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CeeJay

Immoral Conduct 2 RELOADED

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An unofficial semi/spiritual sequel to Cory Whittle's legendary IMMORAL CONDUCT. Like it's predecessor it follows a military/urban theme and to a lesser extent 1980's action movies. You won't find any sci-fi or overly fantastical weapons here. There is more focus on strategy and tactics and reloading is a thing so you'll need to be conservative, thoughtful as well as constantly on your toes. There is, however, a large amount of creative weapons and equipment at your disposal and most of which have secondary attacks and some have alternate versions (such as suppressed pistol, explosive shotgun rounds, etc.).

Action 1 and Action 2 keys activates Field Dressing and Sentry Turrets, respectively, when these are available.

Requires 3DGE 2.1.0 Test 3 or higher (find Test 3 here: https://forum.zdoom.org/viewtopic.php?f=44&t=45661&start=645)

Weapons/equipment

Spoiler

MACHETE
Slot: 1
Capacity: 8
Secondary attack: Throw

HAND-TO-HAND COMBAT
Slot: 1
Secondary attack: Kick
Note: Only available while using steroids

FLARES
Slot: 1
Note: Dynamic lighting recomended

AMT HARDBALLER / DUAL / SUPPRESSED
Slot: 2
Capacity: 12 shots
Secondary attack: Sideways / Both simultaneously / Kick
Note: Dual AMTs replaces single AMT.

.44 REVOLVER
Slot: 2
Capacity: 6 shots
Secondary attack: Quick shot

PUMP-ACTION SHOTGUN
Slot: 3
Capacity: 7 shots
Secondary attack: Quick kick

SAWED-OFF SHOTGUN
Slot: 3
Capacity: 2 shots
Secondary attack: Both barrels simultaneously
Note: Can not be manually reloaded

UZI 9MM SUPPRESSED / DUAL WIELD
Slot: 4
Capacity: 32
Secondary attack: Aim
Note: While suppressed, continuous fire WILL eventually alert enemies.

40MM H.E. / GAS GRENADE LAUNCHER
Slot: 5
Capacity: 6 shots
Secondary attack: Kick

FRAGMENTATION GRENADES
Slot: 6
Secondary attack: Roll

CLUSTER GRENADES
Slot: 6
Secondary attack: Roll

PROXIMITY MINE / REMOTE DETONATOR
Slot: 7
Secondary attack: Fuse
Note: Use detonator to remove any unwanted or faulty mines

AK 47
Slot: 8
Capacity: 30 shots
Secondary attack: Bayonet
Note: Will occasionally jam when firing fully-automatically costing one round

M60 MACHINE GUN
Slot: 8
Capacity: N/A
Secondary attack: Kick

LIQUID NITROGEN (AEROSOL CAN)
Slot: 9
Secondary attack: Kick

FLAMETHROWER
Slot: 9
Capacity: N/A

MINI-GUN
Slot: 0
Note: Tap the fire button once to get the barrels spinning.

FIELD DRESSING
Slot: Action 1

SENTRY TURRET
Slot: Action 2
Note: Can be activated/deactivated with the use key and picked up for re-use.

There is also a wide arrange of new items and power-ups. You'll just have to play and find out what these are.

Screenshots
Spoiler










Download
RELOADED Edition (1.0): http://www.mediafire.com/file/zzl3ytcp79mk8m3/cj-ic2_reload.zip

Credits
Spoiler

id Software
3D Realms
Lobotomy Software
LucasArts
Raven Software
Tripwire Interactive
Monolith Productions
Xatrix Entertainment
Gearbox Software
Studio 3DO
Intrepid Software
Bungie Software
Banjo Software
Don Tello aka Cory Whittle
Captain J.
Scuba Steve
Doom Nukem
osjclatchford
DenisBelmondo
Quistard (freesound.org)
WildWeasel
Lost Peoples TC crew
chronoteeth
Paul
Mike12
Uboa
HMNuke93

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Anybody keen on having a go at reviving Don's Challenge? That bloke is an uber perfectionist, keeps releasing things for 5 minutes, then taking them down for 5 years because they "need tweaks".

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BaronOfStuff said:

Ah, so that issue with reloading shell-by-shell etc. was never really sorted then.


No, EDGE/3DGE handles reloading in a simplistic way. It will go through the entire reloading animation regardless of how many shells you have. So I figured it'd be best to just disable manual reloading.

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CeeJay said:

No, EDGE/3DGE handles reloading in a simplistic way. It will go through the entire reloading animation regardless of how many shells you have. So I figured it'd be best to just disable manual reloading.


I'm probably crossing wires on this, but I could swear the revised goldeneye mod you put out 5 or so years ago had manual reloading, in fact, player had to hit reload after selecting the weapon before it would work, like taking off the safety or something.

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I am implementing support for "partial reloading" based on some incompleted code so I will see what effect it'll have soon enough.

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Sweet. Something I was really missing with this mod. I'd gladly try it out once you have something presentable.

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Now more polished, more balanced and with more ass-kicking contents.

Enjoy!

GET IT: http://www.mediafire.com/download/zxp8tgnl4a5aecd/cj-ic2.zip

Please don't judge the quality of the sprites, I know some of it ain't exactly of DoomNukem, PillowBlaster or Eriance standards but keep in mind that I'm no sprite artist myself. Besides, the original Immoral Conduct was very much a mixed bag too.

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Updated again.

Notable changes:

New revolver
Two variations of the pump-action: buckshot and explosive
A total of three variations of the grenade launcher: explosive, flare and gas
Less glitchy mines
Lots of new and better sound effects
Lots of balancing issues resolved

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Special edition released!

Notable changes:

Headshot mechanic
Flares made into actual weapon that replaces the flashlight
Improved shotgun sprites
Explosive shotgun improved and expanded with alternate attack
Alternate attack for the grenade launcher
Action 1 now controls Field Dressing, a portable health item that replaces medkits
Lots of fixes and improvements across the board

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Proudly presenting the new and improved IMMORAL CONDUCT 2

Requires 3DGE 2.1.0-Test 3 or higher (find Test 3 here: https://forum.zdoom.org/viewtopic.php?f=44&t=45661&start=645)

Biggest new addition, aside from a crap-ton of new content and tons of fixes, is partial reloading mechanic for the appropiate weapons (such as the shotgun) this does however require the absolute latest buid of 3DGE to work (see link above).

DOWNLOAD: http://www.mediafire.com/file/zzl3ytcp79mk8m3/cj-ic2_reload.zip

Known bugs: Sentry Turrets will occasionally fail to spawn properly (if so, deactivate and re-deploy it)

Enjoy!

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