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Posted: Fri Oct 28, 2005 19:10
by Chronoteeth
I think it's something about missing an extra bracket at the end. I don't know though. :/
Posted: Fri Oct 28, 2005 19:47
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
Posted: Fri Oct 28, 2005 20:02
by Chronoteeth
*sent new version to chronoteeth.
Anyways, paweese
Posted: Fri Oct 28, 2005 20:06
by TheDarkArchon
A little something for the unmaker. Can anyone guess what it is?
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
}
Posted: Fri Oct 28, 2005 20:28
by Captain Red
Awsomage! Thanks!
Posted: Fri Oct 28, 2005 22:47
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
- Also, maybe some awesome gib effects like ROTT or something.
- er.. few more new monsters?
These aren't important at all, but just things I'd like to see for some reason.
Good work on this WAD
Posted: Fri Oct 28, 2005 23:08
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.
Posted: Sat Oct 29, 2005 0:09
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

Posted: Sat Oct 29, 2005 1:07
by Soultaker
Okay stupid question. Would adding the required Berserk syntax to Ranged weapons make the ranged weapons do Berserk damage?
Posted: Sat Oct 29, 2005 1:51
by TheDarkArchon
Yes.
Posted: Sat Oct 29, 2005 1:54
by Soultaker
Heh. *Evil Grin*
Posted: Sat Oct 29, 2005 3:11
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...
Posted: Sat Oct 29, 2005 4:04
by Inuyasha_989
I took a look at the code for the chainsaw, and thats my code

Glad to see my stuff being used!
I recognize parts and the sprite offsets

Posted: Sat Oct 29, 2005 4:29
by Captain Red
Inuyasha_989 wrote:I took a look at the code for the chainsaw, and thats my code

Glad to see my stuff being used!
Heh...
Well lets hope more people have that attitude...
Posted: Sat Oct 29, 2005 10:37
by Captain Red
Chronoteeth wrote:*sent new version to chronoteeth.
Anyways, paweese
I'll happly host it somewherer filterpak dosn't block if you can find one for me.