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
Chronoteeth
Posts: 824
Joined: Wed Jul 06, 2005 10:01

Post by Chronoteeth »

Hmm, idea for the plasma replacement, how about an idea like a more realistic version of the needler from halo? They could be fast moving homing jet darts insted.
User avatar
wildweasel
DRD Team Admin (Inactive)
Posts: 2132
Joined: Wed Jun 29, 2005 22:00
Location: the Admincave!
Contact:

Post by wildweasel »

Oh, I forgot to post about this - I've got Marty Kirra doing a guest weapon as the Plasma replacement. However, neither that nor DoomRater's demon arm have been finished yet (at least not to my knowledge) - so I still have quite a bit of waiting to do. (And while I'm waiting I might just finish up those damn dual revolvers.)
User avatar
Zeg-Vok
Posts: 233
Joined: Wed Sep 21, 2005 18:04
Location: Up the creek without a paddle
Contact:

Post by Zeg-Vok »

Needs more ZDoom
TawmDee
Posts: 18
Joined: Sat Sep 10, 2005 23:04

Post by TawmDee »

If it takes too long for the demon hand, try the hands in the weapon resource pack or an earlier version of DOOMWBO, or something.
User avatar
wildweasel
DRD Team Admin (Inactive)
Posts: 2132
Joined: Wed Jun 29, 2005 22:00
Location: the Admincave!
Contact:

Post by wildweasel »

I've got the resources finished already, I just need code to go with them.
TawmDee
Posts: 18
Joined: Sat Sep 10, 2005 23:04

Post by TawmDee »

Oh, right, never mind.
User avatar
hitmanx
Posts: 215
Joined: Sat Dec 24, 2005 13:07

Post by hitmanx »

stalker is looking awsome weasel. Hope to see a beta or something soon.?

loved the mix tapes.. Coach gun was awsome where did you get it?
User avatar
TheDarkArchon
Posts: 1000
Joined: Wed Jul 06, 2005 11:58
Location: What's that fucking smell
Contact:

Post by TheDarkArchon »

NMN made it.
User avatar
Chronoteeth
Posts: 824
Joined: Wed Jul 06, 2005 10:01

Post by Chronoteeth »

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

Post by wildweasel »

I'm taking a few days off from making The Stranger. I'll continue playtesting it, but I probably won't make any major changes until after New Years.

Merry Christmas everybody.
User avatar
Marty Kirra
Posts: 364
Joined: Sat Jul 09, 2005 4:25

Post by Marty Kirra »

I was without a decent computer for the last couple of days. I'm not going to be back with the weapon until Wednesday. Sorry!
Last edited by Marty Kirra on Sun Aug 31, 2008 19:42, edited 1 time in total.
User avatar
wildweasel
DRD Team Admin (Inactive)
Posts: 2132
Joined: Wed Jun 29, 2005 22:00
Location: the Admincave!
Contact:

Post by wildweasel »

As promised, several major changes have occured relating to The Stranger.
  • Anti-Tank Rifle moved to Slot 9 instead of 7.
  • The Invisibility sphere now alternately spawns Crossbows and the new Caine Industries "Longshot" rifle (a penetrating sniper rifle that takes 10 rifle rounds to fire). Cookies go to whoever can guess the reference made by this weapon's name.
  • The Spec-Ops Shotgun was "removed" - it's still possible to cheat for it, but it's not obtainable during normal play.
  • To replace the Spec-Ops Shotgun, I added the Personal Defense Shotgun - using Marty Kirra's Zen-styled shotgun (the doubleslug from ww-cash). You can fire it twice before reloading.
  • DoomRater has reported his progress on the Demon Arm - unfortunately, his original concept doesn't quite work out in gameplay, so it's probably going to be changed.
  • Added six new burning death sounds from Kingpin and Return to Castle Wolfenstein. There are now 12 burning deaths.
  • Completed the dynamic light definitions - these are only defined for the items that are new to The Stranger. If you want dynamic lights for the rest of Doom's items, go get the definitions wad from the GZDoom download page.
  • Replaced player sounds with those from Quake 4 instead of Doom 3. They fit the player character (at least, my mental image of him) better than Doom 3's.
  • New punch sounds, freshly ripped from my copy of Jedi Knight.
  • Other miscellaneous tweaks and fixes.
  • Still haven't finished the dual revolvers.
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
  • Dual Revolvers COMPLETED!
  • Added dry-fire sounds to all applicable weapons instead of making them jump straight to the reload upon running out of ammo. Now you can hear the trigger clicking before it auto-reloads
  • Sped up the reload for the Personal Defense Shotgun
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
  • Made some tweaks to the DOOMDEFS lump for performance increases. Please note that if your system cannot handle the dynamic lights, you can always switch to the software renderer.
  • Added/fixed obituaries for many objects.
User avatar
Chronoteeth
Posts: 824
Joined: Wed Jul 06, 2005 10:01

Post by Chronoteeth »

Question, what are obituaries again?
Locked

Return to “Development Journals”