[Add-On] Extra Badass Monster Pack for Project MSX [v 1.7]

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TiberiumSoul
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Re: [Add-On] Extra Badass Monster Pack for Project MSX [v 1.

Post by TiberiumSoul »

regarding the marksman, playing through fear 2 the sniper on that could be a good representation of what the marksman uses provided someone could get good rips of the model
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VICE
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Re: [Add-On] Extra Badass Monster Pack for Project MSX [v 1.

Post by VICE »

Since this thread has had some activity lately, I figure I may as well share what I've been up to recently.

So I've been working on this on and off in my spare time, and right now I'm sitting on what is essentially a compilation mod - It's Project MSX, with all of the weapons and level-up perks of Real Guns Hardcore, and with the expanded bestiary from this mod (and some other additions and changes that I've made since then).
There's a limit to the amount of guns you can carry at once (dependent on the difficulty you selected), and the ammo balance is distributed so that you will have to switch your weapons around frequently.

In its complete form it will also feature new perks to choose from, and switchable ammo-types for all weapons (in fact, all of the shotguns already have the ability to use SCIMTR Nailshot shells implemented), and some more weapons of my own making (using rips from E.Y.E: Divine Cybermancy)

It's still a prototype, but it looks great and plays really well. I'm still ironing out some of the quirks and issues, but I will hopefully have something release-able soon - once my ACS-fu is good enough to make all menus that I need for the new perk system.
Here are some screenies for now:
Spoiler:
P.S If you have an idea for a good name for this bastard mod, I'd love to hear it, because I haven't got a clue what to call this.
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Captain J
 
 
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Re: [Add-On] Extra Badass Monster Pack for Project MSX [v 1.

Post by Captain J »

about the name, i dunno about it but Operation: MSXRG or Call of Project: MSX.
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Valherran
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Re: [Add-On] Extra Badass Monster Pack for Project MSX [v 1.

Post by Valherran »

Interesting, but why use the RGH weapons? Why not use the default weapons in the game?
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Re: [Add-On] Extra Badass Monster Pack for Project MSX [v 1.

Post by wildweasel »

I'm...significantly less interested in seeing the RGH weapons pasted into Project MSX, honestly. The RealGuns mods have played host to - putting it lightly - some less than stellar model rips, with a severe lack of color definition, horrible pixelation, and the depth of field effects were evidently left on, resulting in some awful white halos. Add to this, the pretty noticeable balance issues and unclear ammo associations, and I just don't see how it fits over MSX's already solid weapon lineup.
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Re: [Add-On] Extra Badass Monster Pack for Project MSX [v 1.

Post by chronoteeth »

Hufff, real guns again, that doesnt look that cool man
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Re: [Add-On] Extra Badass Monster Pack for Project MSX [v 1.

Post by VICE »

Valherran wrote:Interesting, but why use the RGH weapons? Why not use the default weapons in the game?
The thing that always bothered me with Project MSX is that although the weapons are pretty much the best out there in comparison to other mods, they would somehow get boring to use after a while, and there's simply no sense of progression after a point... something I just didn't experience with RGH, so the reason is variety I suppose.

The original MSX lineup is a lot better, but I wanted a mod that forced you to switch your arsenal around constantly, have a large variety, but still have the general stylings and suit powers of project MSX. I just don't think I have the graphical skills to make more weapons that fit with the original lineup, so I went with what I know. RGH doesn't look nearly as nice but it plays well and the weapons feel badass to use.

TL:DR: Give it a try once it's ready, it plays better than it appears to.
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Re: [Add-On] Extra Badass Monster Pack for Project MSX [v 1.

Post by Captain J »

although i never liked those weapon's colors and shades, like wildweasel said. but i liked the smooth animations, though. sucks to be the original author is not active anymore to improve those sprites and keep the update, forever.
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Re: [Add-On] Extra Badass Monster Pack for Project MSX [v 1.

Post by TiberiumSoul »

if youre up for it mega i have a gold source rip im working on to be the marksman's rifle all the frames are all there but they still have a cyan background
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Re: [Add-On] Extra Badass Monster Pack for Project MSX [v 1.

Post by TiberiumSoul »

If i may ladies and gentlemen :P

The Skullzerker

"Give up, and MAYBE I won't stomp a mudhole in your ass."
SKZKA1.png
Masochist Difficulty ONLY Replaces Berserkers and Shock Troopers

HP: 300
Threat Level 9/10
Weapon : Rotary Nailgun
Drops : Common : 7.62x99 Flechette Belt
Drops : Rare : Blackmoor & Sons. Zk-99 "Basillisk" Rotary Flechette Cannon
Idea Base: The Deathwish Dozer from Payday 2
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durbdoogle
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Re: [Add-On] Extra Badass Monster Pack for Project MSX [v 1.

Post by durbdoogle »

My initial reaction was "Bleh" but it would be unfair of me to dismiss your work without trying it first so looking foreward to what you came up with :)
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Re: [Add-On] Extra Badass Monster Pack for Project MSX [v 1.

Post by DoomKrakken »

Dude, have you seen those weapons in COD Black Ops 3?

Those look like weapons that can be used in Project MSX. Maybe you can a few of those?
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Re: [Add-On] Extra Badass Monster Pack for Project MSX [v 1.

Post by Hellstorm Archon »

DoomKrakken wrote:Dude, have you seen those weapons in COD Black Ops 3?

Those look like weapons that can be used in Project MSX. Maybe you can a few of those?
Hmm, why not create a new RealGuns from the BO3 weapons?
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Re: [Add-On] Extra Badass Monster Pack for Project MSX [v 1.

Post by User160971235 »

I had an idea for a badass Mauler replacement since there isn't one currently and the to-do ones seem to be on indefinite hold:

Implant Marine - A marine with the same leg-and-arm muscle implants as the player, and attacks with punches up close and charged grenades from a distance. The marine frequently dodges when in close quarters to its target. It would be cool to make this a female enemy, like it's the UAC's female version of the player, on the evil side. However, that'd probably need some serious spritework done, and a lot of the male melee marine sprites already exist.

-Attack 1: Two quick jabs with considerable forward lunge towards the target.
-Attack 2: A quick jab, followed by a slightly more powerful hook that lunges forward more than a jab.
-Attack 3: Charge up a Level 1 punch, and lunge forward powerfully to land the punch.
-Far attack: Charge up a Level 1 grenade, and throw it at the target.
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DoomKrakken
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Re: [Add-On] Extra Badass Monster Pack for Project MSX [v 1.

Post by DoomKrakken »

I thought it was the powersuit that gave the marine his superstrength, not separate implants. Strengthening one's electromagnetic fields will make one stronger.
TiberiumSoul wrote:If i may ladies and gentlemen :P

The Skullzerker

"Give up, and MAYBE I won't stomp a mudhole in your ass."
SKZKA1.png
Masochist Difficulty ONLY Replaces Berserkers and Shock Troopers

HP: 300
Threat Level 9/10
Weapon : Rotary Nailgun
Drops : Common : 7.62x99 Flechette Belt
Drops : Rare : Blackmoor & Sons. Zk-99 "Basillisk" Rotary Flechette Cannon
Idea Base: The Deathwish Dozer from Payday 2
Wait a sec... was this rotary cannon the weapon you were coming up with?

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