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Shotgunners (Light Infantry graphics/sound/weapon mod)


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Posted (edited)

Ever feel like Light Infantry kind of suck?

(design theory rant below spoiler):

  Reveal hidden contents

(regarding their animation):

  Reveal hidden contents

If you don't care about any of that stuff, here's a link to the mod:
Shotgunner.zip

Light Infantry don't actually deal damage any faster with this mod. They received a damage boost directly proportional to how much attack speed they lost, so all that they do is hit harder with each attack, where each attack occurs less often than before. This is an improvement to their burst damage only. If you compare their sustained damage, you'll find they kill stuff at just about exactly the same speed as normal Light Infantry armed with rifles.

Edit: Here's a bit of footage from my expanded mod, which also will be using Shotgunner infantry.
https://www.youtube.com/watch?v=hWr_9Ihqhr0

The animation can be seen in slow motion near the start. Most of the vid is just rolling over the Imperial base on S01V1, on easy mode. Despite being relatively weak against armored units and structures, the sheer number of Shotgunners easily overwhelmed the RPG Quads, Harvesters, and Imperial infrastructure.

All the linked mod in this thread does is change the Light Infantry. They get shotguns. New animation, new sound, and a tiny gameplay mod that implements that new weapon for them. That's it. If you wanna install the mod, merge the data folder in the zip with the one in your D2k directory. The data folder under the backup folder in the zip can be merged with the data folder in your D2k directory to restore the changes this mod makes, what little there are anyway, to the default state of the game.

Have fun.

Edited by Fey
new sidebar icon, yay
Posted (edited)

For I got, an infantry vs whatever unit then and now it has the same exact outcome, but now because the infantry "shoot first, ask later" they do the most damage with the initial shooting so even if they die half second later at least they did their job already.

Now you only need to mod the game that, if a infantry shoot at the wheels of a quad, then stop moving xD.

I still have recent your last campaign, but since you are doing plenty of changes, I can see like feeling playing a new campaing (I mean, same campaign, but different feeling) with the stuff you are altering.

Edited by Cm_blast
Posted
  On 5/25/2020 at 9:03 PM, Cm_blast said:

they do the most damage with the initial shooting so even if they die half second later at least they did their job already

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Yeah! Now (hopefully) they're not totally useless. :D Since this mod only changes the Light Infantry, it can definitely be tested with the OG campaign maps.

  On 5/25/2020 at 9:03 PM, Cm_blast said:

Now you only need to mod the game that, if a infantry shoot at the wheels of a quad, then stop moving xD.

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They slow down at yellow HP, but speed up again in the red. I dunno why that is, that's just how the game plays I guess lol

  On 5/25/2020 at 9:03 PM, Cm_blast said:

same campaign, but different feeling

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Not for a while. It's supposed to be in its final draft state... maybe around the time I start another campaign, whenever that is.

Posted
  On 5/25/2020 at 8:56 PM, Fey said:

Edit: Here's a bit of footage from my expanded mod, which also will be using Shotgunner infantry.
https://www.youtube.com/watch?v=hWr_9Ihqhr0

Expand  

I really like this mod and idea, the shotgunners feel stronger even through they technically deal about the same damage, one reason could be the shooting sound, which makes that feeling. I see you are pretty into modding graphics and sounds and modifying the units.

And by the way, I admire the custom voice announcements and phrases. Did not think they would sound that decent. These are spoken by you, who who made them?

Posted (edited)
  On 5/29/2020 at 8:40 PM, Klofkac said:

I really like this mod and idea, the shotgunners feel stronger even through they technically deal about the same damage, one reason could be the shooting sound, which makes that feeling.

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Thank you!

Aye, the way I calculated the damage increase per shot was according to the rate of fire decrease. Light Infantry do 125 damage per attack, IIRC, so it was this:
125 / 30 x 50 = 208

So the Shotgunners in this mini mod do 210 damage per shot; I rounded it up. While this technically doesn't increase sustained damage very much, the burst damage has a major impact on how effective Light Infantry are after all! For reasons explained under the design theory spoiler.

And hey, if you like that sound, I've been doing a little more work on the sounds in general. A lot of original D2k sounds have white noise in them, which needlessly extends the duration of the sound. As you're surely aware, D2k is incapable of playing a ton of sounds at once, so this has an impact on the sound performance in large battles. So... I cleaned up some of the sounds! Like here's the original rocket sound without any white noise:
ROCKET1.WAV

It's a subtle change, but one that allows for MANY more sounds to be played at once since these sounds finish playing much sooner / faster. You might not even hear the difference unless you play the old sound side by side with it, but it really does heavily impact the sound quality. That was also an issue with the new (machine) Gun Turret and Flame Tank since those are both rapid fire weapons, but I've since come up with extremely short sounds for them to use so they don't interrupt themselves or others quite as often.

I've also been playing with new sounds. Here's a new sound I worked up for the SLasher megaturret. Volume warning!
SLasher.WAV

Now they sound about as scary as they look. ;)

  On 5/29/2020 at 8:40 PM, Klofkac said:

I see you are pretty into modding graphics and sounds and modifying the units.

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Gameplay mods can go pretty far on their own, but to really branch out with new options and sell the new stuff in terms of immersion, having new graphics and sounds available is key. Imagery sticks with the player! Shock Raiders are not particularly memorable except for their terribly flashy attacks and unique sound not used by any other unit, but the Flame Tank REALLY sticks with you (or, at least, it sticks with me!) because everything about it is new.

That's why all the assets I've done are available for anyone else to use! With more assets available, there is more potential for any and all D2k mods. :D

I really wish I actually knew how to draw. :P Maybe then I'd do something nice with the Duelist Tank or Shock Raider. I had a really old idea for, like, a small hover vehicle, but I only ever drew the top frame. I didn't know how to draw any other frame without totally screwing the proportions, so I stick to editing existing material and kept the Shock Raider a Raider mod like the Stealth Raider. Can't draw my own. Even the Storm Lasher is made up of, like, pieces of the Ordos Wind Trap, Atreides Silos, and standard turret base with some extra flair put in. Lots of work put in to edit it, and copying existing material did help to keep it similar to the game's existing style, but still, it is copying existing material.

By comparison, the Golden Lion Barracks was actually drawn up from scratch by my sister, who IS an artist. And it's actually good enough on its own to match the style of the original game's structures, and she didn't have to copy anything to draw that. Unfortunately, she can't be bothered to do 32 frames for a new tank, so the Rax is all we're getting. lol

  On 5/29/2020 at 8:40 PM, Klofkac said:

And by the way, I admire the custom voice announcements and phrases. Did not think they would sound that decent. These are spoken by you, who who made them?

Expand  

Thank you very much! I hoped they'd sound good.

I spoke the EVA lines, and I'm having friends do the units' various lines. See, there's still that problem with Tibed where it doesn't allow you to change the unit reporting sounds, but luckily one of D2k's limitations aids us in modding unit dialogue - the EVA and units never speak at the same time. So we can't change the unit reporting sounds at this time, but we can have the EVA go, "Unit selected." if we replace all of the unit reporting dialogue files themselves, and then have the units reply only when given an order.

Given this model, I've slotted new "orders confirmed" dialogue for fifteen different types of units, or singular units. Here's the list, with some already-finished sounds:

  Reveal hidden contents

The original inspiration for all of this is, again, an issue with immersion. Given that the Ordos lines are used for any faction above allocation index 2, it was kind of bothersome when you're playing as, like, the Imperials, or the Ix, and all your units are like, "Ordos out," and the EVA is always, you know, the Ordos one. So I made a new EVA in case that's better for higher indexes, and all the unit responses reference the unit type somehow, but never the faction they belong to. "LAV" moving out! "Armor" moving to new position! "Devastation" imminent. You know. That kinda thing.

I'm going for a C&C3 sort of feeling, both with the EVA and the units. My tenor is very low and I tried to manage something similar to the Nod EVA in C&C3, like this: https://youtu.be/7QFN3vuzpeA?t=11

Although that's, obviously, a professional job and my goodness does that Nod EVA sound so good. :P

With the units, the classic radio blips from original D2k unit sounds is still there, but between is a lot more detail. The voiceovers use slight reverb for added effect and have background noise fitting the sort of unit it is. Like, the Flame Tank has the rumble of a heavy vehicle (but not quite as heavy as, say, the Harvester) along with the faint crackling of flame in the background. The Deviator lines sound weird, hopefully like one might expect from the Ordos. The infantry lines heard in the Shotgunners demonstration vid have the sound of marching and drums in the background, along with the rustling of weapons, like a shotgun pump or a rocket launcher or grenade ching. And of course, it all starts and stops between those radio blips.

So, uh... yep! That's all I've been workin' on recently. When the Gun Turret graphics are done, I can put those in a standalone mod similar to how the Shotgunners were done here. :)

Edited by Fey
formatting error lol
Posted

Hey guys. Just coming back to this for a sec' to give these guys a proper sidebar icon. Our badass new basic infantry deserve a badass new icon.

Comparison below:
914258339_LightInfantry.png.e6e53a6cd9a2dc290d1fcf23fc2c7c80.png
666910934_Shotgunnersidebaricon.png.f5da5bc4fb5173dd26011ed86d99abca.png

What are the differences? Here's a much larger render of the original Light Infantry icon:
304503684_LightInfantry.png.9c9fd7087f07a7e289ceab022ca25739.png

The new Shotgunner icon:
 - Removed the mag sticking out from under the gun.
 - Adjusted the shadow accordingly. We can see more of his leggings.
 - Darkened and lowered the barrel, making it appear to have a pump.
 - Boosted the size of the flash slightly for that extra umph to the icon.

That's all. DL in OP has been replaced. Enjoy.

  • 4 weeks later...
Posted

A suggestion, can you make a new infantry model based off the troppers that use the weapon from the Sardauker units? I mean past the guns to the trooper models? I have made my troopers to heavy machineguns, but the trooper model bazooka doesnt look good and the infantry looks too weak. I tried myself but the pallet indexing I couldnt get right and my stuff was miscolored so I deleted my project.

Posted
  On 7/25/2020 at 1:43 PM, firefly101 said:

A suggestion, can you make a new infantry model based off the troppers that use the weapon from the Sardauker units? I mean past the guns to the trooper models? I have made my troopers to heavy machineguns, but the trooper model bazooka doesnt look good and the infantry looks too weak. I tried myself but the pallet indexing I couldnt get right and my stuff was miscolored so I deleted my project.

Expand  

Hey mate.

I ain't an artist, I only really edit stuff. :P I'm not sure what I could work up with this concept, but I could help ya with the palette BS. It's a problem for everyone. I suggest dropping by the single player Discord server, where we've had some aspiring artists show up recently. I'm sure we could communicate more effectively there before reposting projects here for posterity:
https://forum.dune2k.com/topic/28759-dune-2000-singleplayer-mission-making-discord-server/

There's even been a new Sardaukar spriteset worked up where they have heavy miniguns and look thicc as hecc.

Anyway, hope that helps. See ya there.

  • 3 weeks later...
Posted

I tried to pimp the infantry like you did, it now almost looks like he gas a mohawk, haha. I made this on a 4k monitor screen, not ideal for getting good pixels. I need a better set-up to do this properly, but it was fun to do.

What do you think?

shotgunner2020.png.e761c9653f49baf19d60cf62c42d3795.png

Here is the big image that I adjusted, not everything gets caught when you resize it a factor of 10, haha.

shotgunner2020-big.png.61ea9f66c77cbc2de9f2b450336e4286.png

Posted (edited)
  On 8/16/2020 at 1:48 PM, D2k Sardaukar said:

shotgunner2020.png.e761c9653f49baf19d60cf62c42d3795.png

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Aww man, that icon is awesome! The extra color adds some eye-catching goodness to the icon. I started using the blue Trooper icon, the one with the color-corrected rocket launcher, so more like that would be pretty sick.

Suppose you could do a similar edit on the Shotgunner icon? It's smaller to work with, but surely a few copy-pastes where you made changes would work well enough. And, uhh, got any ideas for the Grenadier icon?

Also, if you haven't already, check out the Autogun Turret too! Here's the thread:
https://forum.dune2k.com/topic/28777-autogun-turrets-gun-turret-graphicssoundweapon-mod/

It was a lot more work than the Shotgunner, and it's a brand-spankin'-new turret. :)

Edited by Fey
Posted (edited)

Yeah, nice idea to combine the light blue to get an unique shotgunner icon. :)

I made it with the limited colour palette of the game. The shape of the gun is because of this a bit stronger than I had in earlier design/mind, oh well - still looks ok.

How do I add it to the game to test the looks? Saved it in .bmp and .gif for you.

DATA-3904b.gif.bb196b907864e54a2ab4220cc5cb17f6.gif  DATA-3904.gif.b8fadafbee83296b1ffd64bb43701db0.gif

bonus icon (also a background dude, haha):

shotgunner_02.gif.457f9702ea4271f50b0deba6c06447f6.gif

 

DATA-3904b.bmpFetching info...

Edited by D2k Sardaukar
bonus icon
  • 3 weeks later...
Posted
  On 8/18/2020 at 7:09 PM, D2k Sardaukar said:

How do I add it to the game to test the looks?

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Ah, I'm sorry, I've been busy lately and forgot to reply to this. 😅

Don't you have the v0.2 resource editor? Here ya go:
ResourceEditor.exe

You'll need a COLOURS.BIN and PALETTE.BIN in the same folder for it to run. This wonderful tool is how I've been implementing graphics adjustments in-game. Besides the little Shotgunner mod, the new Autogun Turret and touched-up Autogun Tank, have you seen the touched-up Flame Tank sprites? :) No doubt you've seen the Storm Lasher megaturret sprites. That was the first new spritework I did.

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