Mars Mercenary v1.2: Smooth Operator

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chronoteeth
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Re: Mars Mercenary v1.1: Slightly Better Quality Marsenary

Post by chronoteeth »

just some more minor complaints than any bugs or anything

the mg with the purple casing sprite wise doesnt mesh with the other guns. think its a rip and not a sprite or sprite edit like the others?

also this is totally inconsequential but it is a lil jarring to see every key have 2 weapons except for key 1 and 2
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Pega6us
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Re: Mars Mercenary v1.1: Slightly Better Quality Marsenary

Post by Pega6us »

Good job, i like the style of the weapons(and his Power ;) )
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Matt Eldrydge
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Re: Mars Mercenary v1.1: Slightly Better Quality Marsenary

Post by Matt Eldrydge »

Oof, this one's gonna be a bit of a necrobump so apologies in advance. I've recently uploaded a showcase with your mod to my channel and will soon have a playthrough pairing it with The Darkening 2!

I'm not a huge fan of ammo scavenging mechanic but I've gotten good enough at the game to swap weapons around and pull out the energy handgun in sticky situations. It works better than I thought it would!

Here's that showcase vid:

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That0neBr075
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Re: Mars Mercenary v1.1: Slightly Better Quality Marsenary

Post by That0neBr075 »

O shoot, ty for the showcase!
I actually do intend on pushing a small update for this project soon-ish, it's just recent game releases have kinda absorbed any of the time I would've spent modding, and I tend to be radio silent before randomly releasing something.

honestly this is probably the kick I needed to finish the update

again, ty for the showcase! :D
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Matt Eldrydge
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Re: Mars Mercenary v1.1: Slightly Better Quality Marsenary

Post by Matt Eldrydge »

You're welcome, always glad to be of service! Looking forward to whatever updates may come soon. o7
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Matt Eldrydge
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Re: Mars Mercenary v1.1: Slightly Better Quality Marsenary

Post by Matt Eldrydge »

Here's that playthrough I mentioned!



I found Darkening 2 matches Mars Mercenary's vibe decently enough, and it's a worth a play on its own in my opinion. :D
Otak
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Re: Mars Mercenary v1.1: Slightly Better Quality Marsenary

Post by Otak »

Hi! I have found that the green shotgun has no ammo when picked up from the ground or dropped by dead enemies. Is this a bug or is this the default behavior?
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That0neBr075
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Re: Mars Mercenary v1.2: Smooth operator

Post by That0neBr075 »

That0neBr075 wrote: Mon May 29, 2023 5:23 pm O shoot, ty for the showcase!
I actually do intend on pushing a small update for this project soon-ish, it's just recent game releases have kinda absorbed any of the time I would've spent modding, and I tend to be radio silent before randomly releasing something.

honestly this is probably the kick I needed to finish the update

again, ty for the showcase! :D
soon-ish wasn't supposed to be months later yet here we are.

Finally pushed out an update for this. Nothing huge, just some sound tweaks and newer weapon animations, along with a Quake Movement Patch if you aren't a fan of Doom's slippery movement.
Additionally, I messed up with licensing/permissions regarding some of the sounds I was using, along with there being a big ol' gap in the credits that I had missed for an embarrassingly long time.
Fixed and rectified all of that to the best of my ability. Changelog in the OP has a bit more detail on what was affected.
TL:DR I DUN GOOFED AND WAS A BIGGER IDIOT THAN USUAL.

Anyways, hope to do something more substantial with this project in the future, buuuuut this is all I got for now.
Enjoy!
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That0neBr075
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Re: Mars Mercenary v1.1: Slightly Better Quality Marsenary

Post by That0neBr075 »

Otak wrote: Thu Oct 19, 2023 4:17 am Hi! I have found that the green shotgun has no ammo when picked up from the ground or dropped by dead enemies. Is this a bug or is this the default behavior?
Also my bad for the late reply, but after picking up the Mars Streetsweeper for the first time, further pickups won't always give ammo. This is to prevent the player from drowning in shotgun ammo given the mag-based nature of that weapon. Same thing also applies to the VoidRipper (Purple SMG) and the Longbow Pulse Carbine (Burst Rifle).
Otak
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Re: Mars Mercenary v1.1: Slightly Better Quality Marsenary

Post by Otak »

That0neBr075 wrote: Wed Nov 22, 2023 6:33 pm
Otak wrote: Thu Oct 19, 2023 4:17 am Hi! I have found that the green shotgun has no ammo when picked up from the ground or dropped by dead enemies. Is this a bug or is this the default behavior?
Also my bad for the late reply, but after picking up the Mars Streetsweeper for the first time, further pickups won't always give ammo. This is to prevent the player from drowning in shotgun ammo given the mag-based nature of that weapon. Same thing also applies to the VoidRipper (Purple SMG) and the Longbow Pulse Carbine (Burst Rifle).
Thx for the clarification.
monkeman777
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Re: Mars Mercenary v1.2: Smooth Operator

Post by monkeman777 »

is this based off something?
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That0neBr075
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Re: Mars Mercenary v1.2: Smooth Operator

Post by That0neBr075 »

monkeman777 wrote: Fri Nov 24, 2023 8:58 pm is this based off something?
Some of the weapons have cheeky references to other mods and games, but for the most part, no.
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Matt Eldrydge
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Re: Mars Mercenary v1.2: Smooth Operator

Post by Matt Eldrydge »

It's been a while since I posted in this thread, but I did make a showcase of the new update!



I've also been thinking about doing a full playthrough of Good Morning Phobos with Mars Mercenary sometime next year, since that might be fun. :)
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