Global Kerfuffle 2 "the GK2 mod thread"
#1 Posted 12 December 2020 - 03:26 PM
so what is Global Kerfuffle 2? well, as the name implies it is a Global skirmish, or rather World War and its notorious sequel, why? well because there aren't enough of those already
basically i needed something to work on whilst going through some changes in my life, and good old duke nukem 3d has alwas been kind to me on such events.
i havent really been active in the scene for quite a while ( like in a decade or something like that ) so im rusty as hell and EDuke has always been a mystery to me, and still is.
so far i have one nearly finished map, that is finished as in it has a beginning, middle and end, but needs more work. 5 brand spanking new weapons never seen before.... as in the art is new, we've al had like a dozen or so thompsons an MP40's over the year, but you get the idea.
so far there is a new mighty boot, an M1911, a thompson M1A1, an MP40, a demo block, and a flame thrower
so whats next?
well i plan to digitize myself wearing my US WW2 uniform and create a new player character
ditto for aditional troops on your side
digitize a friend wearing his wehrmacht uniform to create something to kill.
add even more weapons, maybe even a few novelty ones ( like a expander that actually 'expands' the character, like in mortal kombat 2! or a melter, or something nice and satisfying to waste those germans.
weapons i consider adding are a M3 Grease Gun, an MG42, a M1 Garand, maybe a knife, a Grenade
atleast one full episode, probably two.
one fun episode filled with novelty maps, weapons and stuff wich throws historical accuracy out the window for the sake of sheer fun.
if i can program it, an epic bossfight against a tiger tank! just you, a box full of bullets and one 60 ton tank that destroys all your cover!
since its a one man job right now progress is slow, but ill have something to show in a few weeks at this tempo, so in the mean time, enjoy these videos of random tests recorded on my phone, at night aimed at a shitty laptop.
https://studio.youtu...7pHy2cLCPE/edit
#3 Posted 13 December 2020 - 04:20 AM
blizzart, on 12 December 2020 - 04:08 PM, said:
while i would love to add those, i dont have any a the moment.
#6 Posted 13 December 2020 - 08:53 AM
This post has been edited by Nfsfan83: 13 December 2020 - 08:53 AM
#7 Posted 13 December 2020 - 09:30 AM
Nfsfan83, on 13 December 2020 - 08:53 AM, said:
That sucks, ill remove the restriction, its behind a hidden link anyway and kids have little interrest in this board i think.
#8 Posted 13 December 2020 - 09:33 AM
#9 Posted 13 December 2020 - 09:35 AM
jimbob, on 13 December 2020 - 09:33 AM, said:
so sweet
You can use my M2 flamethrower wepon sprite...
If you need other position give me priv
Also I can made sprites of these:
http://gamer-lab.com.../German_weapons
http://gamer-lab.com...OD/U.S._weapons
http://gamer-lab.com...British_weapons
This post has been edited by Nfsfan83: 13 December 2020 - 09:43 AM
#10 Posted 13 December 2020 - 10:10 AM
#11 Posted 17 December 2020 - 02:07 AM
another thing that i need to add is a 90 degree FoV so the weapon also fires in that FoV rather than straight ahead.
and third, it needs to fire at friendly AI, or a specified target rather than haphazardly. so all that is on my to do list.
#12 Posted 17 December 2020 - 04:32 PM
This post has been edited by jimbob: 17 December 2020 - 04:36 PM
#13 Posted 18 December 2020 - 06:20 AM
M42 great feeling of shooting !!!
This post has been edited by Nfsfan83: 18 December 2020 - 06:21 AM
#14 Posted 18 December 2020 - 07:33 AM
Nfsfan83, on 18 December 2020 - 06:20 AM, said:
M42 great feeling of shooting !!!
sure, here's the code i used for my Thompson, ill comment in the parts you need.
first, i added the line include weapons.con to the game.con file
next, create a weapons.con file and add this to the top
// gamevars gamevar digx 0 1 gamevar digy 0 1 gamevar digz 0 1 gamevar angvar 0 1 gamevar picnum 0 1 gamevar shade 0 1 gamevar pal 0 1 gamevar orientation 0 1
next use
// thompson gamevar WEAPON3_WORKSLIKE 3 0 gamevar WEAPON3_CLIP 30 0 // the amount of rounds in the 'clip' or magazine. gamevar WEAPON3_RELOAD 40 0 gamevar WEAPON3_FIREDELAY 1 0 gamevar WEAPON3_TOTALTIME 4 0 gamevar WEAPON3_HOLDDELAY 0 0 gamevar WEAPON3_FLAGS 73813 gamevar WEAPON3_SHOOTS CHAINGUN // what it actually shoots, chaingun is less precise as shotspark1 and does slightly more damage. gamevar WEAPON3_SPAWNTIME 0 0 gamevar WEAPON3_SHOTSPERBURST 0 0 gamevar WEAPON3_INITIALSOUND 0 gamevar WEAPON3_FIRESOUND CHAINGUN_FIRE // change the audio file to what you want, and change the source file in user.con gamevar WEAPON3_SOUND2TIME 0 gamevar WEAPON3_SOUND2SOUND 0 gamevar WEAPON3_SPAWN SHELL // this spawns a shell flying off to the right
now for the actual code
this part needs to go before any actual draw code so it can be recalled later
state initweapondisplay setvar angvar 0 setvar orientation 0 subvarvar digx looking_angSR1 addvarvar digy looking_arc subvarvar digy gun_pos addvarvar digx weapon_xoffset setvarvar shade gs getsector[THISACTOR].floorpal pal ifvarg pal 13 setvar pal 0 ends
the actual MG code
state thompson_display // the state to call when the weapon is selected, this state actually says what to draw and where switch weaponcount case 0 // first frame, or the idle frame of your weapon art setvar digz 65536 // scale of the art 65536 is 100% 32768 is 50% etc etc setvar digx 145 // X position in pixels, think of your screen as a 320 x 240 pixel grid. setvar digy 235 // Y position of the art setvar picnum 2536 // the actual art file to render setvar orientation 0 state initweapondisplay // the draw state rotatesprite digx digy digz angvar picnum shade pal orientation 0 0 xdim ydim break // end it case 1 case 2 // start of fire animation setvar digz 65536 // again at 100% setvar digx 145 // X position setvar digy 240 // Y position, slightly lower to simulate a kick to the weapon setvar picnum 2537 // the art tile setvar orientation 0 state initweapondisplay rotatesprite digx digy digz angvar picnum shade pal orientation 0 0 xdim ydim break case 3 case 4 setvar digz 65536 setvar digx 145 setvar digy 237 setvar picnum 2538 // the next animation frame setvar orientation 0 state initweapondisplay rotatesprite digx digy digz angvar picnum shade pal orientation 0 0 xdim ydim break case 5 case 6 setvar digz 65536 setvar digx 145 setvar digy 237 setvar picnum 2539 // and the next fire animation frame setvar orientation 0 state initweapondisplay rotatesprite digx digy digz angvar picnum shade pal orientation 0 0 xdim ydim break case 7 setvar digz 65536 setvar digx 145 setvar digy 237 setvar picnum 2540 // and the last animation frame for firing, you can use as many as you like setvar orientation 0 state initweapondisplay rotatesprite digx digy digz angvar picnum shade pal orientation 0 0 xdim ydim break // end of fire animation case 8 case 9 case 10 // start of reload animation, totals 7 frames setvar digz 49152 // scaled to 75% because i used larger res art files setvar digx 260 setvar digy 180 setvar picnum 2582 // and the actual art file location setvar orientation 0 state initweapondisplay rotatesprite digx digy digz angvar picnum shade pal orientation 0 0 xdim ydim break case 11 case 12 case 13 case 14 // the amount of frames or ticks this particular frame lasts, the end total should correspond to your reload time. I.E if it is set at 50 make sure that after you start your animation at case X you end with atleast 50 more 'cases' setvar digz 49152 setvar digx 260 setvar digy 180 setvar picnum 2583 setvar orientation 0 state initweapondisplay rotatesprite digx digy digz angvar picnum shade pal orientation 0 0 xdim ydim break case 15 case 16 case 17 case 18 setvar digz 49152 setvar digx 260 setvar digy 180 setvar picnum 2584 setvar orientation 0 state initweapondisplay rotatesprite digx digy digz angvar picnum shade pal orientation 0 0 xdim ydim break case 19 case 20 case 21 case 22 case 23 case 24 case 25 case 26 case 27 // add slight delay here, hold on the empty gun to simulate getting a new mag setvar digz 49152 setvar digx 260 setvar digy 180 setvar picnum 2585 setvar orientation 0 state initweapondisplay rotatesprite digx digy digz angvar picnum shade pal orientation 0 0 xdim ydim break case 28 case 29 case 30 case 31 setvar digz 49152 setvar digx 260 setvar digy 180 setvar picnum 2586 setvar orientation 0 state initweapondisplay rotatesprite digx digy digz angvar picnum shade pal orientation 0 0 xdim ydim break case 32 case 33 case 34 case 35 setvar digz 49152 setvar digx 260 setvar digy 180 setvar picnum 2587 setvar orientation 0 state initweapondisplay rotatesprite digx digy digz angvar picnum shade pal orientation 0 0 xdim ydim break case 36 case 37 case 38 case 39 case 40 case 41 case 42 setvar digz 49152 // 65536 setvar digx 260 setvar digy 180 // 237 setvar picnum 2588 setvar orientation 0 state initweapondisplay rotatesprite digx digy digz angvar picnum shade pal orientation 0 0 xdim ydim break endswitch ends // end thompson
and lastly add this
onevent EVENT_DRAWWEAPON ifvare currentweapon 3 // if the chaingun is selected 0 is kick, 1 is the pistol 2 shotgun 3 chaingun etc etc { setvar RETURN -1 state thompson_display // run the render code we just made } ifvare currentweapon 2 // can be used for any weapon { setvar RETURN -1 state mp40_display } endevent
here you go, this should work if you have all the art files
that should help you get started.
#15 Posted 21 December 2020 - 04:58 AM
Are You use eduke32 ? where is con file? I have HRP pack and can's see it.
#16 Posted 22 December 2020 - 10:25 AM
Nfsfan83, on 21 December 2020 - 04:58 AM, said:
Are You use eduke32 ? where is con file? I have HRP pack and can's see it.
i took some pictures myself and imported them into the duke art files using BAFed the con files should be readily available in your main directory of your duke folder. you cant see these files because they direct to my custom images to wich setvar picnum points to.
#17 Posted 25 December 2020 - 02:09 AM
#18 Posted 30 December 2020 - 02:42 AM
#19 Posted 01 January 2021 - 04:26 PM
#20 Posted 30 January 2021 - 01:53 PM
a test of the M1 garand i made. needs some work, like a reload animation and some fixing.
now to figure out how to make the enbloc fly off aswell as shells.
#22 Posted 02 March 2021 - 03:10 AM
as for progress, so far i have added some new things or modified them to my liking
*pervitin! works kinda like the steroids, but with a slight healing effect
*binoculars, use them to call artillery strikes on certain locations
the next couple of things to be added are
*civillians
*germans! a variety of germans wil be shot ( har )
*more maps
*waves of soldiers to be fought before you can progress.