Lizardcommando's mods journal

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

Moderator: wildweasel

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lizardcommando
Posts: 375
Joined: Fri Jul 08, 2005 6:12
Location: Somewhere in California

Post by lizardcommando »

Hey guys, I'm back and I started working on my mod again. I am about 80% done with the weapons. The reloading sprites for the SMG and Dual SMGs are done, I just have to code it. Also, I have made a new secondary attack for the .45 Pistol. Remember the "ghetto-style" shooting you can do in ICD-Lizard? It's back in this mod! That's pretty much all I've done.

The coding is really starting to piss me off. As I have mentioned earlier, the reloading codes for all of my guns are fucked up like crazy. None of them work. Also, when I use the secondary function for the .45pistol, it won't recognize the ammo in the magazine. If anyone can help me with any of these problems, please respond. I really need the help!
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Zeg-Vok
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Post by Zeg-Vok »

your not calling anything ".45pistolammo" or anything like that, because I think the "." would play hell with DECORATE naming, although I've been wrong before
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lizardcommando
Posts: 375
Joined: Fri Jul 08, 2005 6:12
Location: Somewhere in California

Post by lizardcommando »

Well, if you want, I can send you the latest version of this wad.

OK, I've fucked around with the coding some more and I've made things worse...

Somehow the reload works on the Heavy Machinegun, but the thing is that when it goes into the reload state, the game freezes up completely. It's so bad that I have to shutdown the computer and start it up again. I dunno what the hell I did wrong. All of the guns that I've tried implementing in it with reloading won't work at all. I really need some help. I'll send the wad to anyone who can help me. I'm kinda desperate here.
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lizardcommando
Posts: 375
Joined: Fri Jul 08, 2005 6:12
Location: Somewhere in California

Post by lizardcommando »

Ok, like I mentioned in the earlier threads, I'm almost done with making the weapons. All I have to do is make the graphics for the reloading animation for the Assault Rifle (The EXAR-1) and the BFG replacement. I know what the BFG replacement is going to be, I just haven't got around to making the graphics. It's a bit tough to draw, but I'll eventually get around to drawing it.

Now I have a question for everyone to answer:

Should I go ahead and release this with the weapons only or should go ahead and change the enemies too?

I was originally thinking of releasing a seperate wad with weapons only and then another one that has weapons AND enemy replacements. I'm not sure what I should do.

Oh yeah, before any of that stuff happens, I still need someone to help me with fixing the serious bugs that plague the wad right now.

PLEASE PLEASE PLEASE! I'm practically on my knees begging for help. I can't do anything else right now! I've listed the bugs that are fucking me over, so please someone respond to my call for help and I'll send you the wad! I'm really desperate for help, guys. I normally try restraining myself to sink to this level, but I can't stand it anymore!

Oh yeah, here's the grenade in action:
Attachments
Say "Ahh" motherfucker!
Say "Ahh" motherfucker!
grenade.png (50.56 KiB) Viewed 1862 times
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Chronoteeth
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Post by Chronoteeth »

Go with weapons only first, then weapons + enemies. Think of it as a special edition! :D
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lizardcommando
Posts: 375
Joined: Fri Jul 08, 2005 6:12
Location: Somewhere in California

Post by lizardcommando »

Ok. I'll stick with my original plan. Now if only someone can help me out here with the other problems plaguing this project... :twisted:
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lizardcommando
Posts: 375
Joined: Fri Jul 08, 2005 6:12
Location: Somewhere in California

Post by lizardcommando »

Another update:

So I've finally made the Weapon 7 replacement. It's a hand held laser cannon. Originally, I was going to have it so that the lasers bounce on the walls and ceilings, but I'm having second thoughts about it. I'll probably make it a faster and stronger rocket launcher and have the secondary attack be a charge shot that shoots 4 rail shots or something. The graphics aren't that great to be honest. The shooting animation is nice and so is the reloading animation. The projectile is pretty cool too.

I still have problems with the reloading for all the guns. I'm about 88% done with the guns. I have to work with the coding and then draw the animation for the laser cannon's secondary attack and the reloading animation for the EXAR-1.
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lizardcommando
Posts: 375
Joined: Fri Jul 08, 2005 6:12
Location: Somewhere in California

Post by lizardcommando »

Alright, for some reason, I can't get the lowering and raising animations to work. Everytime it goes it, it'll keep repeating the animation until the weapon is fully up. What am I doing wrong here?

Code: Select all

actor ChargeCannon :Weapon replaces BFG9000
{
  radius 20
  height 20
  inventory.pickupmessage "You got the Charge Cannon!"
     	Obituary "%o was obliterated from %k's Charge Cannon."
  weapon.selectionorder 2800
  weapon.kickback 100
  weapon.ammotype "EnergenRod"
  weapon.ammotype2 "EnergenRod"
  weapon.ammouse 5
  weapon.ammouse2 10
  weapon.ammogive 20
  states
  {
  Ready:
    BFGG A 1 A_WeaponReady
    loop
  Deselect:
    NULL A 0 A_PlayWeaponSound("weapons/laserreload2")
    BFGR A 2 A_Lower
    BFGR B 2 A_Lower
    BFGR C 2 A_Lower
    BFGR D 2 A_Lower
    BFGG A 2 A_Lower
    Goto Deselect+1
  Select:
    NULL A 0 A_PlayWeaponSound("weapons/laserreload2")
    BFGR D 2 A_Raise
    BFGR C 2 A_Raise
    BFGR B 2 A_Raise
    BFGR A 2 A_Raise
    BFGG A 2 A_Raise
    Loop
  Fire:
    BFGF A 3 BRIGHT A_PlayWeaponSound ("weapons/laser")
    BFGF B 3 BRIGHT
    BFGF C 3 BRIGHT A_FireCustomMissile("Lasershot",0,-1,4,2)
    BFGF D 3 BRIGHT A_ReFire
    BFGG A 12
    goto Ready
  AltFire:
    BFCH A 3 A_PlayWeaponSound ("weapons/lasercharge")
    BFCH B 3
    BFCH C 3
    BFCH DEFG 3 BRIGHT
    BFCH DEFG 3 BRIGHT
    BFCH DEFG 3 BRIGHT
    BFCH DEFG 3 BRIGHT
    BFCH DEFG 3 BRIGHT
    BFCH H 3 BRIGHT A_PlayWeaponSound ("weapons/laserchargeshot")
    BFCH I 3 BRIGHT 
    BFCH I 0 BRIGHT A_FireCustomMissile("Chargeshot",0,-1,4,2)
    BFCH J 3 BRIGHT
    BFCH K 3 BRIGHT
    BFCH L 3 BRIGHT
    goto Ready
  Spawn:
    BFUG A -1
    stop
  }
}
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wildweasel
DRD Team Admin (Inactive)
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Post by wildweasel »

Here's an alternative way to make your raise/lower animations:

Code: Select all

Deselect:
    NULL A 0 A_PlayWeaponSound("weapons/laserreload2")
    BFGR A 2
    BFGR B 2
    BFGR C 2
    BFGR D 2
    BFGG A 2
    BFGG A 1 A_Lower
    Goto Deselect+6
  Select:
    NULL A 0 A_PlayWeaponSound("weapons/laserreload2")
    BFGR D 2
    BFGR C 2
    BFGR B 2
    BFGR A 2
    BFGG A 2
    BFGG A 1 A_Raise
    Goto Select+6
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lizardcommando
Posts: 375
Joined: Fri Jul 08, 2005 6:12
Location: Somewhere in California

Post by lizardcommando »

Cool, thanks. :)

Hmm... ok, so the raise part plays the sound, but not the animation and the lower part kinda skips during the animation... Maybe I can tweak something.

Now how do I have so that the projectiles' explosions can hurt the enemy (and yourself)? I don't know what I did wrong.

Code: Select all

actor Lasershot
{
  height 8
  radius 6
  damage 30
  speed 60
  ExplosionRadius 30
  ExplosionDamage 5
  renderstyle Add
  alpha 1
  deathsound "weapons/laserexplode"
  PROJECTILE
  -ACTIVATEIMPACT
  +RANDOMIZE
  states
  {
  Spawn:
    LASF A 2 BRIGHT
    loop
  Death:
    LASB ABCD 3 BRIGHT
    stop
  }
}

actor ChargeShot
{
  height 10
  radius 10
  damage 60
  speed 70 
  renderstyle Add
  alpha 1
  deathsound "weapons/laserexplode"
  ExplosionRadius 160
  ExplosionDamage 60
  PROJECTILE
  +RANDOMIZE
  -ACTIVATEIMPACT
  states
  {
  Spawn:
    CHSH AB 2 BRIGHT
    loop
  Death:
    LASE ABCDEF 3 BRIGHT
    stop
  }
}
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lizardcommando
Posts: 375
Joined: Fri Jul 08, 2005 6:12
Location: Somewhere in California

Post by lizardcommando »

Here's a small little update:

I finished making the reloading animation for the EX-AR1. I even tried coding it myself and it works to some extent. It's still fucked up, but at least it will actually play the animation. Another funky problem is that the Assault Rifle twitches like crazy if I run around with it. I don't know how else to explain it. I haven't the slightest effing clue as to why it does that.

I'm about 95% done with the guns, all I need to do is to fix the coding in the reload sequences for the rest of the guns and then I can start getting beta testers.

Once again, if anyone with extensive knowledge in DECORATE coding can help me, please, please, please respond!
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lizardcommando
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Joined: Fri Jul 08, 2005 6:12
Location: Somewhere in California

Post by lizardcommando »

Hooray for a new screenshot!

Image

I attempted to fix the reloading coding on my own and it works, barely. I can't press the reload button and the reloading is very buggy, but at least the animation works.
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DoomRater
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Post by DoomRater »

A couple things: Wait is now a generic looping command that can be udes for general purposes, like in the Select/Deselect code. So instead of saying "Goto Deselect+6" you can use "Wait". It's been in there since 2.0.90 but it was overlooked by almost everyone it seems.

Secondly, I'll debug those reload states for ya. Send me decorate and I'll correct what I can.
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lizardcommando
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Location: Somewhere in California

Post by lizardcommando »

Really? Thanks! I'll get you the wad as soon as I can.
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lizardcommando
Posts: 375
Joined: Fri Jul 08, 2005 6:12
Location: Somewhere in California

Post by lizardcommando »

Mod Update:

I want to thank DoomRater for fixing the major bugs in my weapon mod. So thank you!

I am probably going to tweak a few things before starting the private beta tests. There are two (minor) bugs that I can't get fixed. First one being that the ChargeCannon (BFG replacement) switches to the PlasmaGun after it runs out of ammo. I have the PlasmaGun replaced with the Assault Rifle, but it still acts like the PlasmaGun.

The other bug is the molotov cocktail. I lack the skill to duplicate the same behavior as the molotov cocktail from the EDGE version of ICD-Lizard.

The Combat Shotgun can't be interrupted while it reloads. Again, its not a really big deal. It would be useful for it to do that, but I'm not going to go ballistic like I did with the basic reloading stuff.

Expect the announcement for private beta tests sometime tonight.
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