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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Chronoteeth
Posts: 824
Joined: Wed Jul 06, 2005 10:01

Post by Chronoteeth »

Top notch paint skillz thar!
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Visplane_Overflow
Posts: 108
Joined: Thu Jun 29, 2006 23:17
Location: Canadia

Post by Visplane_Overflow »

The newest beta seems to be working fine for me, LizardCommando. I'm yet to encounter any of the minor bugs you mentioned...

...And Chronoteeth, is it really so much of a burden to type out sentences in English, in lieu of netspeak gibberish? I'm sure I can't be the only one offended by your ridiculous posts.
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Chronoteeth
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Post by Chronoteeth »

:|
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TheDarkArchon
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Post by TheDarkArchon »

Could be a worse. (()|_||_|) |33 /-\ |=|_|(|< ()|= /-\ |_()7 \/\/()|253.
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lizardcommando
Posts: 375
Joined: Fri Jul 08, 2005 6:12
Location: Somewhere in California

Post by lizardcommando »

Ahh.. at least what Chronoteeth wrote was legible. TDA gave us a perfect example of how annoying and retarded "leetspeek" can get. I mean, who can honestly read that?
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Chronoteeth
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Joined: Wed Jul 06, 2005 10:01

Post by Chronoteeth »

I could speak like "omg i <3 dis mod u r prty good at makin mods lemme add u to mah aim"

I mis-spell in a joking way.
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Visplane_Overflow
Posts: 108
Joined: Thu Jun 29, 2006 23:17
Location: Canadia

Post by Visplane_Overflow »

The word 'joke' implies there is humour in your posts. It could be worse, I know, but it could be better.

"Whoops ALL LIES

LOL NEW BETA! We gotz

-kewl new killing stuffz
-kewl new stuffs to kill
-kewl new helping stuff to kill
-kewl new changes to make killing stuff funneriffic
-kewl new ect... (aka killing stuff)

1 more gun, 1 more enemy, the 2 allies, and the title/titlemusic are all thats left to go! Just click on that link below to DL it! (Don't worry, it is the real link to the mod, not some random polish ear rape)" - I don't see anything funny there....
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Chronoteeth
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Post by Chronoteeth »

Don't find it funny? Well can't please them all. Anyways, fact of the matter is (on topic), this mod is great, but yeah the mspaint stuff can get a wee bit annoying to use. So what do you do? Skin it >:D
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lizardcommando
Posts: 375
Joined: Fri Jul 08, 2005 6:12
Location: Somewhere in California

Post by lizardcommando »

Ok, to get this thing back on track, I'm gonna try do a self-critque on this mod:

This mod was originally supposed to be a simple replacement for that outdated EDGE mod, Immoral Conduct: Lizard Edition. I made this so I can finally get a chance to play it in a more stable doom source port. I didn't want to do just a lazy copy-paste job with the graphics, so I decided to remake most of the graphics and add in some completely new stuff in the process.

Some weapons from the EDGE mod did make a return like the .45 Pistol, the Katana, the Grenades and the molotov cocktail, but there were some brand new ones like the Charge Cannon and the Flamethrower. I admit that most of the stuff kinda feel the same like the SMG and Dual SMGs and the Assault Rifle and the Heavy Machinegun being just about the same things except the AR and HMG are stronger than the SMGs, but at least the inventory isn't as stuffed up as ICD-Lizard. How many guns did I have in ICD-Lizard that were basically different variations of an assault rifle or SMG? 6 or 7?

As for the graphics, I feel that I have greatly improved since the time I made ICD-Lizard. I admit, the ICD-Lizard guns looked like shit and the animations weren't all that great. At least in The Exterminator, the weapons actually look like what they are supposed to be and the animations are smoother than the EDGE mod. I tried really hard to at least make the animations look decent (I have to thank the few years of working on Flash for that one). I admit that there were a few guns in the mix that are messy looking like the Assault Shotgun and I also admit that the weapons do look a bit bland like the Charge Cannon and the Flamethrower, but at least you can tell what they are, right? Aside from the Charge Cannon, the Assault Shotgun, and the RPG-7, I think the weapons in The Exterminator have much better perspective than in ICD-Lizard.

As for sprite replacements, not including the weapon and item pickups, there's only the player sprites and the zombieman replacement. For the Zombieman, all I did was change the head from the Pistol Player sprite from the Doom marines skinpack and gave it a zombieman head. It looks pretty cool. In fact, I may actually end up making my own enemy pack with those guys (Actually, don't hold your breath for it). As for the player sprite, it looks alot better than the ICD-Lizard playerskin. That one didn't look too great.

As far as the coding goes, oh god was that fucking pain in the ass... There are still a few bugs that I couldn't get fixed like the Molotov Cocktails and the Berserksphere. They aren't really major bugs that'll severely ruin the game. They're more like minor annoyances.

Well, as far as what I can gather from other people's critiques, you'll either like it or hate it. If you're someone who likes the mod, you're either:

*A weapons mods enthusiasts
*Someone who doesn't mind the fact that all of the weapon graphics are done in MSPaint.
*Someone who wants to play something totally different.
*Someone doesn't want to see the same ol' graphics used in other doom mods.

If you hate it, you're either:
*Someone who doesn't like the fact that you're a cartoon lizard shooting things.
*Someone who doesn't like simplistic looking, cartoony MSPaint graphics.

I can't really think of anything else to say except that if you compare ICD-Lizard to The Exterminator, you'll be able to clearly see that alot of things have greatly improved. That's what I hope people can see from this besides "OMG IT'S MSPAINT GRAFIX!!!!111"
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hitmanx
Posts: 215
Joined: Sat Dec 24, 2005 13:07

Post by hitmanx »

here here!

i love it. The only thing i think icd-lizard had better was more weapons, i liked the fact that i had to press 4 47 times to get to the dual p90's lol.

All in all top quality work.

Here's to you Lizard Commando!
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lizardcommando
Posts: 375
Joined: Fri Jul 08, 2005 6:12
Location: Somewhere in California

Post by lizardcommando »

So I'm taking a a break from The Exterminator, so I've been working on a small project.

I got this really crazy idea for a mod for Skulltag while playing that Ghoul's forest map. Don't worry, this has nothing to do with any MSPaint stuff.

Everyone starts with their regular weapons except for one person. That one person has the suicide bomb pack. That person's goal is to kill at least one person by blowing himself up. Everyone else's goal is to kill the suicide bomber before he can blow himself up. It's basically like terminator except the round is over when you kill the bomber.

Alright, I can probably do most of the sprites stuff and I can manage to do some of the DECORATE stuff too. I just need to know how to do ACS stuff for it.

This idea is still very sketchy, but does anyone else have any ideas how I can expand on it?

Just to let you guys know, I did get some stuff done. I'm making a small demo wad of just the weapon right now. I don't have any ACS knowledge at all, so that ain't happening for a while. I'm doing the basic DECORATE stuff right now and I already got the graphics and sounds. I just need to know one thing. How do I have it so that the explosion spawns right on or inside the player?

Here's the coding for it as of now:

Code: Select all

actor BombVest :Weapon replaces BFG9000
{
  radius 20
  height 20
  inventory.pickupsound "weapons/vest"
  inventory.pickupmessage "You picked up a Suicide Bomb Vest!"
     	Obituary "%o was obliterated from %k's Bomb Vest."
  weapon.selectionorder 400
  weapon.ammotype "BombBattery"
  weapon.ammouse 1
  weapon.ammogive 1
     +Weapon.BFG
     +NOALERT
  states
  {
  Ready:
    SBOM A 1 A_WeaponReady
    loop
   Ready:
      SBOM A 1 A_WeaponReady
      Loop
   Deselect:
      SBOM A 1 A_Lower
      Loop
   Select:
      SBOM A 1 A_Raise
      Loop
  Fire:
    SBOM A 5 A_PlayWeaponSound ("weapons/arm")
    SBOM B 60 A_PlayWeaponSound ("weapons/countdown")
    SBOM C 3 A_PlayWeaponSound ("weapons/detonate")
    SBOM B 2
    SBOM C 2
    SBOM B 2
    SBOM C 3 A_FireCustomMissile("BombExplosion",0,-1,4,2)
    SBOM C 3
    SBOM A 5
    goto Ready
  Spawn:
    BFUG A -1
    stop
  }
}
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lizardcommando
Posts: 375
Joined: Fri Jul 08, 2005 6:12
Location: Somewhere in California

Post by lizardcommando »

I finished the wad thanks to HotWax from the ZDoom forums who helped with the coding. Unfortunately, this isn't the game mode. It's only a demo of how the weapon works. It's pretty much a joke weapon patch. Yeah, it's useless, but you can do whatever you want with it. Just give me credit for it if you plan on using it or something. There's only one bug that I found, but it only happens in Skulltag when I tested it out. The game crashes when you use the bombvest and are in Chase Cam mode. I've tried to see if it happens in ZDoom, but it didn't. So have fun blowing yourself up.

http://www.relentlessbeating.com/wads/bombvest.zip
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lizardcommando
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Location: Somewhere in California

Post by lizardcommando »

Ok, so I'm starting to work on my mod again, fixing a few things so I can re-release the weapons only mod. I've ran into two snags.

1. How do I have it so that the berserksphere (replaces the berserkpack) only affects the knife, katana, and the melee attack for the combat shotgun?

2. I've changed some parts of the Soul Sphere, but it's now not working. The only things I wanted to change were the pickup message and get rid of the "glow" effect. When I pick it up, it plays the pickup sound, but it won't give me 100 health like the soul sphere. What's going on here?

Code: Select all

actor MedicPack : Inventory replaces Soulsphere
{
  spawnid 25
  inventory.pickupmessage "Picked up a Field Medic's Pack."
  inventory.maxamount 0
  inventory.pickupsound "misc/p_pkup"
  inventory.amount 100
  +COUNTITEM
  +INVENTORY.AUTOACTIVATE
  +INVENTORY.ALWAYSPICKUP
  +INVENTORY.FANCYPICKUPSOUND
  states
  {
  Spawn:
    SOUL ABCDCB 6
    loop
  }
}
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wildweasel
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Post by wildweasel »

The reason it's not giving you health is because it doesn't know that it's supposed to give you health. Right now you have a dummy inventory item with a max of zero, that the player is supposed to get 100 of when he picks it up. If all you want to do is change the pickup and glow effect, here's a better one:

Code: Select all

actor MedicPack : Soulsphere replaces Soulsphere //inherits from soulsphere so it has the same pickup effect
{
  inventory.pickupmessage "Picked up a Field Medic's Pack."
// got rid of the inventory.* stuff and all the flags, as those are on the soulsphere by default,
// leaving only the Spawn states to get rid of the BRIGHT tag on the frames
  states
  {
  Spawn:
    SOUL ABCDCB 6
    loop
  }
}
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lizardcommando
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Joined: Fri Jul 08, 2005 6:12
Location: Somewhere in California

Post by lizardcommando »

Thanks for helping me with that one.

Alright, so if I wanted to change the Megasphere so that when it gives you 200 armor, it'll show the Heavy Armor instead of the Combat Vest. How would I do that?
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