Weasel's Mods

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wildweasel
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Post by wildweasel »

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!
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Chronoteeth
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Post by Chronoteeth »

Don't release this mod just yet, wait about 2 days please, i'm begging ya.
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Post by wildweasel »

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).
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Chronoteeth
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Post by Chronoteeth »

Because, well... you'll have to wait and see... "When 3's company lays on 8, the pinwheel shall decarnate the sinful into ashes", remember that.
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wildweasel
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Post by wildweasel »

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.
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Post by wildweasel »

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
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wildweasel
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Post by wildweasel »

Given how fast beta testing is going along today...I may just push release ahead a bit. How's about Sunday (like usual Newstuff time)?
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TheDarkArchon
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Post by TheDarkArchon »

Fine with me. :)
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Chronoteeth
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Post by Chronoteeth »

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). :twisted:

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)

And last but not least, pop onto #doomarmory please. :P
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wildweasel
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Post by wildweasel »

Chronoteeth wrote:Next sunday, or this sunday!?!
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.
It's my mod. I think 50 dollars is fine, especially for the hard sets like HR2.
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.
AV just plain doesn't work with EDGE. Play a different wad.
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.
Already fixed...
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:
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.
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)
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.
And last but not least, pop onto #doomarmory please. :P
No can do. I'm busy with other parts of my life right now.
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Chronoteeth
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Post by Chronoteeth »

It's just one more weapon!

/me gets on knees

Oh great WW, please please accept this final offering! Please! I won't use it in one of my mods, you know that! Don't let my hard work be thrown away! ;_;

And it was so close to completion too... :(

/me cries

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wildweasel
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Post by wildweasel »

Adding the weapon now would not only be rather redundant (as I already have a couple of super weapons) but also quite out of place (notice that none of the weapons imported to the mod are based on model rips). I didn't really like the looks of SS2's shotgun anyway, to be honest.
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Chronoteeth
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Post by Chronoteeth »

Image

You're just making it worse! :(

Well then I guess you don't want the shiva, or the popleon, or the bit smg, or the snubby shotgun anymore!
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Post by TawmDee »

I never agreed with you saying that $40 is better. I'd perfer $50.
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