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Another day, another fight against "impossible" odds. Another syndicate mech driver so out of his mind on propaganda and combat stims he probably doesn't even remember his own name. Another kill tally for you. The coalition doesn't pay well. But compared to the alternative? You've seen first hand the labor camps and the mass graves. You've seen how the syndicate treats people: not as humans, but as economic cogs to be disposed of when they malfunction. Now the word is out: the big push is about to begin. Everyone knows what that means. Even the greenest-of-green boots know what's at stake and what it's going to cost. No, the coalition doesn't pay well at all. But freedom is its own reward. The syndicate must be destroyed.
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Iron Assault
What's this?
Iron Assault is a mech action game, designed specifically for GZDoom. It is based loosely on an obscure shooter released by Graffiti back in the mid nineties. Note that Iron Assault is a re-imagining, not a 1:1 remake of the original. It is heavily influenced by Heavy Gear 1, and Mechwarrior 4 (especially mercenaries).
Features:
-Many customizable mechs with dozens of weapons and modules to choose from.
-Weapons from “light” 14.5mm machineguns to rapid fire 105mm rocket launchers.
-Modules add functionality to your mech, from jumpjets to advanced sensor pods that let you see threats up to kilometers away.
-A custom armor, damage and limb damage system.
-Custom weapon system, which will be familiar to those who have played mechwarrior games, most similar to mw4.
-Large scale maps packed with destructible objects and buildings. Almost everything within the bounds of a map can be damaged or destroyed in some way.
-Campaign spanning 5 different environments and a sim mode that lets you play campaign maps with random spawns or in a survival wave mode.
Demo Release (see downloads below):
-8 Playable mechs.
-Contains the first 2 operation, consisting of 6 missions.
-22 weapons and 27 modules.
-The new sim/skirmish mode.
Full release WID.
Screens:
Spoiler:
Old Videos:
Spoiler:
FAQ:
Spoiler:
Q: I'm getting a crash or other error message, how do I fix it?
A: Update your GZDoom.
Q: Why is this not standalone?
A: Good question!
Q: Will this be available in other languages?
A: Eventually, Maybe.
Q: Can I play this online?
A: Not currently and likely never.
Q: Is this compatible with other mods?
A: Short answer is no. Long answer is: it depends on what the mod does. Purely graphical stuff should be mostly fine. I guess you could theoretically load into other maps, but it would be a pretty janky and unbalanced experience.
Q: I opened the mission computer, but can't seem to do anything?
A: The computer is a menu. It is also 99% mouse driven, so you will need to enable the mouse in menus. Look in mouse options.
Q: The mission computer is stretched oddly and looks like garbage.
A: It will look bad outside of 16:9 resolutions. That's just how it is right now.
Q: I'm playing, and the HUD seems distorted.
A: HUD Options->Scaling Options->HUD preserves aspect ratio to off.
Q: Some projectiles are disappearing on me, what's up with that?
A: You might need to increase your max particles.
Q: The in game graphics seem washed out. Are you going to do something about that?
A: Yes. The new demo has more colorful graphics for units, though most of the environment art and props have retained the old look.
Q: Why are weapon groups limited to 4 weapons each?
A: Primarily, performance reasons. There are further optimizations possible for projectiles, so it's possible the limit will be raised in the future.
Q: I want to use something in Iron Assault in one of my projects. Can I?
A: Go for it.
Q: I'm offended, are you going to apologize for talking shit about Shogo?
A: No. In fact I'm going to double down.
Downloads:
Spoiler:
Requires latest version of GZDoom and a copy of the Doom 2 iwad. Save games from older versions will not work. To preserve your campaign progress use the Save Pilot Data function in the Pilot menu of the mission computer.
Another Mech game remake, great! It looks like you managed to create a faithful remake. I like the idea of being able to destroy the environment, it really makes you feel like piloting a giant warmachine
Cherno wrote:...I like the idea of being able to destroy the environment, it really makes you feel like piloting a giant warmachine...
110% It was one of the first things I implemented.
Rayman The Hedgehog wrote:...never heard about that game before, but with just see the idea of making a MechWarrior-esque game on GZDoom rise my hype...
Yeah it's pretty obscure. Mechwarrior is very much an inspiration.
Toyoch wrote:Oh my god, Iron Assault was one of my first FPS(more like a robot sim though) played in my childhood. I'm looking SO forward for the release!
Wow, I never thought I would meet another person who played it. I remember buying it back around '96 because I thought the box looked cool. I still have the manual, though the box was long ago thrown out. Shame.
DoomSoul wrote:It looks very cool. Will you include the original HUD?
What happended with interestellar enforcer?
Original HUDs are a possibility. The issue is that they are going to require some adjustment for modern screens. It's on the list, and I really like the look of the OG HUDs, but honestly it's not a super high priority.
As for IE, the project is on hiatus. I haven't made a formal announcement because it would be pointless to bump the thread just to say that. However I will say I have several ideas for a redesign, and that the direction of the project is going to be much more aligned with metroid (specifically the prime series). More on that much later, and in a different place than this thread.
Looks cool and I'm always happy to see more mech stuff. You should check out this other mod in development when you get a chance too. It's another Mech mod, but for right now is focused solely as a gameplay mod and not a total conversion, but what is there is right now makes for one of the most intricate and detailed Mech mods I've seen. Maybe you guys could team up on something or at least learn a bit from each others work to further your own projects. https://github.com/Lewisk3/MechDoomer
Destructive buildings? Oooooh yeah, by flaming noseholes of mecha-godzilla, it looks really strategic and impressive. And i do hope there are also unnecessarily enormous machines bigger than you. Just like Mobile Armors.
skdursh wrote: Maybe you guys could team up on something or at least learn a bit from each others work to further your own projects. https://github.com/Lewisk3/MechDoomer
Shortly after I posted this thread, Lewisk3 and I did talk briefly. I have played Mechdoomer, and it is a very impressive project. Far in advance of anything I could hope to accomplish so I doubt I'd be able to contribute technically, but I have been mulling over the idea of making a map set for it.
Captain J wrote:And i do hope there are also unnecessarily enormous machines bigger than you. Just like Mobile Armors.
Enemies will generally pilot the same machines as you, which range in height from 15 - 22ish Meters. I'm not ruling out the possibility of larger boss type enemies though.
Anyway here's a brief update:
Spoiler:
Mech repair bay.
Work has been progressing at a slow but steady pace, largely thanks to isolation brought on by recent events.
A lot of it has been unexciting background stuff, like fleshing out the mission selection menu. There is now a functioning objective system, which you can see on the provided screenshot (yes, you can toggle the objective display off).
Work on textures and objects has been proceeding well. They've all been extracted from the base games archives (which was a pain in the ass, and I will be happy if I never have to look at a hex editor again.), and it's just a matter of cleaning them up and bringing them into the project. I've also added some new assets to fill gaps in variety, such as some new tree and weapon sprites. I've tried to stick to the original style and have kept within the confines of the palette.
Iron assaults textures were practically made to be composited in TEXTURES. A lot of them can be combined in different ways to give lots of variation. Despite the low resolution they have a lot of really neat details and it's clear that somebody at Graffiti really did care.
Anyway, the first mission is technically complete. Just need a bit more background work on the unlock system. The plan is to have new mechs and weapons/modules trickle in as you complete missions, and there will be rewards for completing optional secondary objectives. Missions will be short, on the 5-10 minutes side or faster if you really know what you're doing. They'll be replayable at any time, so if you want to come back to an early mission and crush everything with a heavy mech you can do that.
The checklist of major items for the demo release:
-Two more playable missions
-Finish all existing weapons (Aiming for around 12 weapons in the demo. Mostly just need to polish their effects.)
-Finish all existing mechs (Demo will have 4. Doing armor/hitpoint balancing, and placement of hardpoints for both player and NPCs)
-Finish the mission menu (It's about 70% functional right now. Mechlab is probably 90%. I also plan on a lore/help database.)
This doesn't count the bugs and other issues that need to be squashed.
Anyway the point at which the development of this turns from a systems problem into a content one is approaching faster than I anticipated.
Holy shit ! The customization menu blow me up instantly and the movement of the mecha has a nice weight to it.
The interactivity of the levels helps a lot to the feeling that you are piloting a powerful machine.
And you pulled it all so well !
This is amazing !
Progress is slow but steady. Hoping to get a longer gameplay video out once I polish a few more things up.
Anyway, here's another quick update.
Spoiler:
A scene from mission1_2
Still working on a lot of the boring background stuff. Missions can now be completed and will unlock various rewards. If you miss some secondary objectives the first time around, you can come back at any time and do the mission over. Rewards for objectives are unlocked immediately on objective completion. Missions can also be aborted at any time if you find yourself in an inextricable jam. When and where to exit the level is completely under player control.
I also finally got off my ass and implemented guided missiles. To clarify, the actual projectiles were already in, but there was no way of providing them a target. This was mostly because I wanted to wait until more background systems were in place before I tackled targeting and locking enemies. So yes, enemies can now be targeted and as is expected with games of this type, you can see a nice display showing the damage state of their various components.
A minor but important addition: your mech can now crush stuff. In the short video I posted, some people probably noted that the mech ghosts through streetlights and trees. Well this is no longer the case and your giant robot is indeed now quite stompy.
Some future notes and misc:
Right now there is a 2 weapon system where the player selects a primary and secondary weapon from their loadout. As I add more weapons I'm beginning to realize the balance issues that this causes. With certain weapon types it essentially makes having more than 2 in a loadout almost completely redundant. So with that in mind, I plan to move to a more traditional group system.