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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Cold Hard Cash
Not quite the moment you've been waiting for, but here goes some updatage anyway.
* Level 6 supply bots are complete. You can now buy everything from them.
* Hell's Terminal is now complete - all weapon upgrades are available to purchase, in addition to health (fresh souls) and unholy armor (200% red armor, absorbs 90% damage).
* The Rotary Plasma Cannon is implemented.
* All graphical resources for the final super weapon, the Spectrum Cannon, have been added.
* The new Mjolnir Crowbar has been added, and a bug was fixed where it still did the same damage as the other one.
* Added the new PLAYPAL lump from BSNI, making many of my effects look much better (like the red knife sprites).
* The Double Slug pistol was changed to a very fast projectile attack instead of a hitscan. It also now has splash damage.
* The SS Nazi now drops money in $20 bundles.
File This Under "Oops!"
* The Double Slug was tunnelling through enemies for some reason - fixed.
* The alternate fire for the Rotary Plasma Cannon - the plasma grenade launcher - was not using any ammo before.
* I forgot to have the Double Slug play a sound when it fired.
Just One More!
* I only have to get sounds and make the code for the final super weapon, then I can send the mod out to beta testers!
Not quite the moment you've been waiting for, but here goes some updatage anyway.
* Level 6 supply bots are complete. You can now buy everything from them.
* Hell's Terminal is now complete - all weapon upgrades are available to purchase, in addition to health (fresh souls) and unholy armor (200% red armor, absorbs 90% damage).
* The Rotary Plasma Cannon is implemented.
* All graphical resources for the final super weapon, the Spectrum Cannon, have been added.
* The new Mjolnir Crowbar has been added, and a bug was fixed where it still did the same damage as the other one.
* Added the new PLAYPAL lump from BSNI, making many of my effects look much better (like the red knife sprites).
* The Double Slug pistol was changed to a very fast projectile attack instead of a hitscan. It also now has splash damage.
* The SS Nazi now drops money in $20 bundles.
File This Under "Oops!"
* The Double Slug was tunnelling through enemies for some reason - fixed.
* The alternate fire for the Rotary Plasma Cannon - the plasma grenade launcher - was not using any ammo before.
* I forgot to have the Double Slug play a sound when it fired.
Just One More!
* I only have to get sounds and make the code for the final super weapon, then I can send the mod out to beta testers!
- Chronoteeth
- Posts: 824
- Joined: Wed Jul 06, 2005 10:01
- wildweasel
- DRD Team Admin (Inactive)
- Posts: 2132
- Joined: Wed Jun 29, 2005 22:00
- Location: the Admincave!
- Contact:
If you'd bother to read the PM's I sent...
When the beta is sent out, I will expect feedback within one week of your recieving the message. If I have not recieved feedback by that point, or if I have resolved all bugs and glitches reported during that time, the mod will be released to the Armory website (and Newstuff when/if it returns).
- Chronoteeth
- Posts: 824
- Joined: Wed Jul 06, 2005 10:01
- wildweasel
- DRD Team Admin (Inactive)
- Posts: 2132
- Joined: Wed Jun 29, 2005 22:00
- Location: the Admincave!
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The Beta Feedback
Currently addressing issues found by TawmDee and TheDarkArchon. (Haven't heard back from Chronoteeth or Marty Kirra yet.)
Here's a list of all the balancing concerns and bugs I've fixed:
* Filling in the holes with bargain bin products - so far, added a semi-auto upgrade for the Walther P38 to the Level 4 terminals. I also intend to add a grenade launcher to the 9mm SMG (since it seems best-equipped for it) and a mag extension for the Incendiary Shotgun.
* You now start the game with $50 dollars - enough to purchase a semi-auto pistol at the beginning of the game.
* Remedied a potential script error in the Street Sweeper upgrade script (I think).
* NOTE: An engine bug was discovered with Edge's save games - the Street Sweeper seems to become 100% accurate if you save and reload the game. It seems to affect other weapons as well, though not as much. I shall report this glitch to the EDGE team shortly.
Currently addressing issues found by TawmDee and TheDarkArchon. (Haven't heard back from Chronoteeth or Marty Kirra yet.)
Here's a list of all the balancing concerns and bugs I've fixed:
* Filling in the holes with bargain bin products - so far, added a semi-auto upgrade for the Walther P38 to the Level 4 terminals. I also intend to add a grenade launcher to the 9mm SMG (since it seems best-equipped for it) and a mag extension for the Incendiary Shotgun.
* You now start the game with $50 dollars - enough to purchase a semi-auto pistol at the beginning of the game.
* Remedied a potential script error in the Street Sweeper upgrade script (I think).
* NOTE: An engine bug was discovered with Edge's save games - the Street Sweeper seems to become 100% accurate if you save and reload the game. It seems to affect other weapons as well, though not as much. I shall report this glitch to the EDGE team shortly.
- wildweasel
- DRD Team Admin (Inactive)
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- Joined: Wed Jun 29, 2005 22:00
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The Beta Feedback, Part 2
TheDarkArchon is really on the ball here. He's picked up several issues already.
* Fixed gunsmoke on the M60 being too far to the left
* Filled in the rest of the blanks on BargainBin purchases (Hell's Terminal has no bargains - if they did, it wouldn't be Hell)
* Added a grenade launcher upgrade to the 9MM SMG (finally putting to use the unused 40MM_SHELL eject attack)
* Remedied several clip drop related graphical glitches
TheDarkArchon is really on the ball here. He's picked up several issues already.
* Fixed gunsmoke on the M60 being too far to the left
* Filled in the rest of the blanks on BargainBin purchases (Hell's Terminal has no bargains - if they did, it wouldn't be Hell)
* Added a grenade launcher upgrade to the 9MM SMG (finally putting to use the unused 40MM_SHELL eject attack)
* Remedied several clip drop related graphical glitches
- wildweasel
- DRD Team Admin (Inactive)
- Posts: 2132
- Joined: Wed Jun 29, 2005 22:00
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- TheDarkArchon
- Posts: 1000
- Joined: Wed Jul 06, 2005 11:58
- Location: What's that fucking smell
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- Chronoteeth
- Posts: 824
- Joined: Wed Jul 06, 2005 10:01
Next sunday, or this sunday!?!
Also, make that 40 dollars. Me and tom D both agree it would be better with 40. 50 is just pushing it just a tiny bit.
Also, the AV but still persist. When you use the fists (not the feet), the thing just crashes. It only happens on map 1, the rest are playable.
Also, when you click each time with the M60 to fire, it has 100% accuracy. Me and Tom_D both agree that this powerful gun shoud not have that.
Also, fuck it. WW, I can't keep it a secret anymore and I can't have slot 8 to have just 2 weapons for that key, i'm making one more super weapon, a shotgun minigun with a plasma thrower (like a flamethrower, but with plasma. Uses alternate deaths and sounds too [they vaporize]). alt fire. It's called the Pindelwheel Gauntlet, using doomified serious sam 2 shotgun graphics (man, these graphics are hella awesome in the doom palette). Wait till you see the carnage (AKA also make it expensive).
You see, this is why I wanted you to delay the mod for a while.
I'm also gonna throw in some plasma minigun wind up/wind down sounds (don't worry, they don't last long, quite short sounds really), also speaking of that, the primary fire plasma for the plasma cannon, I think the plasma shoud be smalled for the primary fire plasma, not the secondary (also the secondary plasma has no explode sound)
And last but not least, pop onto #doomarmory please.
Also, make that 40 dollars. Me and tom D both agree it would be better with 40. 50 is just pushing it just a tiny bit.
Also, the AV but still persist. When you use the fists (not the feet), the thing just crashes. It only happens on map 1, the rest are playable.
Also, when you click each time with the M60 to fire, it has 100% accuracy. Me and Tom_D both agree that this powerful gun shoud not have that.
Also, fuck it. WW, I can't keep it a secret anymore and I can't have slot 8 to have just 2 weapons for that key, i'm making one more super weapon, a shotgun minigun with a plasma thrower (like a flamethrower, but with plasma. Uses alternate deaths and sounds too [they vaporize]). alt fire. It's called the Pindelwheel Gauntlet, using doomified serious sam 2 shotgun graphics (man, these graphics are hella awesome in the doom palette). Wait till you see the carnage (AKA also make it expensive).

You see, this is why I wanted you to delay the mod for a while.

I'm also gonna throw in some plasma minigun wind up/wind down sounds (don't worry, they don't last long, quite short sounds really), also speaking of that, the primary fire plasma for the plasma cannon, I think the plasma shoud be smalled for the primary fire plasma, not the secondary (also the secondary plasma has no explode sound)
And last but not least, pop onto #doomarmory please.

- wildweasel
- DRD Team Admin (Inactive)
- Posts: 2132
- Joined: Wed Jun 29, 2005 22:00
- Location: the Admincave!
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THIS sunday.Chronoteeth wrote:Next sunday, or this sunday!?!
It's my mod. I think 50 dollars is fine, especially for the hard sets like HR2.Also, make that 40 dollars. Me and tom D both agree it would be better with 40. 50 is just pushing it just a tiny bit.
AV just plain doesn't work with EDGE. Play a different wad.Also, the AV but still persist. When you use the fists (not the feet), the thing just crashes. It only happens on map 1, the rest are playable.
Already fixed...Also, when you click each time with the M60 to fire, it has 100% accuracy. Me and Tom_D both agree that this powerful gun shoud not have that.
Spectrum Cannon is already the most expensive weapon in the game. I don't have any intention of adding more super weapons. Use the weapon for your own mod - it's too far in Cash's development to add another weapon.Also, fuck it. WW, I can't keep it a secret anymore and I can't have slot 8 to have just 2 weapons for that key, i'm making one more super weapon, a shotgun minigun with a plasma thrower (like a flamethrower, but with plasma. Uses alternate deaths and sounds too [they vaporize]). alt fire. It's called the Pindelwheel Gauntlet, using doomified serious sam 2 shotgun graphics (man, these graphics are hella awesome in the doom palette). Wait till you see the carnage (AKA also make it expensive). :twisted:
I removed all impact sounds for the plasmas because it would have been too loud otherwise. The alt-fire not having a sound was also quite intentional, because plasma probably doesn't make a noise when it dissipates into a gas.You see, this is why I wanted you to delay the mod for a while. :P
I'm also gonna throw in some plasma minigun wind up/wind down sounds (don't worry, they don't last long, quite short sounds really), also speaking of that, the primary fire plasma for the plasma cannon, I think the plasma shoud be smalled for the primary fire plasma, not the secondary (also the secondary plasma has no explode sound)
No can do. I'm busy with other parts of my life right now.And last but not least, pop onto #doomarmory please. :P
- Chronoteeth
- Posts: 824
- Joined: Wed Jul 06, 2005 10:01
- wildweasel
- DRD Team Admin (Inactive)
- Posts: 2132
- Joined: Wed Jun 29, 2005 22:00
- Location: the Admincave!
- Contact:
- Chronoteeth
- Posts: 824
- Joined: Wed Jul 06, 2005 10:01