildweasel » Sat Aug 16, 2008 9:43 pm

Tun wrote:From the weapons given, it sounds quite a bit like an Owens.

Well, I'm not really well versed in the Battletech universe, all I know is what I learned from Mechwarrior 2.
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Re: WW-GZmecha: Lots of help needed

Postby BouncyTEM » Sat Aug 16, 2008 9:59 pm

Project Dark Fox wrote:
Bouncy wrote:on the better player sprites; while they're nothing special, there is a skin of a Mad Dog / Vulture mech lurking around in the doom community. You should probably find that!

EWW. I have the skin but it's dug in deep on a massive skin compilation, not to mention I hate how it looks anyway. I could probably rig up a wireframe (it's a start) that looks a lot better in Paint, having drawn this popular chassis more times than once.

*scraps the idea of lighter units due to the girth of the heavier weapons*
What model were you looking at? Name anything from any Tech Readout, I can probably do it. ... With time.


While I certainly agree it would be a better temporary mech than the heavy gear...thing, wouldn't you think?

as for mechwarrior 2...is there any intention to get sounds from it? I probably could get a few (if you're interested) if I spent some dedicated effort on it.

probably would be nice to get those PPC sprites too. x.x
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Re: WW-GZmecha: Lots of help needed

Postby Project Dark Fox » Sat Aug 16, 2008 10:58 pm

Tun wrote:From the weapons given, it sounds quite a bit like an Owens.

An Owens can't mount either a Gauss rifle OR an Ultra Autocannon/20. :P

Wildweasel wrote:Well, I'm not really well versed in the Battletech universe, all I know is what I learned from Mechwarrior 2.

:(
Though a Timber Wolf is a good pick....
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Re: WW-GZmecha: Lots of help needed

Postby Tun » Sat Aug 16, 2008 11:38 pm

@Project Dark Fox: I was referring to the weapons currently seen in the screenshot, as well as the ssrm6 discussed in the following post. Even though Alt. Config A uses ssrm2 packs, rather than the 6...

On a side note, while it wasn't in MW2, could some sort of coolant system be implemented?
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Re: WW-GZmecha: Lots of help needed

Postby wildweasel » Sun Aug 17, 2008 12:26 am

Bouncy wrote:as for mechwarrior 2...is there any intention to get sounds from it? I probably could get a few (if you're interested) if I spent some dedicated effort on it.

Possibly, yes, I would like to have the computer voice at my disposal. As far as weapon and miscellaneous sounds, though, I think it'd be better to find higher quality stuff elsewhere.[/quote]
probably would be nice to get those PPC sprites too. x.x

That could be useful but somehow I think it'd probably be easier to just create a similar sprite - that way we'd be able to animate it in flight.

I should probably stress at the moment that this is not intended to be a full-on Battletech TC, so liberties may be taken - I just prefer the "walking battle tank" style of mech as opposed to the more agile, jets-on-every-limb Japanese style mecha. I might want to add some elements from Steel Battalion as well.

[edit] Yeah, come to think of it Tun, we could have some coolants available for the player to use, and perhaps a super-heat-sink powerup to slow the heat buildup temporarily (I'm thinking the Tome of Power functionality could come in handy here).
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Re: WW-GZmecha: Lots of help needed

Postby Project Dark Fox » Sun Aug 17, 2008 2:27 am

If this isn't a full-on BattleTech TC, then maybe I recommend a generalisation of some of the weapons? For instance, the Autocannon can be upgraded from light to heavy (AC/5, AC/10, AC/20), much like the pulse lasers, plus the Streak launchers as they get upgraded launch more and more. One can start with twin Streak-2s and be upgraded to up to a total of 12.

Also, I may adjust the wireframe sprite to look slightly less MadCatty, to something a little more flexible. I'll likely draw a few concepts this morning.
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Re: WW-GZmecha: Lots of help needed

Postby Project Dark Fox » Tue Aug 19, 2008 7:39 pm

BUMP!

http://prdarkfox.deviantart.com/art/quo ... a-95403024

Want me to get started on this beast, or we could go for the alternative and I can perhaps start ripping frames from MechWarrior 4: Mercenaries and grab the Mad Cat?
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