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Posted: Tue Apr 17, 2007 3:34
by Snarboo
Well, as ragdoll as you can get with sprites.
OFFTOPIC RANT: You know, if Doom supported segmented enemies like in the old game Vector Man, you could probably simulate ragdolls.
Posted: Wed Apr 18, 2007 10:17
by hitmanx
That would be SWEET!
Posted: Sat Apr 21, 2007 19:44
by DuduKrazy
Updates:
- I have completely reworked the Omega Cannon. now it shoots two plasma balls at the same time. also, it has a slow rate of fire. i even replaced the weapon. now it's no longer that weapon from Hacx. i was taking a look around at the old doom armory forums and i found some kind of energy weapon that i think it's from Lifeforce Tenka. i modified the weapon a bit. i changed the hands, removed the ammo counter and replaced it with a radar from Interstate '76 Nitroriders (Nitro Pack). it would be a lot better if there was a way to make the radar actually work. it would be just like the radar plasma gun mod from Doom 3.
Posted: Mon May 07, 2007 15:48
by DuduKrazy
Updates:
- Another major changes to the Omega Cannon. Finally i found a weapon that really looks and acts the way i want. like a mass destruction weapon. now it's that weapon from red faction 2 and shoots various green and blue plasma balls at the same time. this is a small homage to the BFG 2704. the only difference is that it doesn't look like christmas.
- i'm now working on the SW Katana. I'm not going to use the bloody version.
Posted: Mon May 07, 2007 15:49
by DuduKrazy
sorry the double post but this is important.
i downloaded the gamma release of zero tolerance and i noticed one very interesting concept i want to incorporate into the Dudukrazy's guns 2 mod. i really liked the custom HUD and i want to make one for my mod. but there's two problems:
1 - I want to use the helmet-like HUD from Doom's Tecnology demo. there was a download link with the hud graphics a long time ago in the zdoom forums. but unfortunately the link is dead.
EDIT: This is the download link:
http://65.190.172.84/files/alpha_hud.zip
and this is the topic where i found it:
http://forum.zdoom.org/potato.php?t=5932
2 - Apparently, this involves some ACS scripting. i don't know anything about this. not even how to make this script work with ALL the default levels from Doom, Doom2 and Final Doom.
I really wish that someone could help me with this.
Posted: Tue May 08, 2007 12:43
by DuduKrazy
Updates:
- I'm finally beginning to make the mod work fine on the newest version of gzdoom. I'm still having problems with PNG transparent colors. i tried saving the images using the PNGOUT plugin but it only worked with the Pistol. the other png images still displays a cyan box around the weapon. i guess it's because they are very big. i'm not sure about that. Maybe i could change something in the PNGOUT save options menu but i don't know if i have to change some option and what option should i change.
- I had to remove the hi-res version of the M1-X pulse rifle. also, i reworked the firing animations and changed the offset.
Posted: Wed May 09, 2007 2:33
by DuduKrazy
More Updates:
- New weapon added: the Katana. (it has an alternate fire that blocks and repels every projectile attack. it renders you "invulnerable" as long as you're standing still.)
- I started working on the last weapon remaining: the fists. Is the fists from gunspc with the kick graphics from Duke3D.
As soon as i finish this weapon, i'll make some polishment. When it's finally done, i'll make the usual credits list and upload it on /idgames.
The polishment stage basically will involve doing some cosmetic changes, adding some effects, changing some sounds when needed, etc.
I decided that i'm not going to add a custom hud anymore. it's too hard to do and i don't know ACS.
Posted: Wed May 09, 2007 12:26
by hitmanx
I look foward to this!
Posted: Wed May 09, 2007 15:54
by DuduKrazy
Updates:
- Added an alternate attack for the fists. it's just a simple kick attack. i also added this A_Recoil(- 8 ).
- All weapons are complete.
- Removed the Chaingun. If anyone liked the weapon, i'll release it separately.
Here's the Current list of all weapons and which weapon is replaced:
Fists/Kick - Fists
Katana - Chainsaw
Colt 1911 - Pistol
Desert Eagle .50AE - Will be dropped by the shotgun guy
Benelli M3 Super 90 - Shotgun
M1-X Pulse Rifle - Chaingun
Sunspot Missile Launcher - Rocket Launcher
Plasma Rifle Mark X - Plasma Gun
Railgun - Berserk pack
Omega Cannon - BFG 9000
Now the ammo:
- The Colt 1911 and the M1-X Pulse Rifle uses the same ammo: Clip
- The Desert Eagle .50AE has it's own ammo. It replaces the Armor Bonus
- The Benelli M3 Super 90 uses the default shotgun shells
- The Sunspot Missile Launcher uses a pack of 5 missiles that replaces the Box of Rockets
- The Plasma Rifle Mark X uses the default Cells but i slightly changed the ammo amount to:
50 ammo for the Cell pickup
Max amount of 600 ammo
50 ammo when you pickup the backpack
Max amount w/backpack of 800
- The default modified Cells is also used by the Omega Cannon
Posted: Thu May 10, 2007 2:35
by DuduKrazy
Updates:
- Added casings and smoke effects for the Desert Eagle and the Benelli M3 Super 90
- The railgun is now the Impulse Rifle from Hired Team: Trial. (The weapon is pretty beautiful. Specially the camo skin. It could be perfectly used in a mod like Hellops*)
*is this mod still alive? I only remember of the Spas-12 with that camo skin.
- Added some better sounds for the Colt 1911, Benelli M3 Super 90 and Sunspot Missile Launcher.
- Speaking about sounds, should i keep the default GZDoom railgun sound or should i add the SW Railgun sound?
Now i need to add the muzzleflash for the Plasma Rifle Mark X and then i'll do some more tests and send the final beta to Chronoteeth. As soon as i think it's ok, i will upload the mod on /idgames.
Posted: Thu May 10, 2007 5:45
by wildweasel
I'm pretty tired of the default railgun sound - any change is more than welcome!
Posted: Thu May 10, 2007 12:50
by DuduKrazy
Updates:
- Added the SW Railgun sound. don't worry about having to listen to the default railgun sound.
- Added a muzzle flash to the Plasma Rifle Mark X. It's a recolored imp fireball death sequence.
Posted: Tue May 15, 2007 4:10
by DuduKrazy
Updates:
- Removed the custom doom hud and Duke3d numbers.
- While i was talking to Wildweasel, he pointed me a lot of issues regarding sounds, weapon balance, etc. i solved them all, i guess.
But unfortunately, after talking to Chronoteeth, i'm now dealing with two heavily different opinions. on one hand, Wildweasel thinks that everything's okay. (that's what i understood. correct me if i'm wrong.) but on the other hand, Chronoteeth had told me about issues with the Desert Eagle size and the Pulse Rifle. I really don't know what should i do about this. If i follow Wildweasel's opinion, i can finally upload the mod. And if i follow Chronoteeth's opinion, this will mean more work for me since i'll probably have to replace two weapons that i like a lot. and i just want to upload the mod now and finish this long work.
Posted: Tue May 15, 2007 20:18
by Chronoteeth
Its just an opinion GAWD
Posted: Tue May 15, 2007 23:32
by Snarboo
Upload the mod, and if you're not sure it's perfect, call it an ULTRA MEGA BETA edition or something. :)