As to the weapons module, sorry, no release yet but I will get back to it. The punch list is just about complete as seen in the previous post.
That's it for now,
Bring the Paine..!
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Hi there! Still working on things...got distracted (what else is new) by doing another version of the campaign added enemies. This version will have more enemies, more twists and turns, more corrections, and more salvage which will be well suited for using with the upcoming weapons module.
As to the weapons module, sorry, no release yet but I will get back to it. The punch list is just about complete as seen in the previous post. That's it for now, Bring the Paine..!
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FINISHING WEAPONS MODULE PUNCH LIST:
Stock mechs are mostly done. Maybe 1 or 2 more "tribute" mechs, or maybe not. Maybe do the Elemental?DONE. Leaving as is. Need to clean up reader: maps & any files affected by tranquil nuclear winter must be made original. IA new location maps need to be reverted back to original. DONE. Sounds...AC's impacts still need tweaking for explosion noise.DONE. Expert campaign dialogues...can be done later? YES. Still need to do more heavy ppc thunder sounds.DONE. Bushwacker needs to be fixed so training missions work? is this the problem or something else? I think so..bushie is hard coded into training missions just like in op1m1. THIS WILL NOT GET FIXED FOR THIS MODULE. IN ORDER TO EXPEDIATE THIS RELEASE I'VE DECIDED THIS WILL HAVE TO BE ACCEPTABLE FOR NOW. IN A FUTURE RE-RELEASE IT WILL BE ADDRESSED. Daishi file must be fixed. Either do over or fix through vb6. Double-check all weapons/effects damages/velocities/impact force and tweak as needed; bring damage down across the board 20%; Some velocities may have to come down for fairness, like the ATM's....or rather the recycle timesDONE...Thought of adding: More "electric" impact effects to PPC's; AC's explosion visual added to default impacts, not just mechs, DONE. Add something to LBX impacts? Add impact force to some weapons? DONE. Check all firing visuals on all weapons; Look for old AC's that might seem to go too long;DONE. using different visuals. Mess with ams, see if it can be tweaked to not be so powerful; IF MEMORY SERVES THIS MAY NOT BE POSSIBLE. DONE. Check vehicle loadouts and turret loadouts.DONE..do the mix on choppers, DONE..add in extra firepoints and load them anyway in hopes of discovering how to add them in the gamez's later...same thing with other vehicles WILL BE DONE ON A LATER VERSION. Stock mechs must be checked for heat management, so need testing on normal maps: DONE. There is an issue somewhere in the main reader file that is affecting the training missions. I have a theory as to what is the cause, but can only solve it by doing a somewhat controlled START FROM SCRATCH. So, in order to release something since it's been such a long wait I will release the weapons module WITH THIS GLITCH: It will corrupt the training missions so that when you try to launch the training missions the game will crash. I will do a re-release later to fix this, but it may be a while. Finish texturing PPC's and Gauss: WORKING Create installer. Upload. SO...the above is a basic punch list of what's left on the next module, should be done soon and put up on the downloads page. Couple weeks maybe? Excited!! Bring the Paine! last edited on Jan. 16th, 2015 Howdy! Not done yet but have been focusing on the Mech3 weapons module as promised! Getting there!
Doing a custom stock mech for the more popular mechs in the game which will be "tribute" configs named for a chosen few veterans from Mech3's multiplayer days on the MSN gaming zone. So far I'm doing a mech for the following old players: Me. (Madcat) Done DawgPack (Avatar...some sort of c5 config) Done ToxicGimpoid (Tox will be getting a special Sunder) Done AzazelGimpoid (Sunder) Done Cap (if you're an old vet, you know I couldn't skip this guy!...and yes he's getting a custom Thor) Done Samphire (Daishi) Done Phantom (yes our old friend Phantom who I think also passed away gets the c1 strider) Done Trappr (undecided) WolfGimpoid (re-naming the Madcat D in his honor) Done There will be a few others as I think of them. Suggestions are welcome but remember there's only 18 mechs! So it's looking pretty good so far for a release in January! Keep your fingers crossed! Freako out. Well kids, not much of an update other than to say I'm still working on each of the previously mentioned modules a little at a time without a focus on any single one, so I guess it's safe to say I've kinda been all over the place. This month I vow to stay focused on one of the modules, and that will be the weapons mod. So, expect the next blog to either be an announcement for a release or to be pretty close. As stated earlier the Tranquil Nuclear Winter texture overhaul will take more time than I previously planned because of the special installer I will have to make for it. After the special installer gets created though it opens up some other great possibilities.
Regarding other things...I've been thinking about the final version of the single-player campaign lately...drafts I've done in the past that never got released...so that may also come to fruition in the coming months too. I really like the story twists I came up with and am looking forward to it so I'll probably be doing a little here and there on that as well. Haven't done anything on Pirate's Moon in a while, so that's on hold for now but it would make sense to focus and finish the weapons module for that once the Mech3 weapons module is done. I sure would love to hear from anyone who has successfully played the modules that have been released so far!! You can put your responses/reviews right here in the blog comments...it would be nice just to know. I see visits to the downloads page are usually the second most popular click on this site, where the first click is always the main page obviously. So if people are actually downloading and using what's there it would be great to hear about it! Howdy folks, been a while...
What can I say, real life keeps you busy. Still working on different modules here and there, sometimes tweaking Nuclear Winter, sometimes working on the weapons module...really all that's left on weapons module for Mech3 and Pirate's Moon is finishing the stock mech configurations...that's always tedious and time consuming, but I'll get there. Between those two focuses are always little explorations into what might be something later. I plan on learning VB 6 so that I can delve into the workbench source files and finish the work Finnegan started, enabling hopefully the ability to edit the anim and gamez files, which means being able to change animations and maybe add content to the worlds....but we shall see. I have extracted the mech meshes using EOP's mechlib tools and will be sending them to Punakettu sometime soon to see if he will do some custom work with them and possibly put his work into the game, so that will be very exciting IF it happens. He told me his workload is very big, so maybe it'll happen, maybe not. The Tranquil Nuclear Winter module may take longer than I had originally planned because I want to add some ideas: I'm hoping a friend of mech3.org will do custom winter skins for the mechs that I will include in the module....No sense having "jungle" or "desert" skins on a world made of ice and snow right? Also hoping some texture artists will come forward and help with some of the more difficult stuff in the world textures to help me finish. For one other important thing with this module I will need to learn VB6 so that I am able to make a very custom install of the module due to the fact that the world environmental conditions are within the same file as some other things I want to be able to do in separate modules. So, sorry to say it will still be a while before it's done, I know some people are looking forward to it. Well that's it for now, BRING THE PAIN! Our great friend, founder of mechwarrior3.org who hung in there with us since the beginning in 2003, is dead. I just found out, 3 months late. Here is his obituary:
www.legacy.com/obituaries/montgomeryadvertiser/obituary.aspx?n=william-powery&pid=171093658&fhid=10426 I will be attempting to get the site back up over the next month. He was a good guy and a great MechWarrior, he will be missed. I have a new project to add to the growing list. The list so far:
Tranquil Nuclear Winter Mech3 Weapons Module Op Damoclese: The Real Story Stranded on Tranquil Pirate's Moon Weapons Module Pirate's Moon Instant Action Expanded Waves... ....that's right, you read it right true believers! Just discovered that I can increase the number of progression waves in Pirate's Moon's instant action to more than 20! And I'm thinking of doing like 100! I always thought just 20 waves was pretty lame. This is going to be single-player mech3 heaven. How many waves do you think you can survive? Also, what I've got planned for the remakes of the single-player campaigns in both games is going to be great! Op Damoclese: The Real Story, I've already described on another page around here somewhere. "Stranded on Tranquil" is basically part two, the sequel, and it will be done on the Pirate's Moon engine....with texture changes to resemble the worlds in Mech3!!! Because they're stranded on Tranquil....get it? hahaha! Oh, and the other thing is...in case you're a fan of Mech3 and you didn't know this: Although the Smoke Jags basically had control of a peninsula on Tranquil...the real rulers of that planet were Clan Wolf! So, before it's over Sinclair, Dominic, Epona, Alan, and their friends are going to have some run-ins with them too. Bring the Pain! Hello again, Freako here...and this is my pet shadowcat, Sherman. Say hello Sherman...
Welcome to another fine edition of the Mech3mod blog section! I don't play MWO yet....***GASP*** that's right, I hate it, can't stand it. It's a horrible commercial venture and it makes me sick every time I get an email from them about the latest item you can buy. Disgusting. And visually great as it is I'm still not impressed because I know how much more they could do and I've seen the complaints about certain promised aspects being continually late. I've watched many gameplay videos done by players and the weapons sounds are lame to me, with the exception of the lasers. PPC's should sound like thunder and gauss should be just as bad-ass sounding. And the trees....OMG....you don't just walk through trees in life! How long has this game been out and they still haven't made trees into actual obstacles????? Trees would introduce a whole new aspect of gameplay with respect to skills and strategy. LAME. Anyway this is the Mech3Mod blog, not the mwo blog. Guess what? I started working on the Pirate's Moon weapons module haha! This is basically the same as the Mech3 weapons module but with even more weapons to overwrite! FUN. Probably will get released around the same time for each. Pirate's Moon is such a better game engine than Mech3. It has more visual effects, a more stable engine, CASE and all other non-weapon items actually work...the world horizons can be edited so the world texture editing is not limited like in Mech3...the character AI has better targeting parameters....enemies and lancemates can use jump jets...the lancemates perform better... Just makes me wish even more that I had the source/original dev tools for both games. But, I'm thankful for what can be done :) Bring the Pain! So here we are, Mother's Day 2014. Not quite a month since my last post, but who's counting. Finally someone let their presence be known in this blog section, welcome Infiniti, looking forward to your reviews of my work.
Landscaping season is upon me so work on the mod is taking more of a back seat but I'm still at it. (oh, btw that's what I do for a living, landscaper) Working on stock mech variants, and still the winter stuff piece by piece. I've done some editing on the site here after some proof-reading, and I might do some further descriptions because there are a lot of subtleties that one might not notice right away when the mod is finally released. One thing I'm not sure I've been clear about is that the "weapons mod" downloads on the downloads page are actually earlier versions of my work that have custom stock mech variants, lots of new sounds, and weapons that were created by me that are not canon with Battletech. Just want to point out that the "weapons mod" that I keep talking about in this blog is different from those in that mainly the new weapons are canon, as are the stock mech variants, and many things are being tweaked and tweaked again...and that this module has not yet been released. I might include a "final" version of a harder campaign with this module, or I might make them separate, I haven't decided. Speaking of this "final" version of the campaign, let me describe what I'm planning...and this is what I've been planning since the very beginning: This campaign will have the following: It will follow the same basic plot as the original, but there will be added weapons which will be explained as follows: "after examining the data captured from the success of mission 2, the mfb technicians have found information about the smoke jags finding a "brian cache" containing new weapons technology (lostech, which is actually new tech later in canon) which they have duplicated and distributed amongst their warriors and in several locations along our planned mission route" and there will also be data found regarding a "devastating new technology which will change the primary mission objective, the outcome of which could change the outcome of the war, and it is such a threat to the inner sphere that it must be stopped on tranquil" This campaign will also introduce limitations on the mechlab, no customizing internals or engines except on the mission after the mech factory is captured. Because mfb's can't do that kind of work....customizing the internals of a mech takes weeks...you don't have more than a few hours between missions/threats on Tranquil....and there's no spare engines around...when you salvage a mech what are the chances that engine can even be used for a different mech, even if the engine survived intact? You're stranded on Tranquil with limited capabilities and you don't have time to do that kind of stuff. There will be added dialogues, new lancemates, epic battles, allied attack forces, Alan Matilla's twin brother Jeff, even better enemy AI than in the "improved AI" modules, custom enemy mech configs to fight against...it's only fair since they don't have mfb's, huge battles against vehicles....AND THEN....after winning the final battle YOU CAN'T LEAVE Tranquil because the search for data about the new technological threat is not over....and so in OPERATION DAMOCLESE: PART TWO THE SEQUEL you have stranded yourself on Tranquil in order to complete your mission, the shuttle was damaged beyond repair even though your techs diffused the bomb, and "my clan arrives and you will not live to stain their feet"....the incoming Smoke Jags arrive on Tranquil to hunt you down...and warden Clan Wolf...? finally steps in and gets involved. Now you know why I've been calling it "Operation Damoclese: The Real Story" We'll talk next month. Bring the Pain. |
AuthorMy name is Dan, I've been a fan of Mechwarrior 3 and Pirate's Moon since they came out. My modding direction has been influenced by years of playing "stock" in multiplayer, which basically means I'm a fan of Battletech canon. Archives
May 2018
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