Lizardcommando's mods journal
Moderator: wildweasel
- lizardcommando
- Posts: 375
- Joined: Fri Jul 08, 2005 6:12
- Location: Somewhere in California
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.
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.
- Visplane_Overflow
- Posts: 108
- Joined: Thu Jun 29, 2006 23:17
- Location: Canadia
- lizardcommando
- Posts: 375
- Joined: Fri Jul 08, 2005 6:12
- Location: Somewhere in California
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.
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.
- wildweasel
- DRD Team Admin (Inactive)
- Posts: 2132
- Joined: Wed Jun 29, 2005 22:00
- Location: the Admincave!
- Contact:
- lizardcommando
- Posts: 375
- Joined: Fri Jul 08, 2005 6:12
- Location: Somewhere in California
- Visplane_Overflow
- Posts: 108
- Joined: Thu Jun 29, 2006 23:17
- Location: Canadia
- lizardcommando
- Posts: 375
- Joined: Fri Jul 08, 2005 6:12
- Location: Somewhere in California
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.
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.
- Visplane_Overflow
- Posts: 108
- Joined: Thu Jun 29, 2006 23:17
- Location: Canadia
- lizardcommando
- Posts: 375
- Joined: Fri Jul 08, 2005 6:12
- Location: Somewhere in California
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][/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.
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
}
}
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.
- lizardcommando
- Posts: 375
- Joined: Fri Jul 08, 2005 6:12
- Location: Somewhere in California
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?
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?
- wildweasel
- DRD Team Admin (Inactive)
- Posts: 2132
- Joined: Wed Jun 29, 2005 22:00
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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.
- lizardcommando
- Posts: 375
- Joined: Fri Jul 08, 2005 6:12
- Location: Somewhere in California
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.
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.
- Chronoteeth
- Posts: 824
- Joined: Wed Jul 06, 2005 10:01
- lizardcommando
- Posts: 375
- Joined: Fri Jul 08, 2005 6:12
- Location: Somewhere in California
- lizardcommando
- Posts: 375
- Joined: Fri Jul 08, 2005 6:12
- Location: Somewhere in California
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?
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.
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
}
}