Snarboo's Mod Journal

In this forum, you can start an ongoing development diary detailing the progress on your latest mods in progress.

Moderator: wildweasel

User avatar
Snarboo
Posts: 469
Joined: Thu Jul 07, 2005 2:35
Location: space station base of the UAC

Post by Snarboo »

If you would submit new stabbing sounds, that would be great! However, it's up to you.
User avatar
Snarboo
Posts: 469
Joined: Thu Jul 07, 2005 2:35
Location: space station base of the UAC

Post by Snarboo »

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

Post by Chronoteeth »

Snarboo, tell me when you are gonna send the thing so I can help you out on this. :P
User avatar
Snarboo
Posts: 469
Joined: Thu Jul 07, 2005 2:35
Location: space station base of the UAC

Post by Snarboo »

Chronoteeth wrote:Snarboo, tell me when you are gonna send the thing so I can help you out on this. :P
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.
Last edited by Snarboo on Fri Sep 23, 2005 1:46, edited 1 time in total.
User avatar
Soultaker
Posts: 219
Joined: Fri Sep 02, 2005 8:26
Location: Capping some zombies Gangsta Style.
Contact:

Post by Soultaker »

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

Post by Chronoteeth »

He's talking about the orignal DI, not the zdoom edition, I think.

WW-DI, search for it on idgames.

Yes it is for edge, don't you realise this mod is for edge? :P

Snarb: sounds like a plan, PM me when you are ready for me to help you.
User avatar
Snarboo
Posts: 469
Joined: Thu Jul 07, 2005 2:35
Location: space station base of the UAC

Post by Snarboo »

Chronoteeth wrote:Snarb: sounds like a plan, PM me when you are ready for me to help you.
Alrighty then! Watch your inbox for a few days, heh.
User avatar
wildweasel
DRD Team Admin (Inactive)
Posts: 2132
Joined: Wed Jun 29, 2005 22:00
Location: the Admincave!
Contact:

Post by wildweasel »

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.
The double-fire was an aesthetic thing...I don't know why I did it either.
User avatar
Chronoteeth
Posts: 824
Joined: Wed Jul 06, 2005 10:01

Post by Chronoteeth »

I shall I shall.

Snarb, maybe one of these days you shoud get mIRC and join #doomarmory. It would be easier anyways. :P
User avatar
Snarboo
Posts: 469
Joined: Thu Jul 07, 2005 2:35
Location: space station base of the UAC

Post by Snarboo »

Chronoteeth wrote:Snarb, maybe one of these days you shoud get mIRC and join #doomarmory. It would be easier anyways. :P
I would gladly do that if I had a faster connection. I'm stuck with a 56k right now and I'm wary to use stuff like mIRC or file sharing programs because of it. :/
User avatar
Chronoteeth
Posts: 824
Joined: Wed Jul 06, 2005 10:01

Post by Chronoteeth »

TDA has a 56k. Xenophon has a 56k.

Sure it may take a bit to DL a client, but don't worry if you ping out or anything, just do what they do and rejoin.
User avatar
Snarboo
Posts: 469
Joined: Thu Jul 07, 2005 2:35
Location: space station base of the UAC

Post by Snarboo »

Hmm, I'll think about it then!
User avatar
Snarboo
Posts: 469
Joined: Thu Jul 07, 2005 2:35
Location: space station base of the UAC

Post by Snarboo »

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.
User avatar
Marty Kirra
Posts: 364
Joined: Sat Jul 09, 2005 4:25

Post by Marty Kirra »

How abot these Hacx boots by Froon? No anti-alias!
The HavoX
Posts: 170
Joined: Sun Jul 24, 2005 23:05
Location: Republic, MO

Post by The HavoX »

Sweet! Those make the ones made by TIC (The Innocent Crew) as if they were made by some 15 year-old!

/me stamps the HavoXâ„¢ Seal of Approval on the Boots of Froon :thumb:
Locked

Return to “Development Journals”