DuduKrazy'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
lizardcommando
Posts: 375
Joined: Fri Jul 08, 2005 6:12
Location: Somewhere in California

Post by lizardcommando »

This recon vehicle thing sounds really interesting. I'd love to know how to make something like that in ZDoom. :D
User avatar
DuduKrazy
Posts: 402
Joined: Sun Dec 25, 2005 18:59

Post by DuduKrazy »

The mod is for GZDoom but i believe it may work on ZDoom as well.
User avatar
TheDarkArchon
Posts: 1000
Joined: Wed Jul 06, 2005 11:58
Location: What's that fucking smell
Contact:

Post by TheDarkArchon »

DuduKrazy wrote: I made the cockpit just like a normal weapon. unlike the other weapons, it isn't affected by the IDKFA/IDFA cheat codes.
That's easily sorted by the end user :twisted:
User avatar
DuduKrazy
Posts: 402
Joined: Sun Dec 25, 2005 18:59

Post by DuduKrazy »

Updates:

- Since i don't know of any ACS command to either change the player class or just the skin, the UACRV will be tecnically a special weapon. In other words, i will drop the player class idea. By default, it will create two aliases for "calling" the ship and ejecting from it. The first alias, "callreconvehicle" acts like if you would use the Summon command. The other alias, "exitreconvehicle" plays a script which takes the ship from the player and stop him from flying.

- Default keys for calling (or summoning) the ship and ejecting from it now are Y and U keys, respectively.

- Added sounds for the ship's select and ready states. They play the Jetpack ON and idle sounds from Duke Nukem 3D.

Next:

- I added two monsters, the Netherworld Drone (same one from The Ultimate Torment and Torture.) and the Dark Imp. Both are from the Doom Beastiary. But now i want to find a way to make these two monsters spawn randomly together with the original Imp. My idea is to add new monsters and make them appear randomly with the original ones. It's something like Aeons of Death with the only difference being that there will not be a lot of monsters.

- The UACRV is equipped with two chainguns and two laser guns. But in order to don't make things too easy, i want to make both weapons overheat if fired for too long. Obviously i don't know how to do this although i think there's a tutorial here somewhere.
User avatar
wildweasel
DRD Team Admin (Inactive)
Posts: 2132
Joined: Wed Jun 29, 2005 22:00
Location: the Admincave!
Contact:

Post by wildweasel »

I made an overheating weapon in ww-bsni, and TheDarkArchon did as well in Tainted Decorum.
User avatar
TheDarkArchon
Posts: 1000
Joined: Wed Jul 06, 2005 11:58
Location: What's that fucking smell
Contact:

Post by TheDarkArchon »

And unless you're the kind of masochist that likes sifting through 100+ lines of code to extract something that's fairly simple, look at WW-BSNI.
User avatar
DuduKrazy
Posts: 402
Joined: Sun Dec 25, 2005 18:59

Post by DuduKrazy »

Updates:

- Three new weapons added

X-9500 Fusion Cannon

Source: Probably it's one of Eriance's weapons.

Behavior: Fires a green plasma ball which damages the monsters near it and has a large explosion damage and radius as well as casting the Bfg spray effect.

Affected by the ninja scroll?: No.

T-2000 Shock Rifle

Source: Railgun from Shadow Warrior

Behavior: As the name says, it sends a stream of lightning.

Affected by the ninja scroll?: Yes. The weapon fires a red spiral of microwave radiation which burns some enemies. But now i don't know how to make the original doom enemies go to the burn state only when using this weapon.

Pipebomb

Source: Weapon of same name from Duke Nukem 3D.

Behavior: Acts just like a normal grenade. You just throw it and then the pipebomb will explode upon impact or after some time.

Affected by the ninja scroll?: Not yet.

- Added bullet and shell casings. Both are from the press release Doom. I also added smoke effects on the casings.

- Replaced the sound for the UACRV's chainguns.

- Changed UACRV's lasers sprite offset.
User avatar
lizardcommando
Posts: 375
Joined: Fri Jul 08, 2005 6:12
Location: Somewhere in California

Post by lizardcommando »

Oh man, I can't wait to see this UACRV in action.
User avatar
DuduKrazy
Posts: 402
Joined: Sun Dec 25, 2005 18:59

Post by DuduKrazy »

The UACRV in action!

Image
Image

The Fusion Cannon. Huge gun, huge explosion.

Image

The Shock Rifle.

Image

Shock Rifle + Ninja Scroll = see below.

Image

The Pipebomb

Image
Image
User avatar
lizardcommando
Posts: 375
Joined: Fri Jul 08, 2005 6:12
Location: Somewhere in California

Post by lizardcommando »

Woah! Now that is bad ass!
User avatar
TheDarkArchon
Posts: 1000
Joined: Wed Jul 06, 2005 11:58
Location: What's that fucking smell
Contact:

Post by TheDarkArchon »

The Fusion Cannon is one of NMN's weapons, not Eriance's: All of Eriance's weapons are centered.
User avatar
Chronoteeth
Posts: 824
Joined: Wed Jul 06, 2005 10:01

Post by Chronoteeth »

TheDarkArchon wrote:The Fusion Cannon is one of NMN's weapons, not Eriance's: All of Eriance's weapons are centered.
Nope, he made 1 side viewed m16.
User avatar
Snarboo
Posts: 469
Joined: Thu Jul 07, 2005 2:35
Location: space station base of the UAC

Post by Snarboo »

Finally, a weapon from Shadow Warrior that isn't overused! I always like the railgun from SW, even if it wasn't as cool as Quake 2's.
User avatar
Chronoteeth
Posts: 824
Joined: Wed Jul 06, 2005 10:01

Post by Chronoteeth »

Do the UARCV's weapons run out of ammo?
User avatar
Paul
DRD Team Admin (Inactive)
Posts: 1058
Joined: Thu Jun 30, 2005 13:30
Location: Poland - Grojec / Radom
Contact:

Post by Paul »

Breath away taking stuff here. Good to see the SW railgun being FINALLY put to proper use! Will be playing this for sure when it gets out.
Locked

Return to “Development Journals”