DuduKrazy's Mod Journal

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

Moderator: wildweasel

User avatar
Visplane_Overflow
Posts: 108
Joined: Thu Jun 29, 2006 23:17
Location: Canadia

Post by Visplane_Overflow »

DuduKrazy, it might be worth it to give their homepage a hit, chief.
User avatar
DuduKrazy
Posts: 402
Joined: Sun Dec 25, 2005 18:59

Post by DuduKrazy »

ok. i downloaded that plugin. now is there any option in the PNGOUT options menu which i should modify?
User avatar
hitmanx
Posts: 215
Joined: Sat Dec 24, 2005 13:07

Post by hitmanx »

removed double barreled shotgun.... :(
User avatar
DuduKrazy
Posts: 402
Joined: Sun Dec 25, 2005 18:59

Post by DuduKrazy »

i'll release the weapon separately in a zip file.
User avatar
hitmanx
Posts: 215
Joined: Sat Dec 24, 2005 13:07

Post by hitmanx »

yeay!
User avatar
DuduKrazy
Posts: 402
Joined: Sun Dec 25, 2005 18:59

Post by DuduKrazy »

I'm a bit undecided about one thing. should i remove the Desert Eagle and replace it with the Laser Pistol from System Shock 2?
User avatar
Chronoteeth
Posts: 824
Joined: Wed Jul 06, 2005 10:01

Post by Chronoteeth »

nah, keep it in. You've already used the lazer pistol anyways.
User avatar
hitmanx
Posts: 215
Joined: Sat Dec 24, 2005 13:07

Post by hitmanx »

KEEP!!!

can't we have both?

But if we have to decide i say desert eagle stays :D
User avatar
DuduKrazy
Posts: 402
Joined: Sun Dec 25, 2005 18:59

Post by DuduKrazy »

some more weapons i'm planning to replace:

- M60 machine gun and the Serious Sam 2 minigun. (i wish i could add the latter one, but there's only two frames and it doesn't look like the barrel is actually spinning. according to what Chronoteeth said to me, Post have ripped the weapon a long time ago.)

- Rocket Launcher from Far Cry. (i think it would be a nice weapon to replace that overused SW missile launcher)
User avatar
DuduKrazy
Posts: 402
Joined: Sun Dec 25, 2005 18:59

Post by DuduKrazy »

Updates:

- Removed SW Missile Launcher.

- Added the Far Cry rocket launcher.

- Changed the weapon's name to "Sunspot Missile Launcher".

To-do:

- Add the SW Katana. (unfortunately, that's the only katana i know)

- Add Shell Casings

- Find a better chaingun. I'm not going to keep an overused weapon like the SW riot gun. i'm thinking about adding the Timesplitters 2 chaingun.
User avatar
Chronoteeth
Posts: 824
Joined: Wed Jul 06, 2005 10:01

Post by Chronoteeth »

GOZ FOR EET
User avatar
DuduKrazy
Posts: 402
Joined: Sun Dec 25, 2005 18:59

Post by DuduKrazy »

Updates:

- I have started working on the Timesplitters 2 Chaingun. i had to get rid of the anti-aliasing and also, i made the idle frame a bit darker to match with the other one. Here's a test wad. i want someone to test this wad and tell me if there's something wrong with the weapon. it replaces the Doom Chaingun.
Attachments
ts2chgn.zip
(21.99 KiB) Downloaded 135 times
User avatar
DuduKrazy
Posts: 402
Joined: Sun Dec 25, 2005 18:59

Post by DuduKrazy »

Updates:

- Finally removed the SW Riot Gun.

- Added the Timesplitters 2 Chaingun. (i had to modify the weapon to get rid of some color problems)

- Fixed the Smoke offsets and switched the render to "Add"

- Added missile smoke trails.
User avatar
hitmanx
Posts: 215
Joined: Sat Dec 24, 2005 13:07

Post by hitmanx »

thank god, the SW riot gun should never ever be in another mod ever. Unless HEAVILY HEAVILY modified. XD
User avatar
DuduKrazy
Posts: 402
Joined: Sun Dec 25, 2005 18:59

Post by DuduKrazy »

Updates:

- Added a better pickup for the chaingun.

- Changed ammo limits.

I also added one interesting thing:

When the missile explodes, the splash damage not only kills surrounding enemies but also sends then flying. I done it by adding this "A_GiveInventory("MissileRepulsion",1)" and this "ACTOR MissileRepulsion : ArtiBlastRadius
{
+AUTOACTIVATE
}" into the missile's death states. the end result is exactly what i told. i call this Ragdoll-like physics.
Locked

Return to “Development Journals”