Snarboo's Mod Journal
Moderator: wildweasel
- Snarboo
- Posts: 469
- Joined: Thu Jul 07, 2005 2:35
- Location: space station base of the UAC
Sorry for the temporary haitus there, folks. I've been playing a Half-Life mod called the Specialists for...erm, "inspiration", and I sort of got distracted. Anyway, I've decided that all the pump action shotguns in this mod will behave like they do in the Specialists: first you shoot, then you press the attack key again to pump. I think it's a cool feature, and the only other Doom mod I know of that had something like that was Doom Illustrated.
Anyway, I'm going to try and get the punch dagger into the mod sometime today. I'm also going to try and get the pipe in, and maybe the sword too.
Anyway, I'm going to try and get the punch dagger into the mod sometime today. I'm also going to try and get the pipe in, and maybe the sword too.
- Chronoteeth
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- Snarboo
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- Location: space station base of the UAC
Heh, patience, Chrono! The thing I'm going to need help with most is playtesting, finding good sounds for the weapons, and touching up the code, atleast for the melee weapons. Later on, it would really help if you coded some of the other weapons, such as the pistols and so on, with me so that we can code them together and get them to work in bulk. We can also check each other's code and clean-up anything that needs it.Chronoteeth wrote:Snarboo, tell me when you are gonna send the thing so I can help you out on this. :P
Last edited by Snarboo on Fri Sep 23, 2005 1:46, edited 1 time in total.
- Soultaker
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- Chronoteeth
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- wildweasel
- DRD Team Admin (Inactive)
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The double-fire was an aesthetic thing...I don't know why I did it either.Killmur wrote:Uh the other DooM mod with the shotgun setup was\is DIZD. Go check it out. Not sure why or how but sometimes the shotgun would end up doing a double fire THEN a pump. Maybe WildWeasel (Love that name) can explain why he did that.
- Chronoteeth
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- Snarboo
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- Chronoteeth
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- Snarboo
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- Location: space station base of the UAC
Re-Action Doom
*Currently working on the weapon sprites for the Punch Dagger. Going good so far, and I'm not trying to go overboard with animations, either. Since EDGE cannot handle multiple weapon sprites on screen at one time(anyone up for suggesting this to the EDGE team? :p ), I have to make certain animations individual frames. I'm sure you're all familiar with making frames for actions, such as one fist cocking back and another coming out for the punch.
*Had to scrap the recolored Hacx boots because of anti-alias(why wasn't this fixed before releasing them?) that I'm not in the mood to fix. Now using Weasel's kick and knee frames for the kick now.
*Currently working on the weapon sprites for the Punch Dagger. Going good so far, and I'm not trying to go overboard with animations, either. Since EDGE cannot handle multiple weapon sprites on screen at one time(anyone up for suggesting this to the EDGE team? :p ), I have to make certain animations individual frames. I'm sure you're all familiar with making frames for actions, such as one fist cocking back and another coming out for the punch.
*Had to scrap the recolored Hacx boots because of anti-alias(why wasn't this fixed before releasing them?) that I'm not in the mood to fix. Now using Weasel's kick and knee frames for the kick now.
- Marty Kirra
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