Doom with bits on

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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Chronoteeth
Posts: 824
Joined: Wed Jul 06, 2005 10:01

Post by Chronoteeth »

I think it's something about missing an extra bracket at the end. I don't know though. :/
Captain Red
Posts: 39
Joined: Sun Oct 02, 2005 12:24

Post by Captain Red »

*Added berserker damage to flashlight and knife

*Added reload frames to the plasmarifle

*Added secondary fire to BFG9000

http://rapidshare.de/files/6884695/DoomWBO.zip.html
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Chronoteeth
Posts: 824
Joined: Wed Jul 06, 2005 10:01

Post by Chronoteeth »

*sent new version to chronoteeth.

:P

Anyways, paweese
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TheDarkArchon
Posts: 1000
Joined: Wed Jul 06, 2005 11:58
Location: What's that fucking smell
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Post by TheDarkArchon »

A little something for the unmaker. Can anyone guess what it is? :P

Code: Select all

ACTOR Unmaker : Weapon 11094 
{ 
   Inventory.PickupSound "misc/w_pkup" 
   Inventory.PickupMessage "What the $%*& is THIS?!" 
   Weapon.AmmoType "DarkSoul" 
   Weapon.AmmoGive 40 
   Weapon.AmmoUse 1 
   Weapon.AmmoUse2 15
   Inventory.Icon LGUNA0 
   AttackSound "weapons/unmkrlzr"
   States 
   { 
   Spawn: 
      LGUN A -1 
      Loop 
   Ready: 
      UNKF A 1 A_WeaponReady 
      Loop 
   Deselect: 
      UNKF A 1 A_Lower 
      Loop 
   Select: 
      UNKF A 1 A_Raise 
      Loop 
   Fire: 
      UNMK A 0 A_JumpIfInventory("UnmakerSide",1,5)
      UNKF A 0 A_PlayWeaponSound("weapons/unmkrlzr")
      UNKF A 0 A_GunFlash
      UNKF B 5 BRIGHT A_RailAttack(30,1,1,none,"FF 11 00")
      UNKF A 5 A_GiveInventory("UnmakerSide",999)
      Goto ready
      UNKF A 0 A_PlayWeaponSound("weapons/unmkrlzr")
      UNKF A 0 A_GunFlash
      UNKF C 5 BRIGHT A_RailAttack(30,-1,1,none,"FF 11 00")
      UNKF A 5 A_TakeInventory("UnmakerSide",999)
      goto Ready
   Flash:
      NULL A 2 BRIGHT A_Light1
      NULL A 2 BRIGHT A_Light2
      TNT1 A 0 BRIGHT A_Light0
      Stop
   } 
} 

ACTOR UnmakerSide : Ammo
{
Inventory.MaxAmount 1
Ammo.BackpackAmount 0
Ammo.BackpackMaxAmount 1
Inventory.Icon TNT1A0
}
Captain Red
Posts: 39
Joined: Sun Oct 02, 2005 12:24

Post by Captain Red »

Awsomage! Thanks!
TawmDee
Posts: 18
Joined: Sat Sep 10, 2005 23:04

Post by TawmDee »

Awesome mod!

Some suggestions for some reason.

- Better decal, blood or general effects for all weapons or monsters really. EG: Different explosion sprite, different plasma projectile effects? Also maybe you could add projectile trails to each monsters projectile, and other specific effects for each monster (such as bullet ejections for the Spider Mastermind). I'm just nitpicky like that - it's not exceedingly important - but it'd be nice, I guess :P

- Also, maybe some awesome gib effects like ROTT or something.

- er.. few more new monsters? :P

These aren't important at all, but just things I'd like to see for some reason.

Good work on this WAD
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Spray
Posts: 13
Joined: Wed Jul 06, 2005 21:12

Post by Spray »

The weapons and enemies are awesome, but I'm not fond of the new sounds. Some of them are pretty good, actually, mainly the switch, door, elevator, teleport (I love that one), item respawn and pickup sounds. The rest sound very "muddy" and indistinct, especially the monster snarls and screams, and fireballs. The weapon reload and shell sounds are fine, though.

There's also the issue with certain monsters no longer being "deaf" and hearing through walls and such, but as far as I can tell, that can't be helped, and it's not really that big of a deal.

<3 the Dark Claw, by the way.
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TheDarkArchon
Posts: 1000
Joined: Wed Jul 06, 2005 11:58
Location: What's that fucking smell
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Post by TheDarkArchon »

Captain: I've screwed up on the berserk checks. The checks should be for "PowerStrength" not "Berserk"

Spray: I take it you haven't played Doom 64 ;)
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Soultaker
Posts: 219
Joined: Fri Sep 02, 2005 8:26
Location: Capping some zombies Gangsta Style.
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Post by Soultaker »

Okay stupid question. Would adding the required Berserk syntax to Ranged weapons make the ranged weapons do Berserk damage?
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TheDarkArchon
Posts: 1000
Joined: Wed Jul 06, 2005 11:58
Location: What's that fucking smell
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Post by TheDarkArchon »

Yes.
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Soultaker
Posts: 219
Joined: Fri Sep 02, 2005 8:26
Location: Capping some zombies Gangsta Style.
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Post by Soultaker »

Heh. *Evil Grin*
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wildweasel
DRD Team Admin (Inactive)
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Post by wildweasel »

I just checked this out today, and I gotta say that I approve greatly. The weapon selection is just a bit lacking though, in my opinion - at the very least, maybe some new sounds would do them some good (especially where the shotguns and energy weapons are concerned).

I recommend looking up and downloading some replacement weapon models for Counter-Strike from someplace like CSNation or CSBanana, as a lot of the time they contain new sounds that work quite well for weapons like these.

As for the energy weapons...not sure where to look for that stuff these days...
Inuyasha_989
Posts: 60
Joined: Sun Sep 04, 2005 3:05

Post by Inuyasha_989 »

I took a look at the code for the chainsaw, and thats my code :D Glad to see my stuff being used!

I recognize parts and the sprite offsets :P
Captain Red
Posts: 39
Joined: Sun Oct 02, 2005 12:24

Post by Captain Red »

Inuyasha_989 wrote:I took a look at the code for the chainsaw, and thats my code :D Glad to see my stuff being used!
Heh...

Well lets hope more people have that attitude...
Captain Red
Posts: 39
Joined: Sun Oct 02, 2005 12:24

Post by Captain Red »

Chronoteeth wrote:*sent new version to chronoteeth.

:P

Anyways, paweese
I'll happly host it somewherer filterpak dosn't block if you can find one for me.
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