I'm using that for Seriously.Chronoteeth wrote:No no WW, not that M79, remember that gun that nmn made me, the chronogun? That grenade launcher.
Weasel's Mods
Moderator: wildweasel
- wildweasel
- DRD Team Admin (Inactive)
- Posts: 2132
- Joined: Wed Jun 29, 2005 22:00
- Location: the Admincave!
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- wildweasel
- DRD Team Admin (Inactive)
- Posts: 2132
- Joined: Wed Jun 29, 2005 22:00
- Location: the Admincave!
- Contact:
Cold Hard Cash
* BUGFIX: Upgrading to the Double Glocks allowed you to waste your money buying single Glocks from Level 2 terminals, even though it didn't get you anything (aside from the bullets they came with). There's a similar bug with the Sweeper Shotgun upgrade, which I'll fix later.
* Added the Single Barrel Break Action Shotgun on the Level 2 terminals. It's now possible to play Doom 1 Episode 1 without having a single useless ammo type (before, since all the shotguns are on Level 3 that replaces the SSG, you'd max out with 80 shells and not be able to use them). The Shotgun has lots of pellets, but they deal very little damage and have terrible spread. You can take Shotgunners out in one point-blank shot, maybe two or three Zombies, but this is about the worst shotgun in the game.
* Moved the Stealth Rifle to Slot 5 (but you can still buy it from Level 3 terminals).
* Made the Slugger more powerful...again. A little bit weaker than Doom's SSG now.
* BUGFIX: Upgrading to the Double Glocks allowed you to waste your money buying single Glocks from Level 2 terminals, even though it didn't get you anything (aside from the bullets they came with). There's a similar bug with the Sweeper Shotgun upgrade, which I'll fix later.
* Added the Single Barrel Break Action Shotgun on the Level 2 terminals. It's now possible to play Doom 1 Episode 1 without having a single useless ammo type (before, since all the shotguns are on Level 3 that replaces the SSG, you'd max out with 80 shells and not be able to use them). The Shotgun has lots of pellets, but they deal very little damage and have terrible spread. You can take Shotgunners out in one point-blank shot, maybe two or three Zombies, but this is about the worst shotgun in the game.
* Moved the Stealth Rifle to Slot 5 (but you can still buy it from Level 3 terminals).
* Made the Slugger more powerful...again. A little bit weaker than Doom's SSG now.
- wildweasel
- DRD Team Admin (Inactive)
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- Joined: Wed Jun 29, 2005 22:00
- Location: the Admincave!
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Cold Hard Cash
* Fixed the Sweeper upgrade bug mentioned in the last post.
* Level 5 terminals now operate. You can only buy Incendiary Shotguns from it now, though.
* Added the AT-4 Disposable LAW Rocket Launcher. Must press Reload after every shot to cast aside the used LAW and take another from Doomguy's backpack. (Like the Panzerfaust in RTCW, you can see the thing on the ground smoldering after you toss it) It's absolutely devastating to single targets, but blast radius is weak.
* Documented other weapons to add to the Level 5 terminal: canister-type HE grenades (I'll find graphics for this, don't worry) and Chronoteeth's BIT-SMG.
* Repaired a small discrepancy in the Magnum's reloading state (oddly, the same one that occurred in the alt-fire pistol whip).
* Fixed the Sweeper upgrade bug mentioned in the last post.
* Level 5 terminals now operate. You can only buy Incendiary Shotguns from it now, though.
* Added the AT-4 Disposable LAW Rocket Launcher. Must press Reload after every shot to cast aside the used LAW and take another from Doomguy's backpack. (Like the Panzerfaust in RTCW, you can see the thing on the ground smoldering after you toss it) It's absolutely devastating to single targets, but blast radius is weak.
* Documented other weapons to add to the Level 5 terminal: canister-type HE grenades (I'll find graphics for this, don't worry) and Chronoteeth's BIT-SMG.
* Repaired a small discrepancy in the Magnum's reloading state (oddly, the same one that occurred in the alt-fire pistol whip).
- wildweasel
- DRD Team Admin (Inactive)
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- Joined: Wed Jun 29, 2005 22:00
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Ooops, wasn't quite done yet!
* Fixed pricing errors with the Glock - The terminal said is cost $40, but it was taking $45. (Thieving bastard machine.)
* The terminal mistakenly referred to the Heavy Support Weapon as a "sub machine gun" upon dispensing it. Fixed.
* Must do something about the Cell Pack and Rocket pickups so they'll fit the mod better.
* Fixed pricing errors with the Glock - The terminal said is cost $40, but it was taking $45. (Thieving bastard machine.)
* The terminal mistakenly referred to the Heavy Support Weapon as a "sub machine gun" upon dispensing it. Fixed.
* Must do something about the Cell Pack and Rocket pickups so they'll fit the mod better.
- Soultaker
- Posts: 219
- Joined: Fri Sep 02, 2005 8:26
- Location: Capping some zombies Gangsta Style.
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- wildweasel
- DRD Team Admin (Inactive)
- Posts: 2132
- Joined: Wed Jun 29, 2005 22:00
- Location: the Admincave!
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Cold Hard Cash
* Level 6 supplybot has been implemented - its purchase list is as follows: Disposable Photon Pistol ($200 for 100 shots), Plasma Auto-Rifle ($400 for 200 shots), Rotary Energy Cannon ($800 for 400 shots), Tactical Flashlight for Pump-Action Shotgun upgrade ($50, requires pump shotgun). Only the pistol and flashlight upgrade work as of yet.
* Added the Tactical Flashlight version of the pump-shotgun.
* Modified the pump-shotgun's draw state so the sound makes sense (Doomguy pulls it and cocks it)
* Increased the power on the Break-Action Shotgun by three pellets - it can actually kill an Imp in one shot now.
* Decreased the Break-Action Shotgun's reload time, so it's not entirely worthless for $85.
* Dramatically increased the missile damage of the LAW rockets. One shot could kill a Cacodemon with a direct hit (which isn't so hard to do, since LAW rockets have a speed of 50).
More progress as it comes.
* Level 6 supplybot has been implemented - its purchase list is as follows: Disposable Photon Pistol ($200 for 100 shots), Plasma Auto-Rifle ($400 for 200 shots), Rotary Energy Cannon ($800 for 400 shots), Tactical Flashlight for Pump-Action Shotgun upgrade ($50, requires pump shotgun). Only the pistol and flashlight upgrade work as of yet.
* Added the Tactical Flashlight version of the pump-shotgun.
* Modified the pump-shotgun's draw state so the sound makes sense (Doomguy pulls it and cocks it)
* Increased the power on the Break-Action Shotgun by three pellets - it can actually kill an Imp in one shot now.
* Decreased the Break-Action Shotgun's reload time, so it's not entirely worthless for $85.
* Dramatically increased the missile damage of the LAW rockets. One shot could kill a Cacodemon with a direct hit (which isn't so hard to do, since LAW rockets have a speed of 50).
More progress as it comes.
- Marty Kirra
- Posts: 364
- Joined: Sat Jul 09, 2005 4:25
I have something to contribute to this mod!
Edit: Weapon Moved to Edits Journal
Edit: Weapon Moved to Edits Journal
Last edited by Marty Kirra on Sun Aug 31, 2008 19:25, edited 2 times in total.
- wildweasel
- DRD Team Admin (Inactive)
- Posts: 2132
- Joined: Wed Jun 29, 2005 22:00
- Location: the Admincave!
- Contact:
- Marty Kirra
- Posts: 364
- Joined: Sat Jul 09, 2005 4:25
- wildweasel
- DRD Team Admin (Inactive)
- Posts: 2132
- Joined: Wed Jun 29, 2005 22:00
- Location: the Admincave!
- Contact:
- Marty Kirra
- Posts: 364
- Joined: Sat Jul 09, 2005 4:25
- wildweasel
- DRD Team Admin (Inactive)
- Posts: 2132
- Joined: Wed Jun 29, 2005 22:00
- Location: the Admincave!
- Contact:
Cold Hard Cash
* The scale of the dispensers has been reduced by half. You can still walk through them as you please, but it's easier to see around.
* Added Marty Kirra's weapon, but modified...it is now a double-barreled pistol that shoots explosive slugs. Its range is limited to 768 units, though.
* Added Post's four-barrel rocket launcher as a Super Weapon.
* Changed around the slots a bit. It's still not final though...
* Design Decision: I'm going to replace the Supercharge with Hell's Terminal which will allow you to purchase full heals, Berserk packs, and upgrades for your melee weapons to make them more destructive (flaming fists, a giant crowbar, and a bloodthirsty knife).
* Sent a beta out to a couple people on the IRC channel - if things prove to work well enough, I'll just finish up the terminals then put a public beta on the forums - then it's time for Newstuff (unless Ty Halderman still isn't set back up yet).
* The scale of the dispensers has been reduced by half. You can still walk through them as you please, but it's easier to see around.
* Added Marty Kirra's weapon, but modified...it is now a double-barreled pistol that shoots explosive slugs. Its range is limited to 768 units, though.
* Added Post's four-barrel rocket launcher as a Super Weapon.
* Changed around the slots a bit. It's still not final though...
* Design Decision: I'm going to replace the Supercharge with Hell's Terminal which will allow you to purchase full heals, Berserk packs, and upgrades for your melee weapons to make them more destructive (flaming fists, a giant crowbar, and a bloodthirsty knife).
* Sent a beta out to a couple people on the IRC channel - if things prove to work well enough, I'll just finish up the terminals then put a public beta on the forums - then it's time for Newstuff (unless Ty Halderman still isn't set back up yet).
- Chronoteeth
- Posts: 824
- Joined: Wed Jul 06, 2005 10:01
WW: for your helix energy cannon thingy, look at this gun made by post, I think it works well for the cannon.
It's right here.
It's right here.