
Snarboo's Mod Journal
Moderator: wildweasel
- Snarboo
- Posts: 469
- Joined: Thu Jul 07, 2005 2:35
- Location: space station base of the UAC
Ask and ye' shall recieve, Chrono. ;) I'll have some screens up of my progress once I finish the Hunting Shotgun! After battling a bout of laziness, I have started work on the hunting shotgun. It uses the Blood Alpha shotgun graphics. I'm currently working on the last two frames, followed by the firing frames. The weapons should be in the mod sometime today.
However, I've decided the hunting shotgun won't be a hidden weapon. I feel it would unbalance the mod if I put the Ripper or Pipe Bombs in the super shotgun's slot, so I've decided the hunting shotgun will replace it. I'll make sure to balance it, though! The shotgun will act much like Blood's shotgun did in the primary fire, allowing for two quick blasts before reloading. However, there will still be hiddens weapons, atleast 2 of them: one you have to cheat for and another that will be very hard to find or get.
I have shell casings in the mod, but they have not been programmed in. That is the next thing I need to do after I finish up the hunting shotgun.
As a note, there will be no new monsters in this mod. If this project proves a success, I will start work on a monster replacement wad that mimmicks Duke's foes as best as possible. I will also try to release a small level set with urban levels like those seen in Duke 3D. Until then, once this baby is released, I recommend loading Thomas van der Velden's the Revolution! for some awesome urban combat. :D
However, I've decided the hunting shotgun won't be a hidden weapon. I feel it would unbalance the mod if I put the Ripper or Pipe Bombs in the super shotgun's slot, so I've decided the hunting shotgun will replace it. I'll make sure to balance it, though! The shotgun will act much like Blood's shotgun did in the primary fire, allowing for two quick blasts before reloading. However, there will still be hiddens weapons, atleast 2 of them: one you have to cheat for and another that will be very hard to find or get.
I have shell casings in the mod, but they have not been programmed in. That is the next thing I need to do after I finish up the hunting shotgun.
As a note, there will be no new monsters in this mod. If this project proves a success, I will start work on a monster replacement wad that mimmicks Duke's foes as best as possible. I will also try to release a small level set with urban levels like those seen in Duke 3D. Until then, once this baby is released, I recommend loading Thomas van der Velden's the Revolution! for some awesome urban combat. :D
- Chronoteeth
- Posts: 824
- Joined: Wed Jul 06, 2005 10:01
- Snarboo
- Posts: 469
- Joined: Thu Jul 07, 2005 2:35
- Location: space station base of the UAC
I know, but the scope of this project is to recreate the weapons(and later, enemies) from Duke 3D without just ripping or exactly copying them. In other words, rather than rip the Pig Cop sprites, I would most likely splice the imp and shotgunner together to create a creature that looks and behaves similarly.
- Snarboo
- Posts: 469
- Joined: Thu Jul 07, 2005 2:35
- Location: space station base of the UAC
Update Time!
*Hunting Shotgun is finished! It's really awesome, and I wish I could show you this thing in motion, but you will have to wait until the demo release of this project.
*Ejecting Shells have been added to the Pistol, Shotgun, and Hunting Shotgun.
I would post some screenshots for you guys, but I've forgotten how to take screenshots in EDGE. :/ If anyone can tell me how to do this, it would be greatly appreciated!
*Hunting Shotgun is finished! It's really awesome, and I wish I could show you this thing in motion, but you will have to wait until the demo release of this project.
*Ejecting Shells have been added to the Pistol, Shotgun, and Hunting Shotgun.
I would post some screenshots for you guys, but I've forgotten how to take screenshots in EDGE. :/ If anyone can tell me how to do this, it would be greatly appreciated!
- Zeg-Vok
- Posts: 233
- Joined: Wed Sep 21, 2005 18:04
- Location: Up the creek without a paddle
- Contact:
- wildweasel
- DRD Team Admin (Inactive)
- Posts: 2132
- Joined: Wed Jun 29, 2005 22:00
- Location: the Admincave!
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- Snarboo
- Posts: 469
- Joined: Thu Jul 07, 2005 2:35
- Location: space station base of the UAC
Thanks, Weasel! You can take screenshots with the Print Screen button, but you would have to exit the program and paste it into a paint program. Thanks for your help, though, Zeg-Vok!
In other news
I actually decided to fix some bugs in Commandos! Doom. I remembered that I never corrected the silent explosion bug with the grenade launcher. Here's the full list of changes for version 1.2:
*Fixed silent explosion bug
*Rebalanced the shotguns a little. They now fire 2 more pellets each, so they should have more stopping power.
*Added the berserk effect to the fist. This might break v1.28a compatibility.
*Changed some sound volumes. Also might break v1.28a support.
I'm going to try to upload this update to the Archives tonight. Look for the update at idgames/ soonish!
In other news
I actually decided to fix some bugs in Commandos! Doom. I remembered that I never corrected the silent explosion bug with the grenade launcher. Here's the full list of changes for version 1.2:
*Fixed silent explosion bug
*Rebalanced the shotguns a little. They now fire 2 more pellets each, so they should have more stopping power.
*Added the berserk effect to the fist. This might break v1.28a compatibility.
*Changed some sound volumes. Also might break v1.28a support.
I'm going to try to upload this update to the Archives tonight. Look for the update at idgames/ soonish!
- Snarboo
- Posts: 469
- Joined: Thu Jul 07, 2005 2:35
- Location: space station base of the UAC
- Snarboo
- Posts: 469
- Joined: Thu Jul 07, 2005 2:35
- Location: space station base of the UAC
- Chronoteeth
- Posts: 824
- Joined: Wed Jul 06, 2005 10:01