WW-GZmecha: Download, page 6

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wildweasel
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Re: WW-GZmecha: Lots of help needed

Post by wildweasel »

This looks great!
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Project Shadowcat
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Re: WW-GZmecha: Lots of help needed

Post by Project Shadowcat »

Thank you, sir. :) I'll get started on it right away. I'll probably have it painted green for obvious reasons.
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wildweasel
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Re: WW-GZmecha: Lots of help needed

Post by wildweasel »

I've uploaded the latest version of the mod, which has exactly one thing new, and that is that the SSRM now appears on the right-side view whenever you have it.

But the reason I do this is because I need more help. The mod continues to misbehave. The Heat bar never performs consistently between versions; while it works as of GZDoom R164, the border that surrounds it is now entirely too tall for it. I also want the player's mech to explode if the heat level remains near maximum for too long, but have no idea how to do this, as I'm horrible at ACS.
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Project Shadowcat
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Re: WW-GZmecha: Lots of help needed

Post by Project Shadowcat »

The sprite's giving me a bitch of a time; it's hard to keep it detailed and yet gritty at the same time, especially if all you're experienced in is Paint. >_<

However I know ACS is much more of an "impulse" task for me. Maybe if...
Did you include the source in the mod? I'd like to play with this. :3
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MG_Man
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Re: WW-GZmecha: Lots of help needed

Post by MG_Man »

Oh, I was going to give you the MW2 Madcat parts in .OBJ format.

I can also get out sounds, but sprites, not.
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Project Shadowcat
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Re: WW-GZmecha: Lots of help needed

Post by Project Shadowcat »

MG_Man wrote:Oh, I was going to give you the MW2 Madcat parts in .OBJ format.
The sprite's not working out so I'm sure he can use anything he can get. :P
I can also get out sounds, but sprites, not.
Think we can get one for the heat levels at the VERY least?

Sorry, I hate to think I'm taking over for this thing. It IS Weasel's project. >_>
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wildweasel
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Re: WW-GZmecha: Lots of help needed

Post by wildweasel »

I will want as many computer voice sounds as you can get, hopefully.
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Ghastly
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Re: WW-GZmecha: Lots of help needed

Post by Ghastly »

I have a Mechwarrior 3 sound extractor you might be able to use. I used it to rip sounds for a Mechwarrior Starcraft map I made (that had a fully-functioning heat-system, shutdowns included :P).

Edit: Here it is: http://www.badongo.com/file/11067748.
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wildweasel
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Re: WW-GZmecha: Lots of help needed

Post by wildweasel »

Great, now I have to dig out my MW3 disc =P

And does anybody know what the problem is with the Heat bar border?
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Project Shadowcat
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Re: WW-GZmecha: Lots of help needed

Post by Project Shadowcat »

wildweasel wrote:Great, now I have to dig out my MW3 disc =P

And does anybody know what the problem is with the Heat bar border?
I think it might have something to do with the border not being transparent. Let me modify it and try to confirm that.
ED: The Heat Bar isn't working AT ALL. It has nothing to do with the border.
ED2: I'm totally confused as to why it isn't working. Everything looks like it is supposed to work. Hell, you can still overheat the thing, so only the bar isn't working.
ED3: I'm this close to filing a bug report relating to HIRESTEX. I actually changed the HeatLevel "actor" into an Ammo type and it STILL didn't work. Not only to make it look cool, but also to see if the bar was even visible, I changed the back of the heat gauge to a dimmed version. That part shows up.
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wildweasel
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Re: WW-GZmecha: Lots of help needed

Post by wildweasel »

All I know is, the bar DOES actually function (as of GZDoom SVN R164), but the border is currently giving me issues.
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Project Shadowcat
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Re: WW-GZmecha: Lots of help needed

Post by Project Shadowcat »

wildweasel wrote:All I know is, the bar DOES actually function (as of GZDoom SVN R164), but the border is currently giving me issues.
It ain't your border, because the whole thing stopped working on my revision of ZDoom (like I said, I tried a different "heatback" graphic, and THAT part shows like a charm!). Though if you're worried about the "half-pixel" mis-alignment, that's because of how SBARINFO can only do such fine measurements, treating the half-scale textures as normal size. The only way to "fix" it is if you made the border two pixels wide.
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BouncyTEM
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Re: WW-GZmecha: Lots of help needed

Post by BouncyTEM »

Okay, i'm still working on the mechwarrior 2 computer voices (getting them without other sounds is such a pain)

but I did manage, if you're curious or interested, to rip all sorts of random sounds from Mechwarrior 4. autocannons, ppcs, lasers, walking steps...

all of decent quality. although not properly labeled.

interested?

okay, off to get as many computer voices as I can. if only I had a way of getting that without weapon sounds. x.x
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MG_Man
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Re: WW-GZmecha: Lots of help needed

Post by MG_Man »

I got all the weapon sounds from MW2, and other stuff (Footsteps, explosions, the like)

However, most of the computer voices are in a format that hasn't been cracked yet, so you'll have to wait a while for those.

SOME NOTES:

LLASER.WAV is used for both the Large Laser and the Large Pulse Laser. The rest are named accordingly.

I don't think I got all the ballistic weapon sounds in. I'll check those later.

EDIT: Got all the ballistic sounds.
All of the AC guns use AUTOCANNON.WAV. That includes the Ultra AC's.
Ignore the MACHINEGUN.WAV in the Weapons.rar. That was misnamed.
Ballistic.rar
BULLET
(15.69 KiB) Downloaded 51 times
MEKWEP.RAR
Here's the weapons.

I had to split them because otherwise it's too big.
(96.11 KiB) Downloaded 60 times
MECH.RAR
Here you go.
(213.7 KiB) Downloaded 57 times
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Project Shadowcat
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Re: WW-GZmecha: Lots of help needed

Post by Project Shadowcat »

Bouncy wrote:but I did manage, if you're curious or interested, to rip all sorts of random sounds from Mechwarrior 4. autocannons, ppcs, lasers, walking steps...
Aside, I am looking for the awesome Large Laser, PPC and Gauss Rifle sounds...
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