- Видео 61
- Просмотров 82 148
Mortarion12
Добавлен 31 янв 2007
General video upload spot for all the various projects and things I work on. Mostly battleMETAL content.
retro beams
was able to add 2 additional colored beams to Earthsiege 2 and use them for the PBW and PBW2 weapons.
Просмотров: 44
Видео
the beams!
Просмотров 523 месяца назад
ty for Xonotic code base and DP community folks for some help improving beam graphics.
Herc-Works-MDK tests and bits
Просмотров 3510 месяцев назад
Turns out torso twist speed is packed into the data file for each herc, and fairly simple to change the values and recompile the raw .vol bytes.
ByteRunners-Demo trailer
Просмотров 34Год назад
subject9x.itch.io/byterunners Playable demo of maze-running arcade action built using Godot 3.5.X
40Quake:Grimnail - colormod helps
Просмотров 74Год назад
Rollin with Darkplaces, the color-keys help display which marks are on which monsters. I've also refined the Axe lock-attack, and various weapon balances...
battleMETAL - old time radio
Просмотров 90Год назад
Simple mod to replace the OST with ES2 remastered tracks from www.youtube.com/@xeromynd6557.
battleMETAL - v5.0.0 - gameplay
Просмотров 212Год назад
A full playthrough of a mission using the newly released 5.0.0 update. store.steampowered.com/app/1447830/battleMETAL/ audio is wonky from the export software, not the game.
battleMETAL - v5.0.0 - beta testing
Просмотров 170Год назад
5.0.0 is stable enough now for beta testing. Here's some noodling around O1M2. 3D armor views are now a hot-key toggle. Ram shocks can be used on enemy mechs at your own peril. Damage-location system tightened up to be more reflective of player aim.
quick mod idea- 40Quake:Grimnail
Просмотров 89Год назад
I used darkplaces, but the mod so far uses stock quake assets and vanilla Quake C. Music by Karl Casey @ White Bat Audio. New monster behaviors inspired by lords of chaos, weapons reshuffled to be more grim dark. github.com/Subject9x/40quake-GrimNail/tree/main
Test - First Ogre Dimensional Bank
Просмотров 160Год назад
roots of a POC with this one, I tweaked the grunts to fire nails for better balance. Only 1 wave spawns for now, just testing code.
Ranger's pay day
Просмотров 102Год назад
Working on a small QuakeC feature set themed around heistin' on ol' Shub and company. Vanilla Quake C running under Darkplaces but the goal is to be engine-agnostic. Music : Dan Henig | Track: Danger Snow
Refinments
Просмотров 244Год назад
press 'E' to pick up items. Added 'item spawner' trigger. monster gibs can be heistable. new 'box' models to pickup. fixed 'throwing / landing' items.
Horde system - func_horde_wave
Просмотров 22Год назад
Working out a vanilla-compliant wave-spawn system for the heist mod. Trying to make the system incredibly mapper-friendly yet be customizable. github.com/Subject9x/quakeTheHeist/tree/main/horde
battleMETAL - release 1.9.9 - gameplay 2 missions.
Просмотров 1073 года назад
battleMETAL - release 1.9.9 - gameplay 2 missions.
DRG - Scout Solo run - Dangerous - Crazy Pipes
Просмотров 223 года назад
DRG - Scout Solo run - Dangerous - Crazy Pipes
battleMETAL - v1.7.9 - Co-Op Server success
Просмотров 323 года назад
battleMETAL - v1.7.9 - Co-Op Server success
battleMETAL - Release - Gameplay Trailer
Просмотров 1914 года назад
battleMETAL - Release - Gameplay Trailer
battleMETAL Pre-release v0.0.1 - nodegraph test
Просмотров 234 года назад
battleMETAL Pre-release v0.0.1 - nodegraph test
Are you ever going to release the game on GOG or is this simply a steam exclusive?
I can look into putting it up on GoG as well, its not exclusive to steam. I have it on itch.io too. battlemetalgame.itch.io/battlemetal-release
So for a newbie how hard is it to make a game using Darkplaces and what do I need to do and download?
very challenging. I strongly recommend using a more modern engine to achieve most 3D games like FPS or mech games. Overall dev timeline of battleMETAL was 4 years of constant coding and level editing. 7 years total from project start to the 5.0 release in 2023 that fixed / completed most of the experience. Networking almost didn't make it in specifically because I was using Darkplaces. the HUD took months to put together, AI pathing was a frantic month of implementing my own poor-man's A* algorithm and nav-mesh-esque hack. Even if your target is a regular FPS, modern engines just have less friction with tooling and feature-implementation.
@@Mortarion12 ok, cause I see your game and Wraith and I want to make a retro fps with low poly graphics. I been checking darkplaces and gzdoom lol
@@orca1361 gzdoom isn't as bad as Darkplaces, but for a person just staring out I still recommend a modern engine first.
@@Mortarion12 alright can do, I’ll give defold or unreal a shot
@@Mortarion12 also one more question if I still decide to try darkplaces for a game. Are any of these mechanics or systems possible? Like Inventory like classic resident evil, lite crafting, maybe third person, weapon modding and reloading and larger enemies roster? Sorry for all the dumb questions, I’m curious on quake/darkplaces lol
That ES2 music ❤❤
That looks great Mech bro
Weapon sway? What is this source port?
oh for my own testing I'm using Darkplaces with SmallModCompilation config(leftover from a previous project). The target release for my own code is vanilla QC so that any modder can incorporate these features into their project easily.
@@Mortarion12 oh thanks!
the runes could be to the side or lower, but it looks interesting
I could watch this over and over. Shocked to still see it here. Still one of my fav battletech videos.
thanks! that means a lot :) I don't plan on taking these down ever, if I can help it.
Structural failure imminent- what?! Imagine the turret could turn far enough to shoot a plasma cannon - the Cybrids would never know what hit 'em!
"The tech boys are pleased the Colossus didn't rip itself apart despite the violent manoeuvres you put it through." I like how even with leg servo damage it still reaches over 300 km/h. It also makes the EMPs look like fast projectiles given the relative speed to them.
Why is this in my recommended? I have no clue but I'm not complaining
Looks cool. Not sure how or why youtube recommended this to me, but I'm glad they did.
RUclips thinks this is MW:O which I think is a good sign
I absolutely love the speed of movement and combat. This has some serious potential! Love the art style too.
movement inspired by HAWKEN, and game is built on a Quake 1 source port called Darkplaces. battleMETAL plays a lot faster than Mechwarrior but there's still component targeting and weapon grouping. 😃
this is rad, dude good job!
This is awesome, do you have a support line? Patreon?
Game is released in the wild on steam, I find time where I can to improve it, but I appreciate the enthusiasm! :)
A link to the opening music?
my friend made the soundtrack, you can find it over here. innerjoin.bandcamp.com/album/battlemetal-soundtrack
subbing, this looks awesome!
Are you making this on your own? This is very impressive either way. A mech combat game not beholden to Battletech lore would be an extremely welcome in the community
yup, solo dev for about 6.5 years on this 😅
@@Mortarion12 That's awesome!
I have no idea what this is but I like how it looks alot
store.steampowered.com/app/1447830/battleMETAL/ I released it back in 2020 but I've been improving and refining it over the last 2 years.
very nice 🙂👍
What is this built with?
Godot 3.X 👍
How did ya get EarthSeige 2 running on modern Windows?
You'll need a copy of the CD, I don't remember if ISO will cut it. You'll need to grab the Sierra Help Pages installer here: sierrahelp.com/Patches-Updates/NewSierraInstallers.html#ESXP Then get the DDraw compatability DLL: github.com/narzoul/DDrawCompat/releases drop that into the root ES2 install.
who's watching in 2022?
looking back, its amazing how ahead of its time this kind of fan project was. In a pre-Unity, pre-Accesible Unreal Engine world, this project went above and beyond. 👍
Will it ever be released?
btw, didn't this all start-out as a quake 1 modification experiment? And did you make a story-line of sorts?
heh, yup, thought experiment of "can I get Quake to be more like a mech game...". and yes there is a story line, told mostly through the 'Situation' text, level art, and mission objectives. its thin, but its there.
This is such a good idea!
Really cool and unique storyteller. Not a fan of the beeps but that means I should have come up with a better subtitle function! I like the dioramas and writing. Great beginning IMO!
thanks! for the beeping I was lazy, I need to go find a suitable whispery sound from the pakfiles to replace it with. :)
Full release!? YAHOO!!! 😃😃😃😃😃😃😃😃😃😃😃😃😃😃😃
you seem to have perfected the blend of quake and mechwarrior 2 gameplay.
thanks! part of what I was aiming for :)
So what is the planned storyline? Interstellar human vs human battles like the "mechwarrior" games or something else?
the plot is minimalist, but is built around a mystery. It runs like a radio-drama in the background as you smash metal.
Looking dopeeee
Love the cel shading, sounds, vocals, and music. Great job!
My 5 year old is ALL about battleMETAL bros fuck yeah!
Cool stuff!
Is there any plans for multiplayer or co-op :) ?
Good question, at this time I can't really promise that sadly. There's some technical hurdles that I would need some help with to get co-op working nicely and mostly lag-free. github.com/Subject9x/battleMETAL/issues/7
nice music :-)
Awesome! Keep it up, man! :D
Any chance you would be willing to continue this? You do a really good job.
Thanks :) Sadly no, the unfortunate thing is I've used up most of the existing MW video from previous games so there's no way to inject new video into a 3rd installment. If I had a means to produce a documentary style series in-universe, I totally would.
Hey man, these videos are really good for the time they came out. I've been reading a lot of the BT wiki and learning the lore and was thinking about making a lore video. Your series is the only out there with a cinematic presentation and its incomplete. I've been thinking about finishing this series, maybe even redoing these two episodes you have. I plan on making it at some point, but I thought if it was going to be a continuation of yours I should ask. I plan on continuing from the invasion of the clans all the way to the dark ages, and I also want to make a prequel that goes over how the fusion drive was invented and how the inner sphere was first formed. My old channel was 666elementface666 and some of my later stuff has some decent basic editing if you're curious about my abilities. Let me know, see you in the trials :D
AA x16
You know very little
Couldn't get passed the Feudal Government part - when the first part of it is blatantly wrong, can't watch the rest of it.
Minor error: The Lyran Alliance wasn't known as such until after the Clan Invasion and the split from the Federated Suns/Commonwealth. Before that, they were the Lyran Commonwealth. I think the Federated Suns went back to calling themselves that at some point, too.
Great stuff.... How many until we are caught up to what's happening now in the lore world.
Oh man, Would love that third installment. but with no vid footage, I get your feelings on the matter. These have been very helpful to introduce my mates to this universe!
I enjoyed this video and may use it for my mechwarrior campaign so thank you
Nice vid! I love Battletech
Another words, it would be worlds better if you narrated it instead of it being a text based picture show, that being said nice job.
You might be able to see this on a wiki but it will not be presented in as cool of a way. I think it was well made
I, too, am a fan... use FRAPS, and when the clan invasions occur... Time for more vids! Make your own! Current MWO graphics are better than previous games' FMV. =D