MechCommander GZ

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LilWhiteMouse
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Joined: Tue Jul 15, 2003 7:00 pm
Location: Maine, US

MechCommander GZ

Post by LilWhiteMouse »

http://www.prdarkfox.com/lwm/mcgz.7z Drag 'n drop on GZDoom to try.
http://www.prdarkfox.com/lwm/mcgz_acs.7z Not required, for backup purposes.
ImageImageImageImage
Controls:
FIRE - Select unit at cursor. If no unit is under cursor, deselects the unit.
ALTFIRE - Issues Attack/Move order. If a unit is selected, orders only that unit. If no units selected, orders all allies units.
JUMP - Select next unit.
USE - Snap camera behind selected unit.

Still just a tech demo.

Notes:
You have to disable view bobbing manually, AFAIK it can't be done from the mod side.
The projectile issues I've posted about are still present, but I've gotten around them with some hacks.
Last edited by LilWhiteMouse on Fri Nov 29, 2013 3:55 am, edited 1 time in total.
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Project Shadowcat
Posts: 9369
Joined: Thu Jul 14, 2005 8:33 pm
Operating System Version (Optional): Windows 10
Graphics Processor: nVidia with Vulkan support
Location: Blacksburg, SC USA

Re: MechCommander GZ

Post by Project Shadowcat »

How the f...
Wh...

If this is a tech demo, then I quit ZDoom forever. (Amazing work despite the bugs!)

And sorry for not answering your PM earlier. I had my hands full all night last night.
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Orb Swallowing Fox
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Re: MechCommander GZ

Post by Orb Swallowing Fox »

Wow, just in awe, another truly brilliant project among those you've done which are already amazing, few ever push the boundaries of what's possible like you do with the engine! I've always loved MechCommander and MechWarrior myself so will have fun with this =^.^=!
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Tormentor667
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Re: MechCommander GZ

Post by Tormentor667 »

You are sick :D

...this is really brilliant!
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LilWhiteMouse
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Location: Maine, US

Re: MechCommander GZ

Post by LilWhiteMouse »

Control scheme has been changed for next version, hopefully much improved.
FIRE - Select unit near cursor, otherwise select none.
ALTFIRE - Target enemy near cursor or move to location. If a unit is selected, it will only order that unit. If no units are selected, all units follow order.
Issuing orders no longer deselects the unit.

[EDIT]
Added the Alacorn heavy tank. Working on a Hollander:
ImageImageImage
Now my favoritest thing in the whole wide work, animating......
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Big C
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Re: MechCommander GZ

Post by Big C »

How on Earth did you manage to integrate swiveling torsos into the mech models in GZDoom?
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LilWhiteMouse
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Re: MechCommander GZ

Post by LilWhiteMouse »

Same way I do all my multipart monsters. The mecha in Cammy and my ED-209 are my two favorites though.

Working on the war torn city environment:
ImageImageImage
The buildings will crumble if a mech gets near, or they take damage.

Additional changes:
Updated the mech boundary boxes.
Revamped the armor conversions. Armor is now 4x their Battletech values (damage is only 2x), with allies getting an additional 2x boost for playability. Each arm inherits it's respective side, and the torso the remainder.
Tweaked weapon ROF to 20 tics (so an AC5 fires every 4 tics), with secondary weapons taking 35 tics to cool.
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Enjay
 
 
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Re: MechCommander GZ

Post by Enjay »

:shock: That is all. Just :shock:
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Project Shadowcat
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Re: MechCommander GZ

Post by Project Shadowcat »

I wonder how easy it would be to integrate colored paper dolls... even though the legs can't be hit yet.
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LilWhiteMouse
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Re: MechCommander GZ

Post by LilWhiteMouse »

Enjay wrote::shock: That is all. Just :shock:
Be more impressive if it was playable. Right now it's nothing more then a technical proof-of-concept.
Project Dark Fox wrote:I wonder how easy it would be to integrate colored paper dolls... even though the legs can't be hit yet.
I'm not familiar with the term. Concerning the legs, it's not worth the trouble. There are too many factors that make it excessively complicated for little gain.
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Project Shadowcat
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Re: MechCommander GZ

Post by Project Shadowcat »

Paper doll is the pictoral damage readout of units with multiple segments such as 'Mechs.
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The Zombie Killer
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Re: MechCommander GZ

Post by The Zombie Killer »

THIS IS AMAZING. LWM, you never cease to amaze
Project Dark Fox wrote:Paper doll is the pictoral damage readout of units with multiple segments such as 'Mechs.
Like how your health is displayed in Deus Ex?
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SlapTheFish
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Re: MechCommander GZ

Post by SlapTheFish »

In theory, would it be possible to have a controllable Stay Puft Marshmallow Man? :D How cool would that be?
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LilWhiteMouse
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Re: MechCommander GZ

Post by LilWhiteMouse »

Project Dark Fox wrote:Paper doll is the pictoral damage readout of units with multiple segments such as 'Mechs.
Ah, ok. Like Mechwarrior 2's default damage displays? It's entirely doable, but not a high priority at the moment. I've got a lot of aesthetic additions that are on the back burner until I get the gameplay ironed out some. As it stand, send a Hollander into (one) battle, it's bound to lose at least one arm. Then there was the time I had the brilliant idea to send my 35 ton mechs up against a 95 ton Alacorn tank (w/ it's three Gauss rifles). I think it's time to resurrect my old merc outfit and bring in an allied Long Tom.
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Project Shadowcat
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Operating System Version (Optional): Windows 10
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Location: Blacksburg, SC USA

Re: MechCommander GZ

Post by Project Shadowcat »

LilWhiteMouse wrote:Ah, ok. Like Mechwarrior 2's default damage displays?
The Zombie Killer wrote:Like how your health is displayed in Deus Ex?
Yep. That's called a paper doll.
I've got a lot of aesthetic additions that are on the back burner until I get the gameplay ironed out some. As it stand, send a Hollander into (one) battle, it's bound to lose at least one arm. Then there was the time I had the brilliant idea to send my 35 ton mechs up against a 95 ton Alacorn tank (w/ it's three Gauss rifles). I think it's time to resurrect my old merc outfit and bring in an allied Long Tom.
Artillery support would be brilliant. But perhaps implement limited ammo for that weapon so that you don't abuse it and not need to rely on your 'Mechs.

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