Weasel's Mods

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

Moderator: wildweasel

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wildweasel
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Post by wildweasel »

Heh, I just got an awesome idea - if A_ThrowGrenade supports either X offsets or angle offsets, I can make the alt-fire into a Dracula X-style triple knife throw.
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wildweasel
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Post by wildweasel »

The Stranger

Nobody in the UAC quite knew who he was. As far as they were concerned, he was an outsider - he had no affiliation with the Marine Corps or the Corporation itself. Yet he knew all their entry codes, and arrived on one of their ships. He was an utter enigma to everyone he encountered.

It is only in a time of crisis that we see the stranger's true nature.

  • Added Inuyasha's throwing knives, with new sounds (not bothering with the graphics, even if the hands are inconsistent).
  • Added TheDarkArchon's automatic shotgun from the Resources section, with a slightly sped-up reload sequence.
  • Added the SMG from Cold Hard Cash, with a 45-round clip and no grenade launcher attachment.
  • Fixed the puff on the Magnum and the Shotgun - they now use my custom puffs instead of Doom's.
  • Cleaned up the wad's arrangement - each weapon now has its specific code lumps with the sprites and sounds for that weapon. Since GZDoom has no faults with stacking Decorate and Sndinfo lumps, this helps me keep the wad organized.
  • Need a good pump-action shotgun that hasn't been completely overused yet. Difficulty: Must also have smooth animations.
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Soultaker
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Post by Soultaker »

Use the DooM 2.5 shotgun. It is hardly used outside of the mod itself. Only problem is that the pickup sprite is utter crap.
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wildweasel
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Post by wildweasel »

One of Eddy Talero's pickup sprites would work pretty well for it, I think.
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Post by Inuyasha_989 »

I'd suggest the shotgun from Demented Reality, the frames in that were kick-ass!
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wildweasel
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Post by wildweasel »

Okay, I've decided on Doom 2.5's shotgun (because I already have a Duke shotgun edit in the wad) - but I can't find any good sounds for it! I've exhausted all the good shotgun sounds and I can't seem to find any more!

The difficulty never stops!
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Soultaker
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Post by Soultaker »

Checkout Sound Dogs. You need a PayPal account in order to buy from them. I have used them and their pretty fast with getting the sounds to the customer.
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Post by Inuyasha_989 »

Maybe the shotgun sound from demented reality? I've made an edit of it so it just makes the firing noise instead of that and the shotgun cock sound.
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wildweasel
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Post by wildweasel »

Soultaker wrote:You need a PayPal account in order to buy from them.
Yeah, that's REALLY handy for somebody who doesn't have a job!

All bitterness aside...(and sorry about being so harsh...)

The Stranger

The stranger's skills with the various armaments were enough to scare even the most hardened Marines on the base. He could strike a target from up to a hundred yards with a thrown knife. He could eliminate several foes at once with a single shotgun blast. His quick-draw skills were intense. While most Marines were busy reloading their shotguns, the stranger would have done the same in half the time and be blasting away in seconds. He was truly a force to be reckoned with.

As several Marines would attest, he didn't need squad mates or even radio contact. He could get along just fine without them. Some might even say he worked better without them.

  • The Power Shotgun is added - shoots 40 pellets, dealing 1 damage each - intense knockback, but barely more powerful than Doom's classic shotgun. Eight shells to the clip, fast reload time.
  • Sped up the reload on the Auto Shotgun again.
  • Unique pickup sounds for all weapons.
  • Cobbled together a sound from several different sources for the shotgun firing sound (five firing sounds layered on top of each other), and a unique mechanical pump-action (makes a servo sound when pumped). I'm happy with it, I suppose.
  • Thinking about new weapons to add. Perhaps a heavy machine gun or some kind of sniper rifle (for penetration).
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Soultaker
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Post by Soultaker »

No need to be sorry. I can hardley afford the high quality sounds myself. As for your mod, I like the weapon list so far. Oh do not even bother asking for any sounds from me. Heh. I have found some pretty damn cool sounds but at the moment I am not sharing them until I can put together a finished mod of my own.
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wildweasel
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Post by wildweasel »

The Stranger

The man's motives were still unclear. He had determined, apparently, that the weapons provided by the Marines were not sufficient for his purposes - as several had noticed, he had taken to modifying his weapons for superior firepower. And no matter how many bullets he expelled from the barrel of his rifle into the various hellspawn, he always seemed to have more.
  • File yet another one under "oops" - a rogue JumpIfNoAmmo command in various weapons enabled them to load just one bullet into the clip, even if there was no ammo in reserve.
  • Accidentally left in my SBOXA0 sprite replacement - boxes of shells still appeared as chains of bullets.
  • The Power Shotgun is now a little more powerful than the Super Shotgun, firing 120 pellets at 1 damage each and a knockback of 500 (capable of throwing a demon halfway across the room, and thrusting Cacodemons against walls).
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Marty Kirra
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Post by Marty Kirra »

Hey WW, I got a couple questions (Since they kinda relate to the mod).

1. The Statusbar face in Mixedtape 2, those were by Scuba Steve right?

2. How do I make it so in DECORATE, I can push fire once, and punch with the left hand, and then push fire again, and punch with the right?

3. Is it possible to do an alt. firing sound for melee weapons, with their own WOOSH sound?
Last edited by Marty Kirra on Sun Aug 31, 2008 19:32, edited 1 time in total.
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wildweasel
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Post by wildweasel »

1. Yes, made by Scuba Steve and (I think) submitted to Freedoom.
2. You can do an effect like this by creating a dummy ammo type and checking for the existence of a certain amount of it at the beginning of the firing state. Here is the Decorate for MartialArts:

Code: Select all

ACTOR FistSeq : Ammo
{
   Inventory.MaxAmount 4
   Inventory.Icon TNT1A0
}

ACTOR MartialArts : Fist
{
   Weapon.SelectionOrder 180
   Inventory.PickupSound "misc/thisisacrappysound"
   Inventory.PickupMessage "i kno kungfu lol"
   Weapon.Kickback 40
   AttackSound "fist/hit"
   +NOAUTOFIRE
   Scale 0.5
   States
   {
   Spawn:
      TNT1 A -1
      Loop
   Ready:
      PUNG A 1 A_WeaponReady
      Loop
   Deselect:
      PUNG A 0 A_TakeInventory("FistSeq",4)
      PUNG A 1 A_Lower
      Loop
   Select:
      PUNG A 1 A_Raise
      Loop
   Fire:
      PUNG A 0 A_JumpIfInventory("FistSeq",4,49)
      PUNG A 0 A_JumpIfInventory("FistSeq",3,34)
      PUNG A 0 A_JumpIfInventory("FistSeq",2,20)
      PUNG A 0 A_JumpIfInventory("FistSeq",1,10)
      PUNG BC 2
      PUNG M 1 A_PlaySound("fist/miss")
      PUNG O 1
      PUNG P 1 A_CustomPunch(4,0,0,"FistPuff")
      PUNG ONC 1
      PUNG B 1 A_GiveInventory("FistSeq",1)
      Goto Ready
      PUNG BC 2
      PUNG E 1 A_PlaySound("fist/miss")
      PUNG G 1
      PUNG H 1 A_CustomPunch(4,0,0,"FistPuff")
      PUNG F 2
      PUNG GC 1
      PUNG B 1 A_GiveInventory("FistSeq",1)
      Goto Ready
      PUNG BC 2
      PUNG M 0 A_PlaySound("fg1")
      PUNG M 1 A_PlayWeaponSound("fist/miss")
      PUNG NOP 1
      PUNG Q 1 A_CustomPunch(5,0,0,"FistPuff")
      PUNG RSTC 1
      PUNG B 1 A_GiveInventory("FistSeq",1)
      Goto Ready
      PUNG D 0 A_PlaySound("fg2")
      PUNG D 0 A_PlayWeaponSound("fist/miss")
      PUNG EFGH 1
      PUNG I 1 A_CustomPunch(5,0,0,"FistPuff")
      PUNG JKLDCB 1
      PUNG A 0 A_GiveInventory("FistSeq",1)
      Goto Ready
      PUNG BC 2
      PUNG X 0 A_PlaySound("fg3")
      PUNG X 1 A_PlayWeaponSound("fist/miss")
      PUNG Y 1
      PUNG Z 8 A_CustomPunch(8,0,0,"FistPuff")
      PUNG YXA 2
      PUNG A 0 A_TakeInventory("FistSeq",4)
      Goto Ready
   }
}

ACTOR FistPuff
{ 
   SeeSound "fist/wall"
   PainSound "fist/wall"
   DeathSound "fist/wall"
   +NOGRAVITY
   States
   {
   Spawn:
      TNT1 A 0
      TNT1 A 1 A_PlaySound("fist/wall")
      Stop
   }
}
3. You can make unique woosh noises, since those are simply done by adding A_PlayWeaponSound to the attack - but unique impact sounds cannot be done to my knowledge.
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wildweasel
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Post by wildweasel »

The Stranger

The man seemed to thrive on symbolism. It wasn't so much that he was fighting back the forces of evil - it was more that he was driving them away, with light and darkness combined. His sidearms - a pair of magnum revolvers - were colored black and white to match this.

Most people assumed he was just a regular person. But to see him in battle with his revolvers - the eternal struggle between light and darkness suspended, to fight alongside each other against the true evil - was truly a sight to behold.

  • Not a really major piece of progress because I haven't actually coded it yet, but I've done the graphics for the double Magnums - in the style of Trigun, they're colored black and white.
  • Design Decision: To get the dual Magnums, you must find the super weapon. The super weapon's pickup will actually be three weapons - the black revolver (standard), the white revolver (which appears in the dual-wield), and the Demon Arm (the invisible "third" weapon - the white revolver held by itself to differentiate it from the black revolver).
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Post by Snarboo »

This sound so awesome, Weasel! I'm glad to see you returning to the Doom community, and with an awesome new mod to boot. :)

If you would like, Weasel, I could work on NMN's Revolver frames and make them more animated. I've been thinking about tinkering with them for a while now and adding graphics and animations to show the rounds in the other chambers and even make animations of the cylinder rotating. The only thing I need to know is whether the cylinder rotates before firing, as in when the trigger is pulled but the hammer hasn't hit the firing pin yet, or after firing.
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