Special Operations: Action Tactical mod [Beta 2 Release!]

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lizardcommando
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Re: Special Operations: Action Tactical mod [Beta 2 Release!

Post by lizardcommando »

So right now, none of my weapons actually have the Gunflash states on them. Would it look weird if I added them onto the guns? I tested it with the pistol and the MP5K, and it looks really distracting especially if you play in dark levels.
Zombieguy
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Re: Special Operations: Action Tactical mod [Beta 2 Release!

Post by Zombieguy »

Hmmm... Can you hook us up with a video demonstration?
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lizardcommando
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Re: Special Operations: Action Tactical mod [Beta 2 Release!

Post by lizardcommando »



Not sure if the lighting is too harsh with the gunfire. The frame isn't as choppy though in the video.
Zombieguy
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Re: Special Operations: Action Tactical mod [Beta 2 Release!

Post by Zombieguy »

It doesn't look bad. And it should look better for OpenGL users.
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commander
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Re: Special Operations: Action Tactical mod [Beta 2 Release!

Post by commander »

Make a perk system and this mod will be better. :rock:
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wildweasel
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Re: Special Operations: Action Tactical mod [Beta 2 Release!

Post by wildweasel »

commander wrote:Make a perk system and this mod will be a shameless rip-off of an over-hyped FPS series. :rock:
Fixed that for you.
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lizardcommando
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Re: Special Operations: Action Tactical mod [Beta 2 Release!

Post by lizardcommando »

Perks? No thanks. I've only got 2 useable items planned so far:

1. Portable Stimpack
2. Portable Ammo Satchel
Zombieguy wrote:It doesn't look bad. And it should look better for OpenGL users.
yeah, you're right. It looks a lot better in GZDoom.
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Re: Special Operations: Action Tactical mod [Beta 2 Release!

Post by Zombieguy »

Portable Stimpacks/Ammo Satchels sound like a good idea.
lizardcommando wrote:
Zombieguy wrote:It doesn't look bad. And it should look better for OpenGL users.
yeah, you're right. It looks a lot better in GZDoom.
So, is it settled, then?
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lizardcommando
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Re: Special Operations: Action Tactical mod [Beta 2 Release!

Post by lizardcommando »

Most likely. I still want to retain compatibility for ZDoom though.
SOLDA1.png
Anyways, I've got a slight progress update. I'm about 50% finished with the walking animation for the Player 1 sprites. I don't remember who made the original version of the sprites. If someone could tell me who made them? He was originally carrying the Strife SMG and had the Shotgun Zombieman head.

Anyways, I'm replacing the shotgun zombieman head with the Strife peasant head because I like his head rather than the one that's being used right now. It matches the voices I recorded with his IMO. I'm also giving the player the Doomguy assault rifle instead of the SMG. On top of that, I'm also getting rid of that weird techno-bracelet thing and the shoulder pads to make him look more like a modern day soldier. That's what's taking up so much time.

I'm about to start making the useable ammo satchel and stimpack. However, I'm having a hard time figuring out what to replace the current Doom items with them.
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-Ghost-
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Re: Special Operations: Action Tactical mod [Beta 2 Release!

Post by -Ghost- »

Are you going to add reloading or keep the vanilla Doom system for this?

You could make backpack spawns alternate between ammo satchels and backpacks, since they've got a similar purpose. Stimpacks I'm not sure, how much healing are we talking per use? :P
Zombieguy
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Re: Special Operations: Action Tactical mod [Beta 2 Release!

Post by Zombieguy »

-Ghost- wrote:Are you going to add reloading or keep the vanilla Doom system for this?
I don't think so. He doesn't have any reloading sprites, so he'd have to use his last resort as just simply using a GoldenEye reloading style. And that wouldn't be worth it. Besides, I think he wants this project to be somewhat simple.
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lizardcommando
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Re: Special Operations: Action Tactical mod [Beta 2 Release!

Post by lizardcommando »

It would be cool to have reloading one day, but that's not on my priority list right now. I have to make the player 1 and 2 sprites and record their voices, replace the recon marine with a different enemy, design a new HUD, and of course implement the voice feature which is really supposed to be one of the highlights of the mod.
niculinux
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Re: Special Operations: Action Tactical mod [Beta 2 Release!

Post by niculinux »

lizardcommando wrote:

Not sure if the lighting is too harsh with the gunfire. The frame isn't as choppy though in the video.
I would add a little more lit for every gun fire :=)

PLaese, may you change the soun of the firing pistol? and add a reloading animation for the pistol?
something like this:



And add bullet ricochet?

please..... :cry:

THANKS FOR THE MOD!!! :wub:
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lizardcommando
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Re: Special Operations: Action Tactical mod [Beta 2 Release!

Post by lizardcommando »

Uh... your link doesn't Also, I probably won't be adding in ricochet sounds. Glad you like the mod so far though.
niculinux
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Re: Special Operations: Action Tactical mod [Beta 2 Release!

Post by niculinux »

lizardcommando wrote:Uh... your link doesn't Also, I probably won't be adding in ricochet sounds. Glad you like the mod so far though.
sound for firing pistol (correct!)


as for ricochet uh, hope deis last......? :cry: :cry: :cry:

over and out!

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