Weasel's Mods
Moderator: wildweasel
- wildweasel
- DRD Team Admin (Inactive)
- Posts: 2132
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Diaz
Current version available at http://armory.drdteam.org/wwmods/inprogress/ww-diaz.rar - pending addition of special effects and new HUD (if anybody's willing to help me make one). I also plan on adding melee attacks to weapons that lack altfire modes.
Changes in this version:
1. Proper chainsaw replacement - the SMG37. Ammo comes in backpacks only (this is intended). Accurate and fast, but weak. Large clips.
2. Cocking animation added to Skorpion.
3. Screwed around with the weapon numbering - the RPK is now on slot 5, the hand grenades have been moved to 6 with the RPG7, and the extra space on slot 4 is now taken by the SMG37.
Current version available at http://armory.drdteam.org/wwmods/inprogress/ww-diaz.rar - pending addition of special effects and new HUD (if anybody's willing to help me make one). I also plan on adding melee attacks to weapons that lack altfire modes.
Changes in this version:
1. Proper chainsaw replacement - the SMG37. Ammo comes in backpacks only (this is intended). Accurate and fast, but weak. Large clips.
2. Cocking animation added to Skorpion.
3. Screwed around with the weapon numbering - the RPK is now on slot 5, the hand grenades have been moved to 6 with the RPG7, and the extra space on slot 4 is now taken by the SMG37.
Last edited by wildweasel on Mon Oct 02, 2006 4:50, edited 1 time in total.
- Marty Kirra
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- wildweasel
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Yeah because you must risk your entire 100 health in order to make all bfg sprays hit the mastermindTheDarkArchon wrote:Then you aren't using it properly. It is entirely possible to kill a spider mastermind in 1 BFG shot, though it takes a decent whack of skill to do it.hitmanx wrote:you can't kill a spider mastermind with one bfg shot..It takes at least 3
- wildweasel
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Hmm, well I'm not using the Burn states for anything...I guess I could do this. As for the power...well, I made it weak because the weapon also has the ability to penetrate. I suppose I could beef it up though...enough power to one-shot an Archvile, perhaps?Chronoteeth wrote:Heh, yeah it is just a wee bit underpowered. Say, hows about some disintigration frames for the human enemies to go with it?
- TheDarkArchon
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- wildweasel
- DRD Team Admin (Inactive)
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Over the past few days, I've been working on adding melee attacks to ww-diaz. Currently I've added melee to the Colt, the mini-shotgun, and the SMG37. I will not be adding melee attacks to the grenades, the RPG, the arc-welder, or the RPK. So all I have left to do is the MarTeba, the assault shotgun, and the Skorpion.
- wildweasel
- DRD Team Admin (Inactive)
- Posts: 2132
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- Marty Kirra
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- wildweasel
- DRD Team Admin (Inactive)
- Posts: 2132
- Joined: Wed Jun 29, 2005 22:00
- Location: the Admincave!
- Contact:
Diaz
http://armory.drdteam.org/wwmods/inprogress/ww-diaz.rar
Changes this version:
- Shell casings and dropped clips (borrowed code from zero prophet and xaser)
- Smoke effects
- bullet puffs (from the stranger but replaced the ricochet sounds and made the shotguns not make ricochet sounds)
- added melee attacks to the revolver and assault shotgun
- intentionally left off the melee attack for skorpion because it would be a headache to code
- fixed the smg37 clip making the wrong sound on pickup
- fixed a few other miscellaneous things
- should be mostly complete by now; if no glitches are found for a while i'll make an official release
http://armory.drdteam.org/wwmods/inprogress/ww-diaz.rar
Changes this version:
- Shell casings and dropped clips (borrowed code from zero prophet and xaser)
- Smoke effects
- bullet puffs (from the stranger but replaced the ricochet sounds and made the shotguns not make ricochet sounds)
- added melee attacks to the revolver and assault shotgun
- intentionally left off the melee attack for skorpion because it would be a headache to code
- fixed the smg37 clip making the wrong sound on pickup
- fixed a few other miscellaneous things
- should be mostly complete by now; if no glitches are found for a while i'll make an official release