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

Post by lizardcommando »

I'm almost done with the Fanatical Samurai guy. The only things left to do is to make his death and gibbing animation. I also need to gather some sounds too. I want to implement multiple death sequences for this guy as well. I want the Fanatical Samurai guy to have two death sequences, one being his normal one that appears more often and the other being a more hilarious death animation (it'll be him committing sepukku).

I hope someone can help me out with that.
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lizardcommando
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Post by lizardcommando »

Ok, I finally finished making the Fanatical Samurai Lizard. I uploaded a video onto Youtube of those guys in action. The first video of these guys is up. It's not the original video that I intended to upload because for some odd reason, it didn't upload correctly.

This is just a dumb video I made called Epic Battle. I spawned a shitload of Samurais with a bunch of friendly guys. It kinda drags on a bit here and there but I added in some music that I thought would match :P.

http://www.youtube.com/watch?v=goye65UdnsE
Last edited by lizardcommando on Sun Dec 09, 2007 2:53, edited 1 time in total.
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lizardcommando
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Post by lizardcommando »

Ok, I realized that I needed to change the dead demon corpse. Otherwise, it'll play one of the frames of it dying and not dead. But every time I try to change it, I get some stupid error saying that the parent type "Samurai" is not found or something. What do I do to fix this?

Code: Select all

    actor DeadSamurai : Samurai replaces DeadDemon
    {
    Game Doom
    DropItem None
    skip_super
    States
    {
    Spawn:
       Goto Death+6
       }
    }
The strange thing is that this is the same exact code I have for the dead officer and that works.
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lizardcommando
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Post by lizardcommando »

You know, I'm personally sick of the Assault Shotgun and the Akimbo SMGs. I know I'll definately be getting rid of the Assault Shotgun in the next release of a demo. There are two reasons why I'm doing so:
  • 1. It's ultra-cheap.
    I have to admit, being able to take down a LVArmor with 10-12 Full Auto shots is fucking cheap.

    2. It's fucking ugly.
    No really. I can't believe I even settled with this design. It looks stupid. The sound effects are cool though.
The Lizard States Urban Tactical Unit Soldier will still be able to use this gun though, so tough shits for you for having to face off against these guys! :twisted:

The Akimbo SMGs is just annoying. Period. I love the coding for it and I love the animation for it, but is it really necessary for me to keep that gun? I already have that .45 Machine Pistol. I kinda have second thoughts on getting rid of this gun, but chances are it might actually be gone when I release the next demo.

The reason why I added the Assault Shotgun and the Akimbo SMGs in the first place was because I wanted to pay homage to ICD-Lizard. If there is one weapon I'd love to bring back, it's the Molotov Cocktails. I liked the animation for it. The only thing that sucked ass was how shoddy and buggy the coding for it was... I wish I could get that thing fixed.

BTW, is anyone going to help me with that dead Samurai problem I posted in the last post?
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TheDarkArchon
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Post by TheDarkArchon »

You don't need to use skip_super. Just have a stationary object with the desired sprite being shown. skip_super is only there in the original definitions for DeHackEd compatability.
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lizardcommando
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Post by lizardcommando »

I'm still getting the fatal error:
Script error, "DECORATE" line 844:
Parent type 'Samurai' not found
If this helps, here's the coding for both the Samurai and the DeadSamurai:

Code: Select all

actor Samurai replaces Demon
{
  hitobituary "%o was dispatched by a Fanatical Samurai."
  health 145
  painchance 110
  speed 12
  radius 20
  height 56
  mass 100
  seesound "samurai/sight"
  attacksound "samurai/melee"
  painsound "samurai/pain"
  deathsound "samurai/death"
  meleedamage 7
  meleerange 40
  meleesound "samurai/swordhit"
  MONSTER
  +FLOORCLIP
  states
  {
  Spawn:
    SARG A 10 A_Look
    loop
  See:
    SARG BBCCDDEE 2 A_Chase
    loop
  Melee:
    SARG F 8 A_FaceTarget
    SARG G 1 A_PlaySound("samurai/attack1")
    SARG G 2 A_MeleeAttack
    SARG H 6
    SARG I 5
    SARG J 1 A_PlaySound("samurai/attack2")
    SARG J 2 A_MeleeAttack
    SARG K 6
    SARG F 4
    goto See
  Pain:
    SARG L 2
    SARG L 2 A_Pain
    goto See
  Death:
   NULL A 0 A_Jump(64,"Death2")
        SARG M 4
        SARG N 4 A_Scream
        SARG O 4 A_NoBlocking
        SARG PQR 4
        SARG S -1
        Stop
    Death2:
        SEPU A 3   
        SEPU B 3
        SEPU C 3
        SEPU D 3
        SEPU E 8
        SEPU F 3 A_PlaySound("samurai/swordhit")
        SEPU G 3 A_PlaySound("samurai/pain")
        SEPU H 7
        SEPU I 3 A_Scream
        SEPU JKLM 4 
        SEPU N 4 A_NoBlocking
        SEPU O -1
        Stop
   XDEATH:
       SARG T 2 A_XScream
       SARG U 2 A_NoBlocking
       SARG V 2
       SARG W 2
       SARG X 2
       SARG Y 2
       SARG Z -1
  Raise:
       SARG SRQPONM 4
       goto See
  Burn:
      BURN A 3 BRIGHT
      BURN B 3 BRIGHT A_PlaySound("misc/firedie")
      BURN C 3 BRIGHT
      BURN D 3 BRIGHT
      BURN E 3 BRIGHT
      BURN F 3 BRIGHT
      BURN ABCDEF 3 BRIGHT
      BURN G 3 BRIGHT
      BURN H 3 BRIGHT
      BURN I 3 BRIGHT
      BURN J 3 BRIGHT
      BURN K 3 BRIGHT
      BURN L 3 BRIGHT
      BURN M 3 BRIGHT
      BURN N 3 BRIGHT
      BURN O 3 BRIGHT A_NoBlocking
      BURN P 3 BRIGHT
      BURN Q 3 BRIGHT
      BURN R 3 BRIGHT
      BURN S 3 BRIGHT
      BURN T 3 BRIGHT
      BURN U 3
      BURN V -1
      Stop
  }
}

Code: Select all

actor DeadSamurai : Samurai replaces DeadDemon
{
  Game Doom
  DropItem None
  States
  {
  Spawn:
    Goto Death+6
  }
}
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TheDarkArchon
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Post by TheDarkArchon »

I was thinking along the lines of a new object that doesn't inherit from Samurai.

A question in the meantime: Is DeadSamurai above Samurai in the DECORATE code?
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lizardcommando
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Post by lizardcommando »

Yeah. It is.

EDIT: Oh! I think I got it fixed now! I put the DeadSamurai coding underneath the Samurai coding and I tested it with a level and it works now. I wonder why it fucks up if it's put anywhere else.
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TheDarkArchon
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Post by TheDarkArchon »

Easy: ZDoom scans through the file from top to bottom. When DeadSamurai is found, it tries to load the Samurai actor which, as far as the game is concerned, doesn't exist as the Samurai definition isn't parsed yet.
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lizardcommando
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Post by lizardcommando »

Hmm. That does make sense. Thanks for the info. :)

Anyways, I was finally able to upload a new video onto Youtube. This is the video I wanted to show off that features the new enemy in action. There's no ingame sound effects unfortunately, just music that I added.

http://www.youtube.com/watch?v=UUI4Lq62ngI
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DoomRater
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Post by DoomRater »

I saw clips. I'm hooked.
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lizardcommando
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Post by lizardcommando »

I haven't really done much with the mod except get rid of the Assault Shotgun. One of the LSUTU Lizards still uses it though.

I still haven't even got around to drawing the rest of the Revenant replacement. I still need to change the robot's blaster... Hell, I haven't thought of anything for the stupid ass Lost Souls. I have an idea of what to do for the Archvile and Baron of Hell though. They will be the Wizard Lizard and Medi-Lizard respectively.

I know what their attacks will be. Wizard Lizard's gonna have the classic Archvile-Attack along with a Hadoken attack that has an electric element to it and a dual Ice Shot thing that can sometimes home in on you like the Revenant Missile. The Medi-Lizard is just going to be a weaker and a bit slower version of the Archvile. The only thing that's changed is that he'll use a Magnum (slightly less powerful than the player's Magnum) and he can resurrect at a faster pace than the Archvile.
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lizardcommando
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Post by lizardcommando »

I tried to start making graphics for the Wizard Lizard, but right now I'm stuck at his idle animation. With college coming up next year, I don't know if I'll have time to work on this mod. I hope I can at least get the Wizard Lizard done.

Oh yeah, and here's a video I whipped up just for shits and giggles.

http://www.youtube.com/watch?v=LM8wt_vW470
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lizardcommando
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Post by lizardcommando »

I got back to working on my mod. Wizard Lizard's primary attack (the default archvile attack) is almost done. I just need to draw out the main frames for the attack first and then go back and make his cape flap around when he shoots the archvile attack. After that, it's the injured and death sprites that'll be done. Of course, I also need to make the attacks for his lightning Hadouken attack and Dual Ice shots... I think I might be able to get at least the standard archvile attack frames done tomorrow.
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lizardcommando
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Post by lizardcommando »

Phew. I finally finished the main animations for the Wizard Lizard. I have him coded into the game right now. He's pretty much like the Archvile except he can't revive dead enemies. All I have to do is get his Hadouken attack and Dual Ice Shot attack animations and then he'll be done. In fact, I may even upload a demo once this is finished...
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