Weasel's Mods

In this forum, you can start an ongoing development diary detailing the progress on your latest mods in progress.

Moderator: wildweasel

User avatar
TheDarkArchon
Posts: 1000
Joined: Wed Jul 06, 2005 11:58
Location: What's that fucking smell
Contact:

Post by TheDarkArchon »

wildweasel wrote: - Shell casings and dropped clips (borrowed code from zero prophet and xaser)
I can't be the only person that doesn't like the G&S+T&J style casings, right?
User avatar
wildweasel
DRD Team Admin (Inactive)
Posts: 2132
Joined: Wed Jun 29, 2005 22:00
Location: the Admincave!
Contact:

Post by wildweasel »

What do you mean by G&S+T&J?
User avatar
TheDarkArchon
Posts: 1000
Joined: Wed Jul 06, 2005 11:58
Location: What's that fucking smell
Contact:

Post by TheDarkArchon »

Guns and stuff plus things and junk: The mod that had that style of casing originally.
User avatar
wildweasel
DRD Team Admin (Inactive)
Posts: 2132
Joined: Wed Jun 29, 2005 22:00
Location: the Admincave!
Contact:

Post by wildweasel »

Updated the mod again. Pasting the link from last page:
http://armory.drdteam.org/wwmods/inprogress/ww-diaz.rar

Changed the shell casing behavior and fixed a few things.
User avatar
Chronoteeth
Posts: 824
Joined: Wed Jul 06, 2005 10:01

Post by Chronoteeth »

And for those who are wondering, G&S+T&J was one very old xenophon mod.
User avatar
wildweasel
DRD Team Admin (Inactive)
Posts: 2132
Joined: Wed Jun 29, 2005 22:00
Location: the Admincave!
Contact:

Post by wildweasel »

I could have sworn those casings came from Zen Dynamics, not GSTJ.
User avatar
Chronoteeth
Posts: 824
Joined: Wed Jul 06, 2005 10:01

Post by Chronoteeth »

No, no they came from that mod. Gots to see IRC logs to learn the whole thing.
User avatar
TheDarkArchon
Posts: 1000
Joined: Wed Jul 06, 2005 11:58
Location: What's that fucking smell
Contact:

Post by TheDarkArchon »

ww: Xaser used G&S+T&J's casings for Zen Dynamics
User avatar
wildweasel
DRD Team Admin (Inactive)
Posts: 2132
Joined: Wed Jun 29, 2005 22:00
Location: the Admincave!
Contact:

Post by wildweasel »

I updated Diaz and Cola2 today, but unfortunately my Internet is being screwy lately and I'm unable to upload the latest versions to the server. I'll try again after work on Monday. But regardless, here are the changes...

Diaz
- Fixed a minor jump offset error on the RPK, where hitting Reload when not set up would cause it to make a clicking noise instead of setting up and reloading
- Fixed the frame sequences on the Colt and Spas12's melee animations

Mister Cola 2
- Scrapped the current pistol in favor of a Techpistol, as provided by chronoteeth
- Added the shotgun replacement. All three power levels are functional.
- Added the complete set of player sounds from QTest (approximately 22 sound files total)
- Adjusted the power scale for the Techpistol (was too powerful before)
User avatar
wildweasel
DRD Team Admin (Inactive)
Posts: 2132
Joined: Wed Jun 29, 2005 22:00
Location: the Admincave!
Contact:

Post by wildweasel »

Mister Cola 2
Still having internet issues - will run a virus scan on here before I go to work tonight. In the meantime, the latest changes:

- Shotgun replacement's power level reduced
- Techpistol's damage scale adjusted - does less damage at level 1, more damage at level 3
- Reduced rate of fire for P90 and increased individual bullet damage
- Added several additional powerups as follows:
-- 7Up - Supercharge
-- Mountain Dew - Super Speed for 60 Seconds (replaces radsuit)
-- Pepsi - Terror Aura (same as the last mod's Terrorsphere)
- Changed a few pickup messages
- Still haven't figured out why the Jolt Cola only gives 1 Armor, and only when the player has none

Code: Select all

ACTOR ColaPowerup : CustomInventory replaces Berserk
{
	Inventory.PickupMessage "Coca-Cola - Caffiene Level Up!"
	Inventory.PickupSound "pickups/cola"
	Scale 0.125
	States
	{
	Spawn:
		COLA C 10 BRIGHT
		COLA C 10
		Loop
	Pickup:
		TNT1 A 0 A_GiveInventory("HealthBonus",100)
		TNT1 A 0 A_GiveInventory("CaffieneLevel",1)		
		TNT1 A 0
		Stop
	}
}

ACTOR JoltCola : ColaPowerup replaces InvulnerabilitySphere
{
	Inventory.PickupMessage "Jolt Cola - Caffiene Max Level!"
	States
	{
	Spawn:
		COLA A 10 BRIGHT
		COLA A 10
		Loop
	Pickup:
		TNT1 A 0 A_GiveInventory("HealthBonus",200)
		TNT1 A 0 A_GiveInventory("ArmorBonus",200) 
		TNT1 A 0 A_GiveInventory("CaffieneLevel",2)
		TNT1 A 0
		Stop
	}
}
JoltCola is where the problem lies - ColaPowerup is only there since JoltCola inherits from it
User avatar
wildweasel
DRD Team Admin (Inactive)
Posts: 2132
Joined: Wed Jun 29, 2005 22:00
Location: the Admincave!
Contact:

Post by wildweasel »

http://armory.drdteam.org/wwmods/inprogress/ww-diaz.rar
http://armory.drdteam.org/wwmods/inprog ... -cola2.rar

The nearly complete final beta version of Diaz, and the latest version of Cola2. Please give your feedback and feature suggestions (especially for cola2)!
User avatar
wildweasel
DRD Team Admin (Inactive)
Posts: 2132
Joined: Wed Jun 29, 2005 22:00
Location: the Admincave!
Contact:

Post by wildweasel »

http://armory.drdteam.org/wwmods/inprogress/ww-diaz.rar

Updated to near-final status. Berserk hypo now powers up the fist to four times the damage, and the zombies have been modified to shoot three-round bursts and drop SMG's 3% of the time. Anybody that downloads this, I need feedback on the following things:

1. Does the fist's Berserk version need to be power-adjusted?
2. Is Magnum ammo too common? Is the Magnum itself too common?
3. Are the initial magazine sizes (how much is in the clip when you first get the weapon) generous enough?
4. Did I just totally screw up the balance by upping the clip size and accuracy of the RPK?
5. Is the Arc Welder powerful enough?
User avatar
wolf00
Posts: 34
Joined: Sun Dec 04, 2005 12:08
Contact:

Post by wolf00 »

ok i prefer mr cola 1st relase[aka originaly mr cola] this one is quite good ,diaz in my eys is icd like mod for gzdoom finaly ... good work ww, keep you on this way :) & item's with you ask is not very comon,i testes map's from dw chronicles with many mod's including diaz ... :wink:
User avatar
Somagu
Posts: 2
Joined: Thu Nov 16, 2006 14:32

Post by Somagu »

Magnums/magnum ammo are a little too common. In the vanilla doom 2 levels, I never really found myself out of ammo, and I use the revolvers pretty heavily. Oh, and pressing alt. fire with the tomed dual magnums in The Stranger Part 2 sets the gun back to normal until you fire again.
User avatar
wildweasel
DRD Team Admin (Inactive)
Posts: 2132
Joined: Wed Jun 29, 2005 22:00
Location: the Admincave!
Contact:

Post by wildweasel »

The revolvers issue in TSP2 has been noted and will probably be fixed when I start working on it again. (Actually, I was planning on making a whole new altfire for it...a transformation like in ww-stranger.)
Locked

Return to “Development Journals”