Weasel's Mods

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

Moderator: wildweasel

masterofpsi
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Post by masterofpsi »

WW, your stuff is usually very good, so I can't wait to see how this turns out.
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wildweasel
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Post by wildweasel »

Weasel, Where The Hell Have You Been?

My, it's been a while, hasn't it? I have been doing work, but not Doom-related work - BioHazard and I have been working on a project together which involves the creation of an entirely new game engine from scratch (don't get excited - it's text-based). The project is still in its infancy, however, so I don't expect there to be much to show for a while.

Agent Zero is NOT CANCELLED. It is NOT ON HOLD. I just haven't really gotten around to doing anything major to it.
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wildweasel
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Post by wildweasel »

Agent Zero

The "doom-like" pretense has been given the boot. And progress has already arrived in droves.
  • The Pistol was redesigned almost from scratch. I still use the Duke 64 pistol graphics, but modified them to accept Marty Kirra's custom slide animations, and also created an entire reload sequence. The pistol now fires semi-automatic, with a faster rate than before, and greater power.
  • A new hand was created for use on the pistol's reload animation. This hand is currently not in the agentzerohands archive posted in the Resources section.
  • Added an idle animation and new kicking sounds for the Fist weapon.
  • Set the float speed on the Mjolnir Crowbar's puff to zero.
  • Changed the sounds entirely for the Mjolnir Crowbar.
  • Chronoteeth is now collaborating with me on this project.
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Chronoteeth
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Post by Chronoteeth »

As such, I will present my work for the day
  • Added swipe attacks to the fist
  • Added click pumping and slightly different attack
  • Added another muzzle and an empty frame to the colt
  • Imported B-DAR SMC sprites in
  • Inserted various little new sounds/various code edits
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wildweasel
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Post by wildweasel »

  • Fixed sound error on the swipe attacks (as it turns out, there was no engaged_sound on them)
  • Modified shotgun pumping so that the shell ejection port actually opens and closes
  • Added reload sequence to shotgun
  • Sped up click-to-pump a bit on the shotgun
  • Berserk's effect has been partially replaced - it no longer lasts the whole level, but it now affects all weapons for sixty seconds. Quad Damage!
  • Hoo-Yah!
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Chronoteeth
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Post by Chronoteeth »

Don't mind me sparking a little more interest. :P
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Screamshot.JPG
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Marty Kirra
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Post by Marty Kirra »

That hand on the pistol is kinda...funky.
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Chronoteeth
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Post by Chronoteeth »

Well it was from hacx, so it's a homage damnit.
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Snarboo
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Post by Snarboo »

I don't think that is quite what he means. If you look at the image, you'll notice there's this large, blocky dark space that makes the hand look like it's been cut and paste together. If you could smooth out the discrepancies, it would look much better.
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Chronoteeth
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Post by Chronoteeth »

The reload frames are pretty fast, so it shoud be okay.
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hitmanx
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Post by hitmanx »

i see you guys are using the don's challenge head, and that gun looks sweet.
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wildweasel
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Post by wildweasel »

I didn't notice the blocky stuff, because I keep my gamma setting at the lowest in Edge. I would have fixed it as soon as I could if I had noticed.
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Snarboo
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Post by Snarboo »

It's fine, Weasel. I've missed stuff like that before too.
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Chronoteeth
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Post by Chronoteeth »

New screenie. Oh and in case you are wondering, that guy didn't get hit by arch vile flames, oh no. He jumps, and double jumps as well.
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Paul
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Post by Paul »

Chronoteeth wrote:Well it was from hacx, so it's a homage damnit.
Learn taking criticism.
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