Weasel's Mods

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

Moderator: wildweasel

User avatar
wildweasel
DRD Team Admin (Inactive)
Posts: 2132
Joined: Wed Jun 29, 2005 22:00
Location: the Admincave!
Contact:

Post by wildweasel »

HA! HA!

The auto pistol is COMPLETELY IMPLEMENTED and works to my specifications! Here's the specifics on it:

- 4 damage per bullet.
- 30 round clip, bullet ammo
- Very inaccurate
- As fast-firing as Strife's assault gun
- Has a 1 in 51 chance of jamming and must be cocked with the right mouse button (which also works as a manual reload button)

Let us toast to this victory!
User avatar
wildweasel
DRD Team Admin (Inactive)
Posts: 2132
Joined: Wed Jun 29, 2005 22:00
Location: the Admincave!
Contact:

Post by wildweasel »

The Stranger

Last progress for today...
  • Assault Rifle now uses its own ammo type (Cells), which I have made Decorate replacements for and added unique sounds for, but haven't got graphics imported yet
  • KEYCONF lump finalized
  • Crossbow added and complete, barring balance issues
  • Seriously tweaked out the palette to make the colors more faded
  • Imported the rocket launcher graphics from Seriously - they will become the anti-armor rocket launcher
  • Auto pistol now has a pickup sound
  • Fixed a glitch where Crossbow's ammo wasn't showing up on the ground
  • Fixed a missing frame in the Knife attack sequence
  • Switched the Power Shotgun and Spec-Ops shotguns - now the Power Shotgun spawns in place of Doom's Supershotgun
  • Because I'm using real Cell ammo now, I moved the Magnum ammo off of the Cell spawns and instead made it spawn with Bullets (6-shot speedloader spawns with Clips, 12-shot box spawns with ClipBoxes)
User avatar
Chronoteeth
Posts: 824
Joined: Wed Jul 06, 2005 10:01

Post by Chronoteeth »

Such a seeexy automag MK.
User avatar
wildweasel
DRD Team Admin (Inactive)
Posts: 2132
Joined: Wed Jun 29, 2005 22:00
Location: the Admincave!
Contact:

Post by wildweasel »

The Stranger
  • Spec-Ops Shotgun's clip was increased to 8 shells from 5.
  • Toned down the power of a thrown knife, and increased the power of the melee attack.
  • Crossbow now spawns in place of Invisibility.
User avatar
Chronoteeth
Posts: 824
Joined: Wed Jul 06, 2005 10:01

Post by Chronoteeth »

Crossbow made by nmn, given to WW by yours truly. :P
User avatar
Paul
DRD Team Admin (Inactive)
Posts: 1058
Joined: Thu Jun 30, 2005 13:30
Location: Poland - Grojec / Radom
Contact:

Post by Paul »

Ahh.. I've been waiting a long time to see that in the game :)
User avatar
wildweasel
DRD Team Admin (Inactive)
Posts: 2132
Joined: Wed Jun 29, 2005 22:00
Location: the Admincave!
Contact:

Post by wildweasel »

The Stranger
  • Crossbow's attack now works to optimal standards - it has an X-offset and uses ammo now.
  • Added graphics for Rifle Ammo pickups.
  • Adjusted the palette even more - tones are subdued to the point that, if I were to take them down any more, it would be in black and white. It looks fantastic.
  • The rocket launcher is added, but I still need to add its reload sequence.
  • Color-corrected a frame from the Crossbow's loading sequence - it was too light compared to the others, making it appear to flash when reloading.
User avatar
wildweasel
DRD Team Admin (Inactive)
Posts: 2132
Joined: Wed Jun 29, 2005 22:00
Location: the Admincave!
Contact:

Post by wildweasel »

The Stranger
  • Added hand grenades and satchel charges from Mixed Tape #2.
  • The mod underwent some stress testing today.
  • All I should have left to do now are to finish up the dual revolvers, make the Demon Arm, the Stun Gun, and the "Flying Disc" (I think I'm going to use the sawblade graphics from warzon_x - since there aren't really any good steel boomerang graphics, unless somebody's willing to make some for me). Then I'll add miscellaneous effects like shell casings and smoke, and call it good.
User avatar
wildweasel
DRD Team Admin (Inactive)
Posts: 2132
Joined: Wed Jun 29, 2005 22:00
Location: the Admincave!
Contact:

Post by wildweasel »

The Stranger
  • More stress testing, and I'm glad I did - a few major bugs fixed.
  • I accidentally left AMMO_OPTIONAL on the crossbow, so it could still shoot even if you were out of ammo.
  • The auto-pistol now does 5.5 damage instead of 4. Now it can actually kill things without wasting an entire clip.
  • I'm thinking about making an extra alt-fire on the crossbow that ignites the arrow and enables the player to set enemies on fire. Since the flame-deaths are already implemented (thanks to the flame zombie that's been in since mixed1) all I have to do is make the new projectile graphics and code.
User avatar
Xaser
Developer
Developer
Posts: 112
Joined: Sat Jul 16, 2005 2:51

Post by Xaser »

Hmm... just a completely random idea for the fire-arrow altfire: It would be awesome if you (er... 'the stranger', I guess) lit the arrow on fire by actually bringing up a lighter and visibly lighting the arrow, launching it afterwards. That's just sort of a random idea I came up with a bit earlier, and I think it would fit quite well, really. :P
User avatar
wildweasel
DRD Team Admin (Inactive)
Posts: 2132
Joined: Wed Jun 29, 2005 22:00
Location: the Admincave!
Contact:

Post by wildweasel »

That should be easy. Considering there's actually a nice Doomguy lighter out there, it'll be even easier.
User avatar
wildweasel
DRD Team Admin (Inactive)
Posts: 2132
Joined: Wed Jun 29, 2005 22:00
Location: the Admincave!
Contact:

Post by wildweasel »

The Stranger
  • The shotguns were both changed, and they reload twice as fast as before. I got sick of being cornered by Imps while reloading, so now the Stranger loads a shotgun in about two and a half seconds.
  • Changed the platform moving sounds, mainly for Kama Sutra Map06 - the stopping sound was just too loud, and since it plays repeatedly and can be heard halfway across the level, I decided to pick something a bit quieter.
User avatar
Chronoteeth
Posts: 824
Joined: Wed Jul 06, 2005 10:01

Post by Chronoteeth »

Wait footprint sounds? How the hell is that possible?
User avatar
wildweasel
DRD Team Admin (Inactive)
Posts: 2132
Joined: Wed Jun 29, 2005 22:00
Location: the Admincave!
Contact:

Post by wildweasel »

Chronoteeth wrote:Wait footprint sounds? How the hell is that possible?
NJSPLASH.wad has footfall sounds for all the Doom flats. It's not real footsteps - it's only impact sounds for things hitting the ground. I've already used NJSPLASH in the two Mixed Tapes and ww-ana, so odds are you've seen it before.
User avatar
wildweasel
DRD Team Admin (Inactive)
Posts: 2132
Joined: Wed Jun 29, 2005 22:00
Location: the Admincave!
Contact:

Post by wildweasel »

The Stranger

Thus concludes another long night of modding...
  • Glock was axed - the new starting pistol is a Luger Parabellum.
  • The assault rifle's graphics were changed to new ones.
  • I'll probably do some switching around with weapon spawns again - the magnum will be rarely dropped by Shotgunners, the Stun Gun will take its place, the Assault Rifle will be rarely dropped by Chaingunners, and in place of the Chaingun's spawn will be the Heavy Machine Gun.
  • I should take this moment to say that the Chapel Cross may have to be axed. It just takes up too much of the screen, and it makes the game no fun.
Locked

Return to “Development Journals”