Lizardcommando's mods journal

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

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

Post by lizardcommando »

Things are still messed up. I'm not exactly what the hell's going on. If I run into the debris while it's flying into the air, it'll stop in midair. If the debris hits the sky texture, it'll stay there. Also, the debris isn't flying everywhere like how I want it like in that diagram I posted up.

This is only the Death sequence for the Mech. When it dies, it'll spawn the debris.

Code: Select all

  Death:
    FATT K 5
    FATT L 5 A_Scream
    FATT M 5
    FATT N 5
    FATT O 5
    FATT PQ 5
    FATT R 15
    EXP3 A 0 A_PlaySound("weapons/boom")
    EXP3 ABC 2 BRIGHT A_EXPLODE
    EXP3 A 0 A_NoBlocking
    EXP3 B 0 A_SPAWNITEMEX("MechDebris1", -9.0, 5.0, 2.0, 8.0, 10.0, 8.0, 4, 128)
    EXP3 B 0 A_SPAWNITEMEX("MechDebris2", 7.0, 4.0, 3.0, 8.0, 10.0, 8.0, 4)
    EXP3 B 0 A_SPAWNITEMEX("MechDebris2", -7.0, -4.0, -4.0, -8.0, -10.0, -8.0, 4)
    EXP3 B 0 A_SPAWNITEMEX("MechDebris3", -5.0, -3.0, -4.0, -8.0, -10.0, -8.0, 4)
    EXP3 B 0 A_SPAWNITEMEX("MechDebris3", 5.0, 3.0, 4.0, 8.0, 10.0, 8.0, 4)
    EXP3 B 0 A_SPAWNITEMEX("MechDebris4", 9.0, 4.0, 2.0, 8.0, 10.0, 8.0, 4, 128) 
    EXP3 DEF 2 BRIGHT   
    EXP3 GHI 2 BRIGHT
    EXP3 JK 2
    EXP3 L 2 A_BossDeath
    stop
  }
}
Here's one of the Debris objects:

Code: Select all

actor MechDebris1
{
  height 6
  radius 8
  bouncecount 2
  PROJECTILE
  -NOGRAVITY
  -NOBLOCKMAP
  +HEXENBOUNCE
  states
 {
 Spawn:
 MDE1 ABCDABCDABCD 3
 Death:
 MDE1 D 0 A_NoBlocking
 MDE1 D 200
 stop
 }
}
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lizardcommando
Posts: 375
Joined: Fri Jul 08, 2005 6:12
Location: Somewhere in California

Post by lizardcommando »

Ok, I ran into another bug while playing my mod in GZDoom. I can gib enemies using the Magnum and Infantry Rifle. It didn't do this in the 2.1.7 version of ZDoom. What's going on?

Before anyone asks, yes I did put in the +NOEXTREMEDEATH tags for both of those weapons.
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lizardcommando
Posts: 375
Joined: Fri Jul 08, 2005 6:12
Location: Somewhere in California

Post by lizardcommando »

Alright, everything's been fixed now, including the debris spawning thing. I want to thank Kate for getting the coding sorted out and fixed. Thank you. :D
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lizardcommando
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Joined: Fri Jul 08, 2005 6:12
Location: Somewhere in California

Post by lizardcommando »

Blegh... I'm kinda in a rut. I tried starting the new replacement for the revenant, but it's alot more complicated than I thought. Plus, I can't think of what to make for the demon replacement. Same goes with the Lost Soul. I kinda have an idea what to do for the archvile though...

Oh well, I might as well get away from Doom editing for a bit.
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Nick_Perrin
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Joined: Thu Jul 28, 2005 2:09

Post by Nick_Perrin »

lizardcommando wrote: Oh well, I might as well get away from Doom editing for a bit.
Aw that's too bad, but I know the feeling, sometimes you just want to take a break for a while. But don't get too far away from Doom PLAYING for too long, lots of good stuff coming up!
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lizardcommando
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Joined: Fri Jul 08, 2005 6:12
Location: Somewhere in California

Post by lizardcommando »

Uh yeah... so I messed around with Windows Movie Maker and Hypercam for a few hours and this was what came out of it:

http://www.youtube.com/watch?v=kbMQCYWmnfw

Sorry for the shitty quality. I'll try to fix it later. The animations are choppy in the video, but they aren't ingame. Trust me.
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Nick_Perrin
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Joined: Thu Jul 28, 2005 2:09

Post by Nick_Perrin »

Hey, looks like a lot of fun! The new enemies must have taken a lot of work to put together. I realize I'm late here, but what is the current weapon selection?

Btw, I'd recommend using Fraps, HyperCam is absolute garbage in quality AND framerate. If you need it PM me.
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lizardcommando
Posts: 375
Joined: Fri Jul 08, 2005 6:12
Location: Somewhere in California

Post by lizardcommando »

The current weaponlist is the following:
  • 1. Combat Knife
    1. Katana
    2. Colt .45 Pistol
    2. 9MM Pistol
    2. 357. Magnum
    3. Combat Shotgun
    3. HandCannon
    4. 9MM SMG
    4. Akimbo 9MM SMG
    5. .45 Machine Pistol
    5. Assault Shotgun
    6. EXAR-1 (it's an assault rifle, basically)
    6. Infantry Rifle
    7. Grenades
    7. RPG-7
    8. Heavy Machinegun
    9. Flamethrower
    10. Chagecannon
I tried using FRAPS, but it lags like crazy on my computer ingame.
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lizardcommando
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Post by lizardcommando »

I'm honestly in a creative slump right now. I just don't feel like working on this thing for a while. So I'll release what I've got done so far.

This is the latest version of the beta for The Exterminator: The Bigger Backpack Edition*. The only thing that's changed is that the LVArmor's death animation now spawns debris. That's about it. If the Geocities link doesn't work, try the Zshare one.

http://www.geocities.com/lizardcommando ... l-beta.zip
http://www.zshare.net/download/4841275ece5d25/

Anyone want to post up a review of this?

*Temporary name for the "Full" version of The Exterminator.
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lizardcommando
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Location: Somewhere in California

Post by lizardcommando »

I was testing my mod out with the newest version of GZDoom (1.0.29) and for some lame reason, if I use the IDFA/IDKFA cheat to get all guns and stuff, I can't reload any of my guns. It won't work anymore unlike in previous versions of ZDoom and GZDoom. I didn't even change anything since I last uploaded the mod. What the hell is going on? Someone please help me! The download links are above this post.

Just to let you know, the guns work properly if you use the "Summon" console command (IE: summon magnum, etc)
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TheDarkArchon
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Post by TheDarkArchon »

Hmm, this is an odd one: IDFA'ing sets the ammo limits of the reloading types to zero. Suspect a ZDoom bug.

EDIT: Source is the backpack. For some reason any ammo type not yet encountered when a backpack is picked up sets the limit for that type to zero.
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lizardcommando
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Post by lizardcommando »

I went over to the GZDoom board and asked about it in their bugs section. Hopefully Graf Zahl can figure out what's going on with it.

And now for something completely different!

It's a Flash Movie I made in one week which was released on my Birthday (Nov. 13). It's ultra violent, it's bloody, and it has Lizardcommando killing the cowards responsible for some school shootings. It also features the Charge Cannon and the .45 Caliber Machine Pistols from my mod. He goes Akimbo with both of them! He also uses the Katana and deflects some bullets with it too! :twisted:

If it offends you, I apologize. Here are two links. The Youtube version is a bit choppier than the SWF version BTW.

http://www.geocities.com/lizardcgallery/v-infinity.html
http://www.youtube.com/watch?v=nB85kO5hmCk
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lizardcommando
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Location: Somewhere in California

Post by lizardcommando »

I just tested my mod with the SVN R570 version of ZDoom and it works perfectly as far as I can tell. None of the weapons fucked up on me and none of the enemies fucked up on me.

So, disregard what the readme says and don't use the newest version of GZDoom and stick with the SVN R570 version of ZDoom if you want to play my mod. God I hope nothing changes in the official release for ZDoom that fucks up my mod...
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lizardcommando
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Joined: Fri Jul 08, 2005 6:12
Location: Somewhere in California

Post by lizardcommando »

Ok. So I'm slowly getting back to work on my mod. I've started making my new enemy which replaces the Demon. He's supposed to be a fanatical Samurai guy sorta like the Samurai guys from Metal Slug 3. I've finished the Idle position and I've only just started making the running animation.

UPDATE: I'm about halfway done with the running animation. After that, I have to make their melee attack (it's just a two hit combo move type attack), their injured, death, and gib animations. After that I have to find sounds for them. I might end up recording my own voice talking Japanese or something. It'll probably end up being me screaming some shit or something. I'm not sure. Once I get finished with the main animations, I'll think of something for them later.

On another note, I kind of want to give these samurai guys some kind of charging animation where they run after you with their swords raised above their head screaming at you, but I have no idea how that can be implemented via DECORATE without it looking really retarded.
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lizardcommando
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Location: Somewhere in California

Post by lizardcommando »

I'm slowly getting the latest enemy drawn out and animated. Drawing a bunch of crude, quick sketches of the Fanatical Samurai guy in some poses and doing his attacks helped me out a bit.

I just finished making the first part of the attack animation. It's more like his "wind up" pose where he has his hand on his sword ready to make his move. I'll probably be able to get the rest of his attack animation finished tomorrow, that is if I don't end up being lazy again or something.

After I complete making him, I'll go mess around with the other enemies' stats in the mod and then release the last demo for now. I know I won't be able to finish making my revenant replacement for a while. I still have to think of something for the Spider Mastermind, Cyberdemon, Lost Soul, SS guy, and the Commander Keen.

The Archvile will be the Wizard Lizard (with a graphical remake of course). I was thinking about making the Wizard Lizard not be able to resurrect enemies, but instead give him some random magic attack or something. The Baron of Hell could be the Medi-Lizard. It's basically the Opposing Force Medic but can resurrect enemies like the Archvile, carries a Magnum, and runs about as fast as a LSMC Grunt. The good thing is that these guys are alot weaker than the BoH and Archvile. I might make them as strong as a SWAT Lizard, I'm not sure. I'm not even finished with the Samurai guy, so I probably should hold off on planning so far ahead until I finish the Samurai guy and even finish making that Revenant replacement (if I ever get that far).
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