Lizardcommando's mods journal

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

Moderator: wildweasel

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Marty Kirra
Posts: 364
Joined: Sat Jul 09, 2005 4:25

Post by Marty Kirra »

Altfire isn't really that hard to control, and is infact easy to implement.
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Alter
Posts: 851
Joined: Wed Oct 05, 2005 8:55
Location: Poland, Lodz

Post by Alter »

Pistol graphic looks good:D keep it up! good luck
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lizardcommando
Posts: 375
Joined: Fri Jul 08, 2005 6:12
Location: Somewhere in California

Post by lizardcommando »

Here's an update on my progress:

I've got the handcannon finished last night. I'll try to post in-game pictures of that and the shotgun later.

Next up, the SMG's...
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lizardcommando
Posts: 375
Joined: Fri Jul 08, 2005 6:12
Location: Somewhere in California

Post by lizardcommando »

Ok here's an update:

Things are going ahead. I finished the SMG and I even have some dehacked stuff in it (Thanks Wildweasel for the DEH tips.) Here are some screenshots of the guns I made so far.

Image
Here's the Handcannon after I fired it. Reloading animation is my favorite, although I do admit that the idle/fire animation seems a bit off. Can't really explain it...

Image
The animation is cool, but drawing the shotgun in the perspective similar to the Doom shotgun was a total pain in the ass.

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This is my second favorite gun. The SMG fires twice as fast as the old chaingun thanks to the dehacked coding. There's even a new sound for it. I do have to admit that the SMG could be a tad bit bigger...

So what do you guys think?
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DuduKrazy
Posts: 402
Joined: Sun Dec 25, 2005 18:59

Post by DuduKrazy »

i liked the shotgun.
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Snarboo
Posts: 469
Joined: Thu Jul 07, 2005 2:35
Location: space station base of the UAC

Post by Snarboo »

It's looking good, Lizard! The improvements to the original that I can see are great. The SMG doesn't have to be huge. I prefer smaller, machine pistol-esque SMGs over the larger, more tactical ones. You can decide how you want it to look, though.
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Marty Kirra
Posts: 364
Joined: Sat Jul 09, 2005 4:25

Post by Marty Kirra »

The new weapons look great! But I have a question...why Dehacked over Decorate? And also, when do you want me to start helping/do you have anything for me to do?
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lizardcommando
Posts: 375
Joined: Fri Jul 08, 2005 6:12
Location: Somewhere in California

Post by lizardcommando »

I'm using dehacked for the "lite" version. That's just the regular weapons replacement (it works in Skulltag too). The decorate version will have the new guns like the Dual SMGs, grenades, samurai sword, and the new enemies.

Don't worry Marty, when I get most of the graphics finished, I'll contact you for your help. BTW, before I start drawing the new guns, can Decorate use new frames like DDF? Also, can you put in custom death animations for certain weapons in Decorate? IE, use the samurai sword on certain enemies and they'll split in half or something? That's sometihng I wanted to originally put in the EDGE version of this mod, but I didn't have time to do it.
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Chronoteeth
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Joined: Wed Jul 06, 2005 10:01

Post by Chronoteeth »

Speaking of DDF, why switch? Maybe it's because you want both ports to have lovely lizardwar fun?
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lizardcommando
Posts: 375
Joined: Fri Jul 08, 2005 6:12
Location: Somewhere in California

Post by lizardcommando »

No, it's not just that. It's because I'm sick of using EDGE. Yeah, it's cool that it has DDF which is easy to use and you can do all kinds of cool shit on it, but it's the lack of multiplayer and also the fact that software rendering is no longer supported that turns me off from EDGE.

I've always wanted to play ICD-Lizard in multiplayer...

Besides, this is something I can do while waiting for the Diehard Wolfer's forums to get rid of their oh-so-goddamned-frustrating-and-annoying rule about third party emails. ...Of course, that'll probably be never, so I've got a long time to work on this mod.
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Chronoteeth
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Joined: Wed Jul 06, 2005 10:01

Post by Chronoteeth »

Ah, so it's sort of a love hate relationship. Too bad really. :/
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Zeg-Vok
Posts: 233
Joined: Wed Sep 21, 2005 18:04
Location: Up the creek without a paddle
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Post by Zeg-Vok »

As of right now, there is no way to have the custom Death Animations outside of FireDeath and IceDeath (I think there is an IceDeath thing), although custom deaths is talked about alot by coders and beggars.

New Frames? You define actors from scratch, so I guess you could have unlimited frames, If Im thinking of what type of frames your talking about.
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lizardcommando
Posts: 375
Joined: Fri Jul 08, 2005 6:12
Location: Somewhere in California

Post by lizardcommando »

When I was talking about new frames, I was talking about weapons frames and enemy sprites.
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Marty Kirra
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Joined: Sat Jul 09, 2005 4:25

Post by Marty Kirra »

Yes, you can do those with decorate
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lizardcommando
Posts: 375
Joined: Fri Jul 08, 2005 6:12
Location: Somewhere in California

Post by lizardcommando »

I have some good news and some bad news...

The good news is that I've got the basic in-game design for the Assault Rifle (my assault rifle, the EX-1 AR, not the M4) finished. It needs to be fixed up a tad bit though, so no screenshots. Also, I have the Wolfenstein SS replacement graphics finished, but I won't post pictures of him though since it's a secret :wink: (Let's just say that he was supposed to be used for another project)

The bad news is that progress has pretty much stopped at that. You can say it's on temporary hiatus until further notice. I've got college shit to worry about and also personal problems to deal with. Also, I've been losing interest in the project... That doesn't mean it won't get finished though. I'll eventually get the essential stuff (graphics mostly) out of the way, then I'll let someone handle the coding issues.

I hope to try and be able to get this done by the end of the year...
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