WW-GZmecha: Download, page 6

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wildweasel
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Re: WW-GZmecha: Lots of help needed

Post by wildweasel »

Here's the current version:

http://armory.drdteam.org/wwmods/inprog ... zmecha.zip (This zip file should not be extracted; just run it!)

Having issues with the shutdown sequence. Just fire it up and lay on the trigger for a while.
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Project Shadowcat
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Re: WW-GZmecha: Lots of help needed

Post by Project Shadowcat »

wildweasel wrote:Here's the current version:

http://armory.drdteam.org/wwmods/inprog ... zmecha.zip (This zip file should not be extracted; just run it!)

Having issues with the shutdown sequence. Just fire it up and lay on the trigger for a while.
*Ready with a wrench already as he downloads*
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Re: WW-GZmecha: Lots of help needed

Post by Project Shadowcat »

FIXED!!! :D
Shutdown works as intended now. In fact the player will start back up at the proper heat level.
The KEYCONF was fixed since I moved script numbers around a wee bit. This means the override switch works.
Movement speeds exported to yet another script and they work now.
If you trigger the shutdown sequence and let your heat fall below a certain point without overriding it, it will not shutdown. ... Because it doesn't NEED to.

Bug-fixed version
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wildweasel
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Re: WW-GZmecha: Lots of help needed

Post by wildweasel »

Excellent, that helps a lot! Back to work for me then...
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Re: WW-GZmecha: Lots of help needed

Post by Project Shadowcat »

wildweasel wrote:Excellent, that helps a lot! Back to work for me then...
Glad to be of service. :) Let me know if something else manages to break.
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MG_Man
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Re: WW-GZmecha: Lots of help needed

Post by MG_Man »

I was the one working on the model. I haven't really been working on it recently (sorry!) but here is what I have so far.

I will note that I'm not exactly happy so far. (Well, the model is fine, but the textures not so much.)

I'm not sure how to get it to look genuinely MW2-ish. It seems the solid colors/windshield gradients were dynamically generated (meaning they weren't on a texture file) so I had to replicate them myself. However, it doesn't seem to look that great so far.

Otherwise, the textures are from MW2.
Spoiler:
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Re: WW-GZmecha: Lots of help needed

Post by wildweasel »

http://armory.drdteam.org/wwmods/inprog ... zmecha.zip

This new version is approximately 85% gameplay-complete.
  • All weapons EXCEPT the alpha-strike module have been added and feature-completed; all have upgrades, sounds, etc.
  • Several sounds have been changed - footsteps are quieter, computer voice has been changed from a crappy vocoder to DocTalker, among other things.
  • The HUD is pretty much finished now. I still need to do a fullscreen variant and do something about the automap.
  • Coolants are usable - bind a key in the options!
  • All pickup sprites (except the armors and powerups) are implemented.
  • I might have missed some glitches involving the reload/recharge time for the PPC and SRM - let me know if you find any exploits that make these occur any faster than usual, or any other glitches that slow them down unnecessarily.
  • Running is now disabled, by setting the Player.RunHealth to one point higher than the player can actually achieve.
  • You can now jump approximately 4 times as high as in normal Doom.
  • You WILL need to crouch. A lot. If you start a level and find yourself stuck in the floor, crouch down and this will be fixed.
  • I highly recommend any city maps or wide-open maps with lots of monsters. Try Hell Revealed 2 or Alien Vendetta with it!
To Do:
  • Better pickup sprites for ammo/weapons?
  • Player model
  • Damage corrections?
  • Replace powerups and armor (Supercharge, Megasphere, and Berserk are almost useless; invisible could probably be changed or else indicated on HUD, invulnerability needs a couple tweaks, remove LightAmp goggles and make it a toggle key instead?)
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Project Shadowcat
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Re: WW-GZmecha: Lots of help needed

Post by Project Shadowcat »

I discovered a very strange bug...

Summon PlasmaRifle (or whatever the PPC's name is in DECORATE) twice or three times, pick them up, fire, and the game just quits. No crash window.

Fundamentally, however, the mecha mod is now seriously kickin' ass. :D

Regarding the EVA voices, by the way, Enjay posted this some time ago way out in another thread. Perhaps you could make use of this, maybe mess with the voice some to give it an electronic hum.
http://www.research.att.com/~ttsweb/tts/demo.php
ED: Actually recommend the bottom voice, Anjali.
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wildweasel
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Re: WW-GZmecha: Lots of help needed

Post by wildweasel »

I'll have to look at the PPC - something must have gone wrong there. As for the TTS, eh, I really don't like AT&T's for some reason - DocTalker, while older, has just the right artificiality to it to make it work.
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wildweasel
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Re: WW-GZmecha: Lots of help needed

Post by wildweasel »

Fixed the PPC...evidently I got carried away copy-pasting the code and copied the upgrade checks as well, causing the game to get into an infinite loop. Please redownload the mod - the fix is included.
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Re: WW-GZmecha: Lots of help needed

Post by Project Shadowcat »

Now we're in a seriously over-powered and certainly abundantly supplied unit, and (... so far) it's bug-free. Are you planning on making maps based around the Mecha mod?
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wildweasel
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Re: WW-GZmecha: Lots of help needed

Post by wildweasel »

Me? No, no, heavens no. I honestly couldn't map my way out of a paper bag...nor could I map the paper bag in the first place. =P People are free to make their own levels for this, as with any other mod I make, but I just lack the skills/dedication to make it happen myself.
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Project Shadowcat
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Re: WW-GZmecha: Lots of help needed

Post by Project Shadowcat »

I have something that I think would be beneficial to you. I think the font can look pretty ugly; however, I do have a SmallFont replacement that you're welcome to look at.

http://forum.zdoom.org/download/file.php?id=4853

As per the mapping thing, I just think this is something that would really benefit from custom maps much more, since a couple levels of Doom II are actually not completable. See: MAP06 and the lift to the blue key in HMP (let alone the key on the switch-activated one in UV!), just due to how slow you move and your sheer size.
I'd volunteer if I wasn't so busy. Code-work's a piece of cake, but maps... eh....
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wildweasel
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Re: WW-GZmecha: Lots of help needed

Post by wildweasel »

Whoops - looks like there's still some work left to do on the script...from playing some deathmatch last night, I've determined that:
  • The Shutdown Override script doesn't work in multiplayer
  • When one person shuts down, EVERYBODY shuts down
  • For reasons unknown, EVERYBODY gets the pickup messages when one person picks up a new weapon
  • I can't figure out why, but the recharge rates on the SRM and PPC tend to vary wildly, especially when the player repeatedly taps the movement and fire keys. I'm probably doing this the wrong way by having the player class do this instead of the weapon or a script.
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Project Shadowcat
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Re: WW-GZmecha: Lots of help needed

Post by Project Shadowcat »

wildweasel wrote:Whoops - looks like there's still some work left to do on the script...from playing some deathmatch last night, I've determined that:
The Shutdown Override script doesn't work in multiplayer
Hmmm, I'm not sure what to do about that. I may need to summon HotWax for some aid here, unless I somehow catch it on my own.
When one person shuts down, EVERYBODY shuts down
... This might be fixable...? :(
For reasons unknown, EVERYBODY gets the pickup messages when one person picks up a new weapon
Ah, the limited scope of the Print message. I should have upgraded those to HudMessage first chance I got.

I'll be extremely busy for awhile, I can't promise anything until probably Thanksgiving (I'm doing security in my own place, so I'll have nothing but time then).
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