Snarboo's Mod Journal

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Snarboo
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Post by Snarboo »

There are many ways to do it. You can submit graphics, code, sounds, or all three in one package that is then implemented into the mod. If you wish to submit a weapon for my project, please read the "rules" I stated in a post to Chronoteeth above. I simply want a description of the weapon, a name, and the weapon itself, of course. :) That way, it's easier to integrate the weapon into the mod, which is important to me.

For those curious: the scope or theme of Commandos is near futuristic weaponry. Most of the weapons are projectile based, but that doesn't mean there won't be a plasma gun, too. :) Some of these weapons are expiremental, and many weapons are tailored for the commando role, so you'll see silent, deadly weapons along side specialty or heavier guns. There are even a few exotic weapons, such as the Irradiated Gas Emitter or IGE. There are no occult weapons planned.

I migh make a counter-part mod called Marines Doom, where the player is someone similar to the Doom Guy. The weaponry will be slightly different, and less specialized. Marines Doom would probably be like an enhanced version of the standard doom arsenal, with a few new editions and many modifications to make it feel more modern.
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Zeg-Vok
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Post by Zeg-Vok »

Heres 3 "Finished" weapons from my wad-in-progress.

The Aries V is a powerful Missile/Rocket cannon, with its primary fire bieng a powerful homing missile, and its alt fie shooting Highly explosive rockets (Cannon shells) at a mid to rapid rate of fire.

The Maulator is a weapon from NMN, that I recoded to fit what I thought was pretty "Nifty". Primary fire shoots a single weaker explosive fire bolt, and its alt fire shoots a succession of 10 homing and mushrooming fire bolts that eat 6 Cells a shot.

Then theres the Drunk Plasma Rifle, graphics by Corrupt Marine, shoots strafing and weaving plasma bolts that leave a vapor trail. It was originally made to show me what the A_Pheonixweave and A_BishopMissileWeave (Or something like that) did.
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Siegefewweapons.zip
3 weapons
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Chronoteeth
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Post by Chronoteeth »

Yeah, um zeg vok, nice weapons and all, but...

This is for edge, not zdoom.
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Zeg-Vok
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Post by Zeg-Vok »

. . . Now Someone Tells me! Thats what I get for not reading fully . . . or at least forgetting what I read. Oops, sorry
The HavoX
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Post by The HavoX »

Noooooooo problem

at least these will come in handy...

*snickers* :biggrin:
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Snarboo
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Post by Snarboo »

It's okay, Zeg! The graphics should still come in handy.

Edit: Tested the weapons out. I have to say, I really like the Mortar/Rocket Launcher weapon, and the weaving plasma gun. I'm not a big fan of the uber weapon that can fire out a crapload of a_mushrooms, even though it is cool and fun to use, because that sort of projectile would be very hard to make in EDGE.

I can probably implement the Aries V quite easily, with some modified graphics, as the Aries V Multiple Projectile Grenade Launcher (or A5MPGL :) for the mod. I'm going to swap the firing modes, so that the primary fires out mortars in an arc, while the secondary fire triggers the "rocket" mode of the projectile and fires out a homing rocket. I might add another "mode" for the weapon that fires out timed and proximinity mines.

The Drunk Plasma Rifle might be a bit harder. I might just fudge it a little and make the graphics appear as though they are weaving, rather than have actual weaving projectiles, although I might be able to make projectiles that weave in EDGE.
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Snarboo
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Post by Snarboo »

Update:
*Design Document is finished! I now know exactly what's going to be in the mod, so I can start work.


You may still submit weapons for this project, but you better hurry up, heh! :D
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Chronoteeth
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Post by Chronoteeth »

Do you have some sort of long range hunting/sniper rifle in your mod yet?
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Snarboo
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Post by Snarboo »

Yes, actually. I'm going to use Marty Kirra's Stealth Rifle graphics and modify them a bit.
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Chronoteeth
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Post by Chronoteeth »

Don't do it snarb.

I've got something... much better for that.
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Snarboo
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Post by Snarboo »

Okay, Chrono. However, if you are unable to submit your sniper graphics in a timely manner, I'm going to start up work on this mod without them. I'm not trying to seem rude or impatient, I just want to get started on the grunt work for this mod pretty soon.
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Snarboo
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Post by Snarboo »

I'm currently taking yet another break from Commandos! to work on a small side project (Gee, bet you didn't see that coming :p ). The current project seeks to recreate Duke Nukem 3D's arsenal in Doom. I know, I know, this sort of thing has been done before, and will continue to be done long after this project. However, I would like to explain my reasoning behind this.

You see, I recently downloaded a very tiny Duke Nukem 3D mod. Disappointed that it was nothing more than a hack with poorly ripped Duke 3D weapons, I said to myself "I could do way better than this without ripping everything from Duke 3D", and Viola! The Luke Killem mod was born. I've frankly wanted to do this earlier ever since Daniel released his very poor and hackish Game Weapons mod a while back, but I've been rather lazy up until now. :p

You might wonder why I'm calling this Luke Killem rather than Duke Nukem. The simple reason is that I want to make a mod that is as legal a representation of Duke Nukem 3D without ripping everything off from it. The weapons will be as close to the originals as I can and choose to make them. They will not be perfect adaptations, but I feel some inaccuracies keeps it from being a total rip off of Duke Nukem 3D.

Having just started this today, I already have the boot, pistol, and shotgun recreated. I will make and finish the Chaingun Cannon, known as the Ripper in this mod, and the RPG before releasing a demo version of the mod for others to scrutinize. Also included in this mod are hidden weapons, such as a hunting shotgun using Blood Alpha/Beta graphics. No deadline or release schedule is planned for this, but it shouldn't take long if I can continue the pace I am at now.
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wildweasel
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Post by wildweasel »

Are you also making the off-hand boot? Given that none of Duke's guns had an alt-fire, I imagine that this would be a nice little touch - unless you intended on doing something with the alt-fires.
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Snarboo
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Post by Snarboo »

That I haven't decided yet, really. For the pipe bombs, no, since the alt fire would be used to detonate any bombs on the ground through RTS triggers. For the pistol, it might be a nice addition since Duke's pistol does a lot less damage per bullet than the Doom pistol is capable of and fires very quickly, depleting the player's ammo in no time flat. For the Shrinker and Freeze Gun, it is a must, as that is the best way to smash an opponent that is frozen or shrunken. All I can say is that some weapons might have the kick as the secondary fire, while others won't.

Now that you mention that, though, I really wish EDGE had an option for multiple view weapons on screen at one time. It would also be nice if you could define the coordinates of view weapons by either using the ones supplied in the wad file, or by inputting coordinate values in, say, a Weapon's Animation DDF file (weapanim.ddf?). This would require a layering system as well, telling the engine which image should be on top of another, although that could be defined in either the animations states in Weapons.ddf or the Weapanim.ddf file through an image priority value.

Edit: I just realized I might be able to emulate how Duke's pipe bombs work by using NOFIRE_RETURN, freeing up the secondary attack button. However, I'm not sure if this would work as well as just making the detonator secondary fire. What do you guys think?
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Snarboo
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Post by Snarboo »

Today's Update:
*Added Quick Kick to pistol as secondary fire.
*Following items made and added to mod - pistol clip, pistol pickup, shotgun shellbox, shotgun pickup.
*Shell casings added, now just need to be programmed in.
*Started work on Hunting Shotgun graphics.
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