[WIP] AC-130U Spooky II

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Caligari87
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[WIP] AC-130U Spooky II

Post by Caligari87 »

So, I've posted some videos, now it's time for a beta :D In this mod, you play the FCO (Fire Control Officer) of an AC-130U gunship, tasked with eliminating a large horde of zombies. I don't have any real levels yet, but rest assured, they will be awesome.

DOWNLOAD LINK
NOTE: Requires latest Official GZDoom release (GZDoom 1.4.8). Not tested with ZDoom or any SVNs.
Instructions: Your plane flies itself, centering it's orbit on whatever you're aimed at, do not use movement keys. Your weapons are differentiated by the level of zoom you're at, the larger the weapon the wider the zoom angle. Play on NIGHTMARE mode, it's fun, I promise.

Planned Features:
-Destructible buildings
-Procedural foliage/decorations
-Friendly and unfriendly units in combat
-Huge environments
-Animated, dynamic HUD
-Radio chatter
-Zoom levels independent of weapons

Screenshots:
Spoiler:
Gameplay Videos
Spoiler:
Feedback is appreciated. :biggrin: There may still be some bugs, and the "flying" system isn't final yet. Once I have some levels down it should be handled by ACS, but right now it's all DECORATE.

8-)
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SamVision
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Re: [WIP] AC-130U Spooky II

Post by SamVision »

:shock:
Last edited by SamVision on Fri Jul 02, 2010 9:40 am, edited 1 time in total.
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Shadelight
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Re: [WIP] AC-130U Spooky II

Post by Shadelight »

This is awesome! Can't wait to see the maps you've got planned for this. :)
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corysykes
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Re: [WIP] AC-130U Spooky II

Post by corysykes »

its quite fun keep at it.
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Enjay
 
 
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Re: [WIP] AC-130U Spooky II

Post by Enjay »

This is superb. I really like it. It works surprisingly well. Please keep working on it. :thumb:
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Godzilla
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Re: [WIP] AC-130U Spooky II

Post by Godzilla »

like real life, i've seen these types of videos, maybe do a rare chance of zombies going into "last stand" trying to crawl off but slowly dying.
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BouncyTEM
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Re: [WIP] AC-130U Spooky II

Post by BouncyTEM »

didn't use any replacements for the chaingun sound? I swore I gave you a few. Hm.

Should've mentioned something if none of them worked.
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TypeSaucy
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Re: [WIP] AC-130U Spooky II

Post by TypeSaucy »

one word... awesomeness! im havin visions of mission-based maps.
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Caligari87
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Re: [WIP] AC-130U Spooky II

Post by Caligari87 »

More Screenshots! I've made things a little... brighter :D (and added smoke tracers off the explosions... sorry for the folks with slower computers :oops: )
Spoiler:
@Bouncy: Sorry, I just didn't include them in this one, forgot :shrug: They're in now, though :D

Everyone else, thanks for the compliments! :biggrin:

EDIT:
Godzilla wrote:like real life, i've seen these types of videos, maybe do a rare chance of zombies going into "last stand" trying to crawl off but slowly dying.
I'd love to, but I don't thing I have any sprites that would be of use... Know of any?

8-)
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TypeSaucy
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Re: [WIP] AC-130U Spooky II

Post by TypeSaucy »

... same question Cali said.
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lizardcommando
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Re: [WIP] AC-130U Spooky II

Post by lizardcommando »

You could try asking Voltlock if you could use the Last Stand sprites from his RealGuns 2 mod.
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Caligari87
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Re: [WIP] AC-130U Spooky II

Post by Caligari87 »

Eh... I took a look through the sprites, honestly it's not what I would need for something like that. You're not going to be able to tell the difference between a dead guy and a guy sitting up with a pistol from this far away. They'd need to be crawling and stuff.

8-)
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Caligari87
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Re: [WIP] AC-130U Spooky II

Post by Caligari87 »

So now that I've laid your mom the groundwork for this mod, I'm going to reboot it from the ground up. One of the main issues is that I need to roughly quarter the scale of the mod to allow for super-large levels. I'm also going to re-integrate the weapons to allow better functionality

As such, I need a little advice. I'm wanting to have zoom levels independent of the weapons, from 1x to 15x, and I'm wondering if anyone has any ideas on how to implement that. Should each weapon have an alt-fire for the zoom, and it's tracked by inventory items?

Also, the DECORATE code for "orbiting" the player; I like how it works right now, but should it be moved into the player class instead? If so, how would I go about implementing that? I've never really worked with classes before.

Finally, I'd like the enemies to wander randomly in rough groups, but scatter away from explosions. Should an explosion spawn an invisible "monster" which then sends out a weak "explosion", thus causing the monsters to hate it, but use a special damage type to set them to "frightened" so they'll run away from said spot?

8-)
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