Marines of UAC: Exigency

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Nick_Perrin
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Marines of UAC: Exigency

Post by Nick_Perrin » Mon Oct 22, 2007 8:52

Hey all. Long time no post here! 8)

So, straight to business. This development journal will be a great resource to get help, tips, and have doomers on my back to release this project so I can get things done and have them organized as well. Not to mention, once it's done, this will be cool to read as it will show the growth and "evolution" of the mod.

In case you don't know what Marines of UAC or Exigency are, please educate yourself at http://www.freewebs.com/mouac/ (most importantly the "Media" page). Yes, I'm aware there's a Doom III mod of the same name, but that's THEIR fault as my original version of Marines of UAC, which was just a weapon mod, was around before then. "Exigency" is the first episode in a series of 4 planned episodes; there may also be a prequel that will be shorter than the other episodes. The story has essentially been fleshed out already for all these episodes, however many details are added as I go. Rest assured - regardless of whether I ever make all 4 episodes, it is guaranteed that this episode, Exigency, will be released. After that it will depend on time and interest to finish the other, even more ambitious episodes.

In terms of development, I have been creating the "engine" of Exigency, if you can call it that, while taking short steps in the building of the single player adventure.

Newest updates have been:

+ADDED GIBS FOR PINKY DEMON
+MADE NEW SHOTGUN RELOAD ANIMATION
+ADDED FIERY BLAST (ANIMATION) FROM SHOTGUN SEC FIRE
+ADDED SHOCKWAVE AND FLAMELETS TO LOST SOUL DEATH
+FINALIZED ALL BULLET PUFF EFFECTS
+VARIOUS TWEAKS

Short-term requirements/goals are:

-FIX LOST SOUL NON-DAMAGING BUG
-ADD NEW DEATH EFFECTS FOR PAIN ELEMENTAL
-ADD FRAMES FOR UPGRADED SHOTGUN
-FINISH GIBS FOR ALL MONSTERS
-FINISH FLAME DEATHS FOR ALL MONSTERS
-MAKE OR HAVE A HI-RES LOGO MADE FOR MARINES OF UAC (Post here if you can help with this!)

Once these are handled, I will continue developing and documenting the single-player episode. Stay tuned, and get on my back if I get lazy. Shouldn't happen though. :lol:

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lizardcommando
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Post by lizardcommando » Mon Oct 22, 2007 19:59

After seeing what you had done in the trailer, I have full faith in you in being able to pull this off. I can't wait to see this mod in action.

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Nick_Perrin
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Post by Nick_Perrin » Tue Oct 23, 2007 12:39

+GOT NEW MOUAC LOGO - Still waiting on others before final decision is made. Thanks, t.v. for the logo!

+NEW BADASS MELEE ATTACK ADDED - Must still be perfected. This melee attack is not only (selectively) powerful but plain FUN to use.
==Ditching the flashlight in favour of this melee attack and thus more strategically lit maps. Also, flashlight is useless when playing in IWADs. Also, too many mods have a flashlight now, it's nothing new or cool.
==Perhaps implement nightvision later for SP campaign.

I require the gloved doomguy fists, the punching animations... I believe Scuba Steve made them a while back. As well as the gloved open-palm doomguy hands, throwing a grenade in some mod I forget. If you have these or know where to get them, please let me know! Thanks.

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lizardcommando
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Post by lizardcommando » Tue Oct 23, 2007 17:31

Nightvision goggles would be pretty sweet.

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TheDarkArchon
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Post by TheDarkArchon » Wed Oct 24, 2007 13:53

Nick: Look in ww-di.wad or wwhc-di.wad. They're in there

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Nick_Perrin
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Post by Nick_Perrin » Thu Oct 25, 2007 6:22

TheDarkArchon wrote:Nick: Look in ww-di.wad or wwhc-di.wad. They're in there
Thank you very much! Found the gloved fists in ww-di.wad, but I still can't find the open-palm grenade throwing gloved hand.

AND SOME NEWS... I just discovered a new resource of sprites and effects to be used in MoUAC. New things to be added.

+UPGRADE WEAPON AND MONSTER ATTACKS TO HIGH-QUALITY PARTICLE-SYSTEM-STYLE STANDARD

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Nick_Perrin
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Post by Nick_Perrin » Thu Oct 25, 2007 9:24

-LOST SOUL NON-DAMAGE BUG FIXED

Okay, so I've been heavily upgrading the visuals for MoUAC, but there's one thing I can't get done. I'm trying to have an enemy's projectile, the Arachnotron's, spawn an attack when it hits a wall. This seems to work fine with my own weapons, like the rocket launcher, but for some reason the arachnotron's plasma ball will just NEVER ACTUALLY CREATE that attack it's supposed to.

I've checked EDGE.log and found no errors with any of the entries.

Here's the DDF of the two ATTACKS.DDF entries. It is ARACHNOTRON_PLASMA that refuses to spawn GPLAS_HIT.

Code: Select all

[GPLAS_HIT]
ATTACKTYPE=PROJECTILE;
HEIGHT=10;
RADIUS=10;
DAMAGE.VAL=0;
DAMAGE.MAX=0;
SPEED=0;
PROJECTILE_SPECIAL=CROSSLINES,DROPOFF,NOGRAVITY,MISSILE,NOSHADOW,NOCLIP;
DLIGHT.TYPE=QUADRATIC;
DLIGHT.INTENSITY=100;
DLIGHT.COLOUR=#C0FF00;

STATES(DEATH)=PAR2:B:0:BRIGHT:DLIGHT_SET(100),
              PAR2:B:0:BRIGHT:DLIGHT_FADE(0),
              PAR2:B:1:BRIGHT:TRANS_SET(40%),
              PAR2:C:1:BRIGHT:TRANS_SET(75%),
              PAR2:D:1:BRIGHT:TRANS_SET(100%),
              PAR2:E:1:BRIGHT:TRANS_SET(90%),
              PAR2:B:1:BRIGHT:TRANS_SET(80%),
              PAR2:C:1:BRIGHT:TRANS_SET(70%),
              PAR2:D:1:BRIGHT:TRANS_SET(60%),
              PAR2:E:1:BRIGHT:TRANS_SET(50%),
              PAR2:B:1:BRIGHT:TRANS_SET(40%),
              PAR2:C:1:BRIGHT:TRANS_SET(30%),
              PAR2:D:1:BRIGHT:TRANS_SET(20%),
              PAR2:E:1:BRIGHT:TRANS_SET(10%),
              PAR2:B:1:BRIGHT:TRANS_SET(5%),
              #REMOVE;

[ARACHNOTRON_PLASMA]
ATTACKTYPE=PROJECTILE;
HEIGHT=8;
RADIUS=13;
DAMAGE.VAL=5;
DAMAGE.MAX=40;
ATTACK_HEIGHT=16;
SPEED=25;
KEEP_FIRING_CHANCE=3.92%;
LAUNCH_SOUND=PLASMA;
ATTACK_SPECIAL=FACE_TARGET;
PROJECTILE_SPECIAL=NOBLOCKMAP,MISSILE,DROPOFF,NOGRAVITY,NOZBUFFER,NOSHADOW;//TRANSLUCENCY=45%;
DLIGHT.TYPE=QUADRATIC;
DLIGHT.INTENSITY=200;
DLIGHT.COLOUR=#C0FF00;
PUFF=ARACHNOTRON_PLASTRAIL;

STATES(IDLE)=APLS:A:2:BRIGHT:SMOKING,//NORMALLY LASTS 5
             APLS:B:2:BRIGHT:SMOKING;

STATES(DEATH)=APBX:A:0:BRIGHT:DLIGHT_SET(500),
              APBX:A:0:BRIGHT:DLIGHT_FADE(0),
              APBX:A:0:BRIGHT:KILLSOUND,
              APBX:A:0:BRIGHT:SPARE_ATTACK(GPLAS_HIT),
              APBX:A:0:BRIGHT:PLAYSOUND(FIRXPL),
		  ASHK:A:0:BRIGHT:DLIGHT_SET(100),
              ASHK:A:0:BRIGHT:DLIGHT_FADE(0),
              ASHK:A:1:BRIGHT:TRANS_SET(100%),
              ASHK:B:1:BRIGHT:TRANS_SET(90%),
              ASHK:C:1:BRIGHT:TRANS_SET(80%),
              ASHK:D:1:BRIGHT:TRANS_SET(70%),
              ASHK:E:1:BRIGHT:TRANS_SET(60%),
              ASHK:F:1:BRIGHT:TRANS_SET(50%),
              ASHK:G:1:BRIGHT:TRANS_SET(40%),
              ASHK:H:1:BRIGHT:TRANS_SET(30%),
              ASHK:I:1:BRIGHT:TRANS_SET(20%),
              ASHK:J:1:BRIGHT:TRANS_SET(10%),
              ASHK:J:1:BRIGHT:TRANS_SET(5%),
              #REMOVE;
Thanks for the help in advance.

Also, is there any way to have sprites cut into the ground? Last I remember this was impossible in EDGE. (With certain exceptions of course, like the explosion animation of a projectile, but the explosion had to be in the DEATH state of the original projectile)

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hitmanx
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Post by hitmanx » Thu Oct 25, 2007 10:26

gloved open fist hands can be found in ww-wthhbl. :)

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Nick_Perrin
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Post by Nick_Perrin » Thu Oct 25, 2007 10:34

hitmanx wrote:gloved open fist hands can be found in ww-wthhbl. :)
Where's ww-wthhbl? Can't find it...

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hitmanx
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Post by hitmanx » Thu Oct 25, 2007 12:11

hm, i can't seem to find it, i would uploaded but maybe weasel took it down for some reason. and doesn't want it back up.

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wildweasel
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Post by wildweasel » Thu Oct 25, 2007 16:00

I don't know what ww-wthhbl is. I never uploaded a mod by that name.

Though based on the filename, you might be referring to Captain Red's mod, "What The Hell Has Broken Loose", which I had no part in whatsoever.

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Nick_Perrin
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Post by Nick_Perrin » Thu Oct 25, 2007 17:44

Hey guys I found what I was looking for, thanks for the help. I PM'd Chronoteeth and he said that I probably saw them in an old mod of his - they were the powerslave grenade with doomguy hands on the resource forum, made by NeoWorm.

Now, onto fixing the DDF issue! If anyone can help with that, I'd be very grateful. All the details are in above posts.

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hitmanx
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Post by hitmanx » Fri Oct 26, 2007 13:51

Oh hahaha i'm so stupid, yes your right weasel. It was what the hell has broken lose. I was really tired last night :P

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Nick_Perrin
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Post by Nick_Perrin » Sun Oct 28, 2007 4:48

+FIXED ABOVE ATTACKS NOT APPEARING

Their only state was DEATH. I didn't notice that it wasn't IDLE or SPAWN!

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Nick_Perrin
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Post by Nick_Perrin » Mon Oct 29, 2007 8:30

+ADDED OPENING LOGO MUSIC
+CREATED AND ADDED NEW EDGE INTRO SCREEN ANIMATION
+ADDED NEW PNG ROCKET SMOKE TRAIL, ROTATING & SCALING
+ADDED INTRO SCENE SCRIPT (Wanna voice act for Exigency, even if only for a minor role? Let me know in this thread or in a PM!)

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