The WIP Thread
Re: WHAT THE HELL are you working on
The catapult looks like it's got a lot less missile space than it does in Mechwarrior 4 and expansions (the only familiarity I have with it), but otherwise it all looks good. Is it just me or does the Owens official design look like a light mech that had a Y-Wing (from Star Wars) crash through it, and they kept the cockpit for the head once they'd finished pulling the rest of the ship out of the mech because it looked better?
Re: WHAT THE HELL are you working on
Tormentor667 wrote: You are the win!!!
This is something I have been hoping for since you started the Wolf3D conversion... btw, is that already finished now and fully working?
Right now I'm using the shareware as a base... I want to get that working 100% before moving on to the entire game and sequel.Captain Proof wrote: Holy shit,thats better than sex...
That is awesome,I've been waiting on someone to do a blakestone TC for some time now.How much of the project is done?
The ACS code uses my Wolf3D TC as a base, and the conversion tool is a modified version of the Wolf3D conversion tool.
Done so far:
- Conversion tool
-- Map layouts/textures convert perfectly (always have)
-- Doors convert properly (split in the middle)
-- All usable walls (elevator, switches, food dispensers, teleports) convert to run scripts
-- To do: Autodoor floor/line conversions, actor blocking floor codes, and endgame lines
- Scripting
-- fixed speed/handling for doors, since there are 2 polyobjects each now
-- fixed speed on secret doors
-- Barrier switches work as in original (if multiple with same target, both are synced)
-- Enemies drop proper weapons/charge clip/token as in original
-- Conversation script for informant bio-techs in place (needs to be finalized)
-- To do: Plasma Enemy spawners, finish Teleports and food dispensers (placeholder scripts in place)
- Status Bar
-- 95% Complete - attacker notification, heartbeat, ammo meter, etc. all function for the most part (heartbeat needs fine tuning, attacker notification needs icon images)
-- To do: tie in with informant conversation script
- Decorate
-- All decorations (in shareware) done
-- All pickups done except weapons (health needs fine-tuning to drop wrapper, crumbs, blood, etc when used)
-- Some enemies done: Blue/Purple/Green guards, bio-techs and informants (friendly status randomly picked on spawn), and big alien guards.
-- To Do: The rest of the enemies, fine tune ones that are done
- Intermissions/Title Screen/finale
-- Not started
- Other
-- Status bar font ripped/incorporated
- Weapons
-- Some logic done to work with status bar, but basically not started... Currently using Wolf3D guns...
I also still need to rip all of the music and sounds, as everything is using Wolf3D sounds right now.
Some of this has been more difficult than the Wolf3D TC (the enemy decorate will be much harder) since there's no source code for Blake...
Another pic...

Last edited by AFADoomer on Thu Oct 23, 2008 4:30 pm, edited 1 time in total.
- Captain Ventris
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Re: WHAT THE HELL are you working on
Do the monsters in Blake Stone perhaps have multi-directional firing frames?
Re: WHAT THE HELL are you working on
No. They're similar to the ones in Wolfenstein...Captain Ventris wrote:Do the monsters in Blake Stone perhaps have multi-directional firing frames?
- Project Shadowcat
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Re: WHAT THE HELL are you working on
Intentional. A variant of the Catapult mounts a single Arrow IV Artillery missile system on one arm, which has an effective range of roughly 3000 meters, and leaves the other rack totally empty. It's just a dummy arm.Phobus wrote:The catapult looks like it's got a lot less missile space than it does in Mechwarrior 4 and expansions (the only familiarity I have with it), but otherwise it all looks good.
I think so, and I kind of like it that way, too.Is it just me or does the Owens official design look like a light mech that had a Y-Wing (from Star Wars) crash through it, and they kept the cockpit for the head once they'd finished pulling the rest of the ship out of the mech because it looked better?
ED: AFADoomer, that's lookin' really good...
- DoomRater
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Re: WHAT THE HELL are you working on
Yo pilots, throw me a Daishi!
Meanwhile, off to test Cold as Hell.
Meanwhile, off to test Cold as Hell.
Re: WHAT THE HELL are you working on
Too bad there aren't any Marauders around these days...
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Re: WHAT THE HELL are you working on
Okay that's nice but what weapons do you have on it?
Edit: Wait no, that's not nice- jump jets and NO engine speed? WHY
Edit: Wait no, that's not nice- jump jets and NO engine speed? WHY
- Project Shadowcat
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Re: WHAT THE HELL are you working on
I have one unseen and one reseen, and I commonly use one in MW4MP3...MG_Man wrote:Too bad there aren't any Marauders around these days...
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Re: WHAT THE HELL are you working on
Spoiler:
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Re: WHAT THE HELL are you working on
DoomRater wrote:Yo pilots, throw me a Daishi!
Assault 'Mechs are over-rated.Eriance wrote:Marauder II
- Cutmanmike
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Re: WHAT THE HELL are you working on
What is this? It looks like spore but GOOD. I want to build a giant robot with thundercats logo knees too!Eriance wrote:*Big mech picture*
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Re: WHAT THE HELL are you working on
That is MechWarrior 4: Mercenaries (enhanced with MekPak 3 at http://www.mektek.net ), and the logo is actually that of the Wolf's Dragoons.Cutmanmike wrote:What is this? It looks like spore but GOOD. I want to build a giant robot with thundercats logo knees too!Eriance wrote:*Big mech picture*
But I still recommend picking it up. It's like less than 20 USD or 10 GBP (?) if you look hard enough.
And then we need to start a ZDoom fun clan or something.


