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Posted: Wed Jan 18, 2006 22:11
by Marty Kirra
Heh, I made a gloved Blood sawed-off for Chrono. Nice Shots! Can't wait for this one!

Posted: Wed Jan 18, 2006 22:41
by Snarboo
I realized that I hadn't shown you any pics of the Ripper yet, so here are three more screenies! The following screenshots were all taken on Map 13 of the Revolution!

Posted: Thu Jan 19, 2006 1:00
by Chronoteeth
Yay!

Now you'll have to release a beta! MUAHAHAHA! :P

Posted: Thu Jan 19, 2006 3:21
by wildweasel
I like this. I always thought the shock cannon from Lameduke made a better chaingun than the one that made it into the final game.

Posted: Thu Jan 19, 2006 18:07
by Snarboo
Update:
*Started work on the Pipe Bomb. It's currently a place holder until I make the projectile and the RTS script for the detonation. The pipe bombs will be able to be picked back up after being thrown, just like in Duke 3D. :)
*After much trial and error, made the Shell Boxes randomly spawn one of four items: A single pipe bomb, a box of pipe bombs, a box of shells, or a hunting shotgun. Although this isn't how the pickups for the pipe bombs worked in Duke Nukem, it was a necessary change to help balance. It also allows you to pick up a hunting shotgun in the original Doom. I plan on doing the same sort of balance changes for the box of rockets and large cell pack, which are the box of Devastator rounds and the shrinker cell, respectively.
*Added a second pickup for the Hunting Shotgun with an item number of 9000 so that you can place it in custom maps for any IWAD. The second pickup gives you 20 shells, which is twice as much as the modified super shotgun pickup gives you.

Posted: Thu Jan 19, 2006 20:21
by Snarboo
The pipe bombs are finished! They act just as they do in Duke Nukem, allowing you to throw them and then pick them up. However, because of this, you have to wait for the pipe bomb projectile to actually spawn the thrown pipe bomb in order to detonate it. The weapon functions like it did in Duke Nukem, too, meaning you first throw a pipe bomb, then hit the detonator.

Here are some screenshots of me playing around with Pipe Bombs in Map 01.

Posted: Fri Jan 20, 2006 11:20
by Chronoteeth
Mmm, random pick ups, can you post the code you made for that? Also nice detonator graphics.

Posted: Fri Jan 20, 2006 11:25
by TheDarkArchon
The DROPITEM(actor) action and jumps, I guess.

Posted: Fri Jan 20, 2006 13:54
by Snarboo
TheDarkArchon wrote:The DROPITEM(actor) action and jumps, I guess.
Pretty much, yeah. At first it didn't want to work, but then I found out I was placing a colon where there should have been a comma, ie I was typing JUMP(DEATH:1:100%) when I should have typed JUMP(DEATH:1,100%). The funny thing was that EDGE didn't yell at me for it, so it took me a while to fix it. :/

Posted: Fri Jan 20, 2006 14:42
by Chronoteeth
So, what does this jump thing do? Randomly jumps between items?

Posted: Fri Jan 20, 2006 17:03
by Snarboo
Chronoteeth wrote:So, what does this jump thing do? Randomly jumps between items?
Pretty much, yes. Here's an example for EDGE:

Code: Select all

NULL:A:1:NORMAL:JUMP(SHOOT:5,40%);
What the above does, when this frame is encountered, is jump to the fifth frame in the state SHOOT. It will do this about 40% of the time. If the random jump fails, it will fall through to the next frame.

This next example for EDGE is similar to how I made the box of shells randomly drop an item:

Code: Select all

[SOME_ITEM:9999]

STATES(DEATH)=NULL:A:0:NORMAL:JUMP(DEATH2:1,35%), //Will jump to frame 1 of state DEATH2
              NULL:A:0:NORMAL:JUMP(DEATH3:1,15%), // = = = = = = = DEATH3
              NULL:A:0:NORMAL:DROPITEM(MAGIC_BOOTS),
              #REMOVE;

STATES(DEATH2)=NULL:A:0:NORMAL:DROPITEM(WAND_OF_POWER), //This is Frame 1 of DEATH2 for reference
               #REMOVE;

STATES(DEATH3)=NULL:A:0:NORMAL:DROPITEM(GREATER_HEALING_SPELL),
               #REMOVE;
When the above item enters its death state, it has a 35% chance of jumping to the second death state(DEATH2), and a 15% chance of jumping to the third death state. Since the percentage of jumping to either of these two death states is very small, the magic boots will be spawned more often than not. Then, at the end of each death state, the item spawner is removed so it doesn't mess anything up.

Posted: Fri Jan 20, 2006 17:37
by Chronoteeth
Oooh nice. This shoud go in the tuts area.

Hmm, idea, in the n64 version of duke nukem 3d, there were some more weapons. How about adding them?

Posted: Fri Jan 20, 2006 17:44
by Snarboo
I don't think I will add any weapons from other versions of the game, simply because I don't know what those weapons are and I don't know what they look like. Are you sure they are totally new weapons, and not just replacements of existing weapons? I'm almost finished with this mod, and I don't want to put too many extra weapons in for fear of having to balance them all or having too many redundant ones.

Posted: Fri Jan 20, 2006 18:21
by wildweasel
I've played Duke 64 as well and the new weapons are actually quite different. The Freezethrower and Devastator were completely removed, in favor of a grenade launcher and a chargeable Plasma Cannon that could also fire semi-automatic. The Chaingun was replaced with a pair of SMG's, which were weaker, but faster (and had more ammo). There were also special ammo pickups for several of the weapons - dum-dum rounds for the pistol, explosive shells for the shotgun, and homing missiles for the RPG. They also gave a graphical overhaul to the shrinker/expander, making it look more alien.

Posted: Fri Jan 20, 2006 18:29
by Chronoteeth
Not just the strinker/expander graphics wise, all the guns. :P

On an unrelated question though, what are dum dum rounds again?