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 »

So I started working on this mod again today and I've got a new enemy into the roster. It's not a Lizard (yet). I made a new enemy which uses the SMG. I just modified a Strife soldier sprites.

Hopefully I can get the update out sometime this month or next month... There are a few things I need to fix in the mod like the bugs.
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Visplane_Overflow
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Post by Visplane_Overflow »

Good to know that you're back on track - Any luck with the problem with the Megaspehere you spoke of, at the end of last month?
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lizardcommando
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Post by lizardcommando »

About the Megasphere? You mean how I wanted to change the armor pic when you get the megasphere to the Heavy Armor rather than the Combat Armor? No, I don't know how to get that fixed.

Also, I've changed the Berserksphere so that it acts like the "Frightener" powerup. The problem is that the powerup.color GoldMap doesn't seem to work. The screen only flickers for a bit, then it's over. How would I change this? I think I have the powerup.duration set to 110.
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wildweasel
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Post by wildweasel »

That makes it work for 110 tics, not 110 seconds - making it last for a little over 3 seconds. If you wanted it to last 110 seconds, set your powerup.duration to 3850.
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lizardcommando
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Post by lizardcommando »

Oh ok. lol. I had no idea.

So how much would I have to do if I wanted the powerup to last 90 seconds? I think 110 might be a smidge too much. Besides, 90 is a round number.
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Visplane_Overflow
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Post by Visplane_Overflow »

Math tells me that it's 35 tics to a second, so you'd want around 3150 tic time duration.
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lizardcommando
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Post by lizardcommando »

Uh... not much else to report other than that I have started getting into the whole mapping thing. I'm not real great at it though. I haven't even started with the ZDoom shit. I can only make basic vanilla Doom 2 maps with some minimal mapping stuff like lifts and switch stuff.

I've already released one map called "uglee.wad" AKA "A Generic UAC Base". I'm gonna work on another map for that 2 week wad project at Doomworld. After that, I might do one last map, which is going to be a port of an Metal Gear Online map called Brown Town. That'll probably have some kind of ZDoom feature like fog or ambience sounds. After that, I'll be done with mapping.

As for The Exterminator, no new work has been done so far. I don't think I am able to get rid of all of the bugs in the mod. One reason is because the bugs are directly linked to the ZDoom engine. Another reason would be that I still lack sufficient amount of knowledge in DECORATE to fix some stuff on my own.
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Visplane_Overflow
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Post by Visplane_Overflow »

Mmm, I remember your old LizardsWorld map set, to be used in conjunction with ICD-Lizard - Simple, but painfully addictive =p I played those maps over and over, heh, they just never got old. Well, best of luck with your latest mapping project.
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lizardcommando
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Post by lizardcommando »

I only have one thing left to do with the Exterminator before I release the update and that's programming the Handcannon to act like the one in ICD-Lizard (where it shoots one shell at a time for primary and both shells with the secondary attack). I'm gonna need help with the Handcannon. Can someone give me a hand here please?

Ok, so I got the reloading code to work again. I just had to fuck around with some of the numbers in the coding. Now I have one thing to fix. Everytime I press the reload button while using the Infantry Rifle, it will play the clicking noise. In the previous version, it did not do that. It only did it if I pressed the shoot button with an empty mag, not when I manually reload. What do I need to fix here?

[spoiler]

Code: Select all

ACTOR InfantryRifle : Weapon 11565
{
   +NOAUTOFIRE
   +AMMO_OPTIONAL
   +NOEXTREMEDEATH
   +NOALERT
     inventory.pickupmessage "You got the Infantry Rifle!"
      Obituary "%o was popped in the head by %k's Infantry Rifle."
   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(7)
      RIFG A 0 BRIGHT A_Light1
      RIFG A 0 A_AlertMonsters
      RIFG A 0 A_PlayWeaponSound("weapons/infantryrifle")
      RIFF A 2 BRIGHT 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 + 6
      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 3
      RIFR LMN 3
      RIFR O 4 A_PlaySound("weapons/riflebolt")
      RIFR PQR 3
      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 + 30 
     AltFire:
      RIFM A 2 A_PlaySound("melee/shotgunswing")
      RIFM B 2
      RIFM C 2 A_CUSTOMPUNCH(7,0,1,"ShotgunMeleePuff")
      RIFM D 2
      NULL A 15
      RIFM E 3
      RIFM F 4
      Goto Ready
  }

}
[/spoiler]

Oh and I found out that it's not possible to do the whole secondary function obituary crap, at least that's what the guys over at the ZDoom forums say.
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lizardcommando
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Post by lizardcommando »

Aside from fixing the HandCannon and fixing the minor glitch with the Infantry Rifle, I was thinking about adding in one more gun. This will be the last weapon I consider adding in, I promise!

Anyways, I was thinking about adding in a sub machinegun similar to an Uzi but it uses .45 bullets and also shoots about as fast as the Doom chaingun. Do you think I should go for it or do I already have enough guns?
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Post by wildweasel »

A .45 SMG? How about the M50 Reising? Probably wouldn't be terribly realistic to be using World War 2 era weaponry, but for the ammo type match up, this is the best I can figure that isn't an UMP45.
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lizardcommando
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Post by lizardcommando »

Interesting weapon. I've never seen it before. Eh, I think I'll go for made-up Uzi type weapon that uses .45 bullets. I've got an idea what it looks like. It'll probably end up looking like a mix between the Mac10 and Uzi 9mm.

As for real progress, I think I managed to fix the problem with the Infantry Rifle. All I gotta do is change the hand cannon's coding and maybe make the .45 SMG. I can't think of a good name for it.
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Chronoteeth
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Post by Chronoteeth »

You could try a LaFrance M16K-45. Unfortunately for you chum, doesn't look like there's much in terms of .45ACP smgs though
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lizardcommando
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Post by lizardcommando »

Heh, yeah. That's why I'm making my own one up (sorta). It's just a 20 round Mac10/Uzi mix. I could call it a Maz-10 or a Muzi or a Mazi or a Macuzi or a Mazu-10. I dunno. I have no idea what to call it.
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lizardcommando
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Post by lizardcommando »

Well, I just finished the graphics for the .45Caliber Machine Pistol, I just have to have a name for it and get some sounds. Also, the coding's all fucked up. The reload sequence is all fucked up and I also want it so that the firing animation doesn't loop to the READY state. Someone help me out with it please?

Code: Select all

ACTOR UZI : Weapon 14445
{
   +AMMO_OPTIONAL
   +NOEXTREMEDEATH
   Inventory.Pickupmessage "You got the UZI!"
        Obituary "%o was perforated by %k's UZI."
   AttackSound "weapons/uzi"
   Weapon.SelectionOrder 350
   Weapon.AmmoType1 "UZICLIP" //The guns magazine
   Weapon.AmmoType2 ".45Bullets" //The real ammo
   Weapon.AmmoGive 0
   Weapon.AmmoGive2 25
   Weapon.AmmoUse 1
   States
   {
   Spawn:
      MUZI A -1
      LOOP 
   Ready:
      UZIG A 1 A_WeaponReady
      UZIG A 0 A_JumpIfInventory("IsReloading",1,1)
      Loop
      UZIG A 1
      Goto Fire+9
   Deselect:
      UZIG A 1 A_Lower
      Loop
   Select:
      UZIG A 1 A_Raise
      Loop
   Fire: 
      UZIG A 0 A_JumpIfNoAmmo(8)
      UZIG A 0 BRIGHT A_Light1
      UZIF A 1 A_FireBullets(3,3,-1,8.2,0,1)
      UZIF C 3
      UZIG A 0 BRIGHT A_Light2
      UZIF B 1 A_FireBullets(3,3,-1,8.2,0,1)
      UZIF C 3
      UZIG A 0 A_Light0
      Goto Ready
    //Reload: also Fire+4
      UZIR A 0 A_JumpIfInventory("UZICLIP",0,2)
      UZIR A 0 A_JumpIfInventory(".45Bullets",1,2)
      UZIR A 0
      Goto Ready
      UZIR A 4
      UZIR B 6
      UZIR C 3
      UZIR D 8
      UZIR E 3
      UZIR F 3 A_PlaySound("weapons/smgreload2")
      UZIR G 4
      UZIR H 8
      UZIR I 4
      UZIR J 4
      UZIR E 4
      UZIR D 4
      UZIR C 4
      UZIR B 4
      UZIR K 4
      UZIR M 4
      UZIR N 4
      UZIR O 4
      UZIR P 4
      UZIR O 4
      UZIR N 4
      UZIR M 4
      UZIR L 4
      UZIR Q 4
    //Fire + 15
      UZIR A 0 A_GiveInventory("UZICLIP",1)
      UZIR A 0 A_TakeInventory(".45Bullets",1)
      UZIR A 0 A_JumpIfInventory(".45Bullets",1,1)
      Goto Fire + 35
      UZIR A 0 A_JumpIfInventory("UZICLIP",0,1)
      Goto Fire + 39
    //Fire + 19
      UZIR A 2
      Goto Ready

  } 

}
Well, after I get this fixed, I need the handcannon to be changed so that it acts like the ICD-Lizard one where it shoots one shot at a time for the primary function and the secondary function shoots both shots.
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