Marines of UAC: Exigency
Moderator: wildweasel
- Nick_Perrin
- Posts: 29
- Joined: Thu Jul 28, 2005 2:09
Marines of UAC: Exigency
Hey all. Long time no post here!
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.
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.
- lizardcommando
- Posts: 375
- Joined: Fri Jul 08, 2005 6:12
- Location: Somewhere in California
- Nick_Perrin
- Posts: 29
- Joined: Thu Jul 28, 2005 2:09
+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.
+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.
- lizardcommando
- Posts: 375
- Joined: Fri Jul 08, 2005 6:12
- Location: Somewhere in California
- TheDarkArchon
- Posts: 1000
- Joined: Wed Jul 06, 2005 11:58
- Location: What's that fucking smell
- Contact:
- Nick_Perrin
- Posts: 29
- Joined: Thu Jul 28, 2005 2:09
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.TheDarkArchon wrote:Nick: Look in ww-di.wad or wwhc-di.wad. They're in there
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
- Nick_Perrin
- Posts: 29
- Joined: Thu Jul 28, 2005 2:09
-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.
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)
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;
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)
- Nick_Perrin
- Posts: 29
- Joined: Thu Jul 28, 2005 2:09
- wildweasel
- DRD Team Admin (Inactive)
- Posts: 2132
- Joined: Wed Jun 29, 2005 22:00
- Location: the Admincave!
- Contact:
- Nick_Perrin
- Posts: 29
- Joined: Thu Jul 28, 2005 2:09
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.
Now, onto fixing the DDF issue! If anyone can help with that, I'd be very grateful. All the details are in above posts.
- Nick_Perrin
- Posts: 29
- Joined: Thu Jul 28, 2005 2:09
- Nick_Perrin
- Posts: 29
- Joined: Thu Jul 28, 2005 2:09