Lizardcommando's mods journal

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

Post by lizardcommando »

Hey beta testers, did you finish testing my mod out yet?
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lizardcommando
Posts: 375
Joined: Fri Jul 08, 2005 6:12
Location: Somewhere in California

Post by lizardcommando »

Ugh.... DECORATE is being a retard again. It says I have more than 4 characters for a sprite name.

Code: Select all

ACTOR InfantryRifle : Weapon 11565
{
   +NOAUTOFIRE
   +AMMO_OPTIONAL
     inventory.pickupmessage "You got the Infantry Rifle!"
      Obituary "%o was popped in the head by %k's Infantry Rifle."
   AttackSound "weapons/infantryrifle"
   Weapon.AmmoType1 "RIFLECLIP" //The guns magazine
   Weapon.AmmoType2 "ARAMMO" //The real ammo
   Weapon.AmmoGive 0
   Weapon.AmmoGive2 10
   Weapon.AmmoUse 1
   Weapon.SelectionOrder 250
   States
   {
   Spawn:
      INFR A -1
      LOOP 
   Ready:
      RIFG A 1 A_WeaponReady
      RIFG A 0 A_JumpIfInventory("IsReloading",1,1)
      Loop
      RIFG A 1
      Goto Fire + 6
   Deselect:
      RIFG A 1 A_Lower
      Loop
   Select:
      RIFG A 1 A_Raise
      Loop
   Fire:
      RIFG A 0 A_JumpIfNoAmmo(6)
      RIFG A 0 BRIGHT A_GunFlash
      RIFG A 0 A_FireBullets(3,3,-1,12,0,1,0)
      RIFF B 2
      RIFG A 0
      Goto Ready
      RIFG A 1 A_Playsound("weapons/click")
    //Reload: also Fire + 10
      RIFR A 0 A_JumpIfInventory("RIFLECLIP",0,2)
      RIFR A 0 A_JumpIfInventory("ARAMMO",1,2)
      RIFR A 0
      Goto Ready
      RIFR A 3
      RIFR B 4
      RIFR C 3 A_PlaySound("weapons/arreload1")
      RIFR D 10
      RIFR E 3 A_PlaySound("weapons/arreload2")
      RIFR F 4
      RIFR G 4
      RIFR H 4
      RIFR IJK 4
      RIFR LMN 4
      RIFR O 4 A_PlaySound("weapons/riflebolt")
      RIFR PQR 4
      RIFG A 1
     //Fire + 21
      RIFR A 0 A_GiveInventory("RIFLECLIP",1)
      RIFR A 0 A_TakeInventory("ARAMMO",1)
      RIFR A 0 A_JumpIfInventory("RIFLECLIP",0,2)
      RIFR A 0 A_JumpIfInventory("ARAMMO",1,2)
      RIFG A 1
      Goto Ready
      RIFR A 0
      Goto Fire + 10
   Flash:
      RIFF A 2 BRIGHT A_Light1 
      RIFF B 0 BRIGHT A_Light0       
      stop

  }

}

Code: Select all

ACTOR EXAR-HMG-RIFLEAmmoSpawner 2047
{
   States
{
	{
	Spawn:
		NULL A 0
		NULL A 0 A_Jump(160,2)
		NULL A 1 A_SpawnItem("ARAMMO",1,8)
		Goto Death
		NULL A 0 A_Jump(160,2)
		NULL A 1 A_SpawnItem("RIFLEAMMO",1,8)
		Goto Death
		NULL A 0 A_Jump(160,2)
		NULL A 1 A_SpawnItem("HMGAMMO",1,8)
		Goto Death
	Death:
		NULL A 0
		Stop
	}
}

Code: Select all

ACTOR EXAR-HMG-RIFLESpawner 2004
{
   States
{
	{
	Spawn:
		NULL A 0
		NULL A 0 A_Jump(160,2)
		NULL A 1 A_SpawnItem("EXAR-1",1,8)
		Goto Death
		NULL A 0 A_Jump(160,2)
		NULL A 1 A_SpawnItem("InfantryRifle",1,8)
		Goto Death
		NULL A 0 A_Jump(160,2)
		NULL A 1 A_SpawnItem("HeavyMachinegun",1,8)
		Goto Death
	Death:
		NULL A 0
		Stop
	}
}
This is all of the new code I placed in. I don't see what the fuck Zdoom is talking about.
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DoomRater
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Post by DoomRater »

Example 2 and 3 have three "{" but only two "}".
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wildweasel
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Post by wildweasel »

I've tested the mod a lot and haven't found any really glaring balance issues, but the Colt pistol kinda bugs me - it seems I spend more time reloading it than I do firing it, especially with the altfire mode. I think you should either increase the clip size or make it a tiny bit more powerful (while cutting the speed down a notch).
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lizardcommando
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Location: Somewhere in California

Post by lizardcommando »

Ah. Yeah, I was actually a bit conflicted with the Colt. I had the strength originally at 9, but shooting really fast would sometimes gib the zombiemen, so I changed it to either 8 or 8.5 for the strength. I don't remember. I think I'll change the clipsize for it. How's 10 sound?

Oh yeah, I got the Rifle to work, reloading included I just had to change a few numbers around to get it to work how I want it too.

As for a progess report, here's what I did:

*Make the Infantry Rifle.

*Change the Pistol's stats (increased strength, increase ammo capacity to 10).

*Made some minor tweaks to the Magnum and Akimbo SMG stats (made both of them a bit stronger)

*Made some minor tweaks to the Akimbo SMGs'/SMG's reloading animation.

*Made some misc. sprites.

*Changed the weapon order around.
Last edited by lizardcommando on Fri Dec 22, 2006 3:20, edited 1 time in total.
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wildweasel
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Post by wildweasel »

lizardcommando wrote:Ah. Yeah, I was actually a bit conflicted with the Colt. I had the strength originally at 9, but shooting really fast would sometimes gib the zombiemen, so I changed it to either 8 or 8.5 for the strength. I don't remember. I think I'll change the clipsize for it. How's 10 sound?
That sounds fine. But if you don't want your bullet-based weapons to gib enemies, just add the +NOEXTREMEDEATH flag to the weapon.
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TheDarkArchon
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Post by TheDarkArchon »

BTW, a hitscan attack with damage 8 can still gib zombiemen: If it does 8*2 and then 8*3 damage, you'll deal 40 damage upon the fatal shot which means gibbage for Mr. Z Man
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lizardcommando
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Joined: Fri Jul 08, 2005 6:12
Location: Somewhere in California

Post by lizardcommando »

Ah, ok. I'll do that.

BTW, I guess the Infantry Rifle isn't as bugless as I thought it was. I can still reload even though I have full ammo in my magazine.

Code: Select all

ACTOR InfantryRifle : Weapon 11565
{
   +NOAUTOFIRE
   +AMMO_OPTIONAL
     inventory.pickupmessage "You got the Infantry Rifle!"
      Obituary "%o was popped in the head by %k's Infantry Rifle."
   AttackSound "weapons/infantryrifle"
   Weapon.AmmoType1 "RIFLECLIP" //The guns magazine
   Weapon.AmmoType2 "RIFLEAMMO" //The real ammo
   Weapon.AmmoGive 0
   Weapon.AmmoGive2 10
   Weapon.AmmoUse 1
   Weapon.SelectionOrder 250
   States
   {
   Spawn:
      INFR A -1
      LOOP 
   Ready:
      RIFG A 1 A_WeaponReady
      RIFG A 0 A_JumpIfInventory("IsReloading",1,1)
      Loop
      RIFG A 1
      Goto Fire + 7
   Deselect:
      RIFG A 1 A_Lower
      Loop
   Select:
      RIFG A 1 A_Raise
      Loop
   Fire:
      RIFG A 0 A_JumpIfNoAmmo(6)
      RIFG A 0 BRIGHT A_Light1
      RIFF A 2 A_FireBullets(2,2,-1,25,0,1,0)
      RIFF B 3 BRIGHT A_Light0
      RIFG A 0
      Goto Ready
      RIFG A 1 A_Playsound("weapons/click")
    //Reload: also Fire + 10
      RIFR A 0 A_JumpIfInventory("RIFLECLIP",0,2)
      RIFR A 0 A_JumpIfInventory("RIFLEAMMO",1,2)
      RIFR A 0
      Goto Ready
      RIFR A 3
      RIFR B 4
      RIFR C 3 A_PlaySound("weapons/arreload1")
      RIFR D 10
      RIFR E 3 A_PlaySound("weapons/arreload2")
      RIFR F 4
      RIFR G 4
      RIFR H 4
      RIFR IJK 4
      RIFR LMN 4
      RIFR O 4 A_PlaySound("weapons/riflebolt")
      RIFR PQR 4
      RIFG A 1
     //Fire + 21
      RIFR A 0 A_GiveInventory("RIFLECLIP",1)
      RIFR A 0 A_TakeInventory("RIFLEAMMO",1)
      RIFR A 0 A_JumpIfInventory("RIFLECLIP",0,2)
      RIFR A 0 A_JumpIfInventory("RIFLEAMMO",1,2)
      RIFG A 1
      Goto Ready
      RIFR A 0
      Goto Fire + 28      
  }

}
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TheDarkArchon
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Post by TheDarkArchon »

Your A_JumpIfNoAmmo and Goto Fire+7 go one step too far I.E It should be A_JumpIfNoAmmo(5) so the dryfire sound is played and Goto Fire+6 so the weapon checks if the clip is full (It was skipped before)
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DoomRater
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Post by DoomRater »

Label Reload is actually Fire + 6, (oops, TDA even said this in front of me!) but the label there reads Fire + 10. You might want to correct the offset counts as well to make things easier to debug in the future. (deletes banter about the last jump being Fire + 29 when it is not)

(hopes the next version with custom states comes out soon, and also hopes that jumping to states from JumpIf also happens at the same time)
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lizardcommando
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Location: Somewhere in California

Post by lizardcommando »

Well, things are looking good now. Thanks.
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lizardcommando
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Post by lizardcommando »

Hey guys, I'm going to try and make a Flamethrower for this mod, but I don't how I would code it. Are there any good tutorials or examples out there?
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DoomRater
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Post by DoomRater »

Well, personally I like mine from the ARW. I never really liked how they were implemented on other mods, with a single projectile like a plasma rifle with a range limit stuff. Alternatively, you could make the projectiles with lowgravity and make them burn on death... I haven't seen any flamethrowers like that!
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lizardcommando
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Post by lizardcommando »

That kind of sounds like the Turok 2 Flamethrower how it's affected by gravity. Maybe I can do that! Hmm... now how would the coding look like?
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lizardcommando
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Location: Somewhere in California

Post by lizardcommando »

Well, I just finished the graphics for the flamethrower. It's pretty basic looking. I just need to find some sounds for when it shoots and also some fire sprites. Anyone have any suggestions as to where I can find some nice looking fire sprites? Also need to find some nice fire sounds too.
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