Unnamed ZDoom mod
Moderator: TheDarkArchon
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				TheDarkArchon
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				wildweasel
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				Marty Kirra
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				TheDarkArchon
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 - Joined: Wed Jul 06, 2005 11:58
 - Location: What's that fucking smell
 
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				TheDarkArchon
														 - Posts: 1000
 - Joined: Wed Jul 06, 2005 11:58
 - Location: What's that fucking smell
 
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				TheDarkArchon
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 - Joined: Wed Jul 06, 2005 11:58
 - Location: What's that fucking smell
 
* Replaced the Chainguy Guy and Zombieman: The Zombieman is that pistol zombie most of you have seen before and the Chaingun Guy is the Nazi replacement from Enjay ZDoom 2001 with the shirt translated to brown.
* Also gave the zombies immoral conduct style reloading (Though the reloading isn't random: It's only when the clip is dry since zombie would be too dumb to know how much ammo is left in their clip
)
			
			
									
						
										
						* Also gave the zombies immoral conduct style reloading (Though the reloading isn't random: It's only when the clip is dry since zombie would be too dumb to know how much ammo is left in their clip
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				TheDarkArchon
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Decision time: I'm unsure of what I'll be doing for the BFG replacement: I'll either be doing something along the lines of the multi-projectile weapon from the WRW (But fancier, of course) and shares CCG ammo or a Golden Gun that insantly kills anything it's pointed at when the trigger is pulled that uses it's own (scarce) ammo type (replaces Invisibility)
			
			
									
						
										
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				TheDarkArchon
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 - Location: What's that fucking smell
 
* Golden Gun implemented (Well, ish. It still lacks a tomed form, which will give it the power to penetrate foes.).
* Public beta time: http://tda.drdteam.org/tda-znewpublicbeta.zip
			
			
									
						
										
						* Public beta time: http://tda.drdteam.org/tda-znewpublicbeta.zip
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				TheDarkArchon
														 - Posts: 1000
 - Joined: Wed Jul 06, 2005 11:58
 - Location: What's that fucking smell
 
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				Marty Kirra
														 - Posts: 364
 - Joined: Sat Jul 09, 2005 4:25
 
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				TheDarkArchon
														 - Posts: 1000
 - Joined: Wed Jul 06, 2005 11:58
 - Location: What's that fucking smell
 
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				TheDarkArchon
														 - Posts: 1000
 - Joined: Wed Jul 06, 2005 11:58
 - Location: What's that fucking smell
 
* New public beta: http://tda.drdteam.org/tda-znewpublicbeta.zip
			
			
									
						
										
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				wildweasel
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You need to add an interrupt feature to the shotgun reload (add a few A_WeaponReady commands in there so the player can shoot during the reload), because there were a few times during playing this that I got attacked by a shotgunner because I couldn't shoot him, as my clip was empty and I was reloading.