All information here is about the upcoming V1.U release.

Actually the correct mod name would be Micro Assault Gun (Tank) since none of those tanks have a 360° revolving turret due to Decorate limit. (and I can't code ACS for shit)

You can choose 3 different tank classes (Light, Medium, Heavy) each of those vehicles varies in speed, firepower and armor.

This mod is non invasive so you can play almost any other mod, maps and game modes through it is mainly developed for SinglePlayer/Cooperative gameplay. The only issue it would appear are sprites and sounds conflict when both sprites from different mod have the same name. There is for me no way to fix it.


Features:

-Switchable ammo system, the cannon can shoot different projectiles such as AP, HE up to the powerful FAE rocket.

-Enemy addon, instead of replacing what is on the map it is optional, enemies like the SU-100 and Light Laser Attack Bot can and will be encountered.

-Salvaging system, destroyed or knocked out enemies can be gained for additional resource, upgrades to this "weapon" would enable a higher yield or different types of items.

-Closed economy system, the only way to obtain items is either when the time passes (resource is regenerative) or by knocking out the enemies. When there is enough resource you can buy items, or just launch a supply smoke grenade so a ammunition crate will be shipped to you.

-Upgrade system, some weapon like the Cannon can be upgraded to shoot more powerful rounds

-(Dumb) Weapon Mode, Some weapon/ammo can shoot a different projectile such as the coax-mg which can shoot a infinite amount of light laser bolts, or the Buckshot round which can be set to fire explosives balls instead.


Maybe somewhere in the future I might make a addon where you can construct buildings such as Ore Generator and Research Center, I have most of the stuff already in there actually. I just need to figure out how to make it work seamless and without any major issues appearing.


Current Issue:

-Some items may not be obtainable or a map section is impossible to pass

Workaround: in SP just cheat, in MP join the game again (no need to close the other window) and play as a doommarine then go to the section and eventually unlock it somehow if possible. Shared keys needs to be enabled for this as well.

Workaround (via mod): Well this one is for me the most troubling... I could use the morph function but there is no flag that resets the health back to previously the player had before morphing but instead resets to its spawning one.

I could alternatively try giving the player a starter jetpack which should be approximately the jump height of doom marine maybe a bit higher.

-Save games tends to get corrupted

I have no idea no what exactly causes this but my advise for it is to save alot and hoping it doesn't happen to often, also for some reason this happens on only certain maps.

Recap: Don't play in Survival mode use Coop and shared keys needs to be enabled.


-Right now it only works with GZDoom or Zandronum, with OpenGL and 3D models needs to be enabled.


Credits:

PopSoap
ZzZombo
Hexadoken
Nascence
DonWest
GrimRefah

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Gitlab project

News 1 comment

I have a Gitlab project page set up since a few weeks ago where I more or less frequently update it, as my RC idea was a bit bad and took me too long to upload another one at least how I did anyway, oh well.

The main page is here: Git MicroTank

Downloading the mod with Git

Guide for playing.

Enemy Module Git.

This installation guide should cover hopefully everything for now including the modules. But sadly I can't write one for Windows or Mac OSX because I am running GNU+Linux, so I need help with that one.

The master branch is where I do all my main development so it can get funky from times to times, but I will sure tag the releases when they are ready for it and writing a guide along it, the stable branch is less updated but should hopefully don't cause too much issues.

If you have any question or troubles go ahead and I will see what I can do about it,

RSS Files
Micro Tank V1T.1

Micro Tank V1T.1

Demo

Ancient release. Mod Order: Microtank_v1t.1.pk3 Microtank_v1t_extremedeath.pk3 (optional) Microtank_v1t_enemys.pk3 (optional) (With ketchup mod) microtank_v1t_ketchupcompat.pk3...

Micro Tank V1U RC1

Micro Tank V1U RC1

Demo

=Highly Unstable Release=, use it at your own risk. Most of the features work more or less properly, through it is not properly balanced and some additional...

Post comment Comments  (0 - 10 of 31)
ultrageneral
ultrageneral - - 79 comments

oh wait i need more tanks on Doom mods!
like seriously it will be good as nostalgic ones like seek and destroy game..even something wrong with this mod that some errors likely unplayable (edit ok im kinda idiot so..it needs Zandronum)

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ultrageneral
ultrageneral - - 79 comments

hello there um i love tanks to drive you know but its look like the only one here of doom mods i never seen but brutal doom was actually i only found in the testing weapon's map

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[]Dot Creator
[]Dot - - 87 comments

Meh **** this, there is no point in making a tank mod if its impossible for me to add a proper turret control in it. I only did this mod because I don't have to worry much about animation.

Reply Good karma+4 votes
ultrageneral
ultrageneral - - 79 comments

heh brutal doom has good tank you know
maybe you should work with seargent mark IV (i think)

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[]Dot Creator
[]Dot - - 87 comments

Nah, I'm not that good at making the models look more to his style, and he didn't asked me any question regarding his development.

Reply Good karma+3 votes
Illustrans
Illustrans - - 74 comments

The official end of Micro Tanks?
Damn, I barely made a video where I used your mod to **** up H-Autism monsters. I even put the link of your game in the description.

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[]Dot Creator
[]Dot - - 87 comments

Sorry for the late reply, well for one I was not feeling so well in that time period but I'm slowly feeling better now. I decided that I'm going to polish at least this project so that it becomes playable as much as possible I can. During in the inactivity period of this project I was trying to learn a bit more Python and C too see if I could make a small-ish game instead or even a own engine, though the idea didn't went so far but it did made me far more experienced with how Python works because I was mostly experienced to make hardsurface models with Wings 3D and Blender. I'm not a superb programmer by any means don't want to claim it either but I think for this project it will help so then I could work more on the ACS side of thing which previously I tried to avoid like the plague due to my inexperienced ness.
For example last week I was working on ACS script that displays the loaded ammo type previously I was using STBARINFO lump for that but it was getting pretty stupid by how many entries it was needed to just display different graphics. It's not completely done as the upgraded ammo graphics won't display atm, I reworked on the supply crate a bit so that some basic ammunition + credits/metals will be available for the player. So the current plan is to finish the main mod first by having a good fundament to work off from. I am in the process to rework the weapon code and tank code which means there will be still a maingun (primary fire) and a coax gun (alternative fire) which also can be switched. I have currently 2 weapons a heavy cannon and a pepperpot cannon which can be loaded with 3 rounds and soon a mode to shoot 1-3 barrels at the same time, so some weapons will have different functionalities. If you are familiar with UT2k4 ballistic weapons or Gunman Chronicles then it's pretty much this route I'm going through.

TL;DR: development will continue.

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Illustrans
Illustrans - - 74 comments

Ah, nice. Good to see that you're still striving. Hope to hear from you soon.

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[]Dot Creator
[]Dot - - 87 comments

Yes, I finally fixed the MTHUD_Ammo script which is responsible for ammo display and among a few other minor bugs, so the ammo display will be shown correctly on different resolution as I was not aware that HUDMessage doesn't scale it automatically, the cvar hud_scale is not yet taken in account.

The heavy tank classes uses now a_warp which makes the code a bit more simpler, so there is less lines to replace when I want a different model, though I am not completely sure if its possible to further strip down the decorate code even more while retaining the same behavior I did a short test to change the variable user_chassisangle via acs only too but that caused several freezing, maybe when I do it from redo it again I will be able to fix this bug.

Also for the MTHUD_Ammo script it needs some more work so that it takes also into account for different weapons with different ammo types, which currently it doesn't because its fixed to the heavy tank main cannon at the moment.

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[]Dot Creator
[]Dot - - 87 comments

I managed finally to rewrite the tank movement code to ACS so the decorate code itself is not doing any movement/rotation calls which simplifies a lot of states which in turn allows me to add different features instead. There is however one minor bug that I didn't managed fix it yet which is that the tank chassis doesn't align to the player angle during game start or map change for some reason despite those ACS calls works on other places. I hope I can fix more bugs so that I can move on working on features instead.

Also I have to drop Zandronum 3.0 compability at this point because its around 2-3 years apart from decorate feature parity with GZDoom which sucks, one of the main reason is that A_JumpIfInventory is annoying to work with when I need to use specific amount as its comparison value is always ">=" and a special case for the number "0" (zero). All the tank classes except for the heavy ones are removed at the time being, new classes will be introduced when the base actors are more stable.

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