Weasel's Mods
Moderator: wildweasel
- wildweasel
- DRD Team Admin (Inactive)
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- Chronoteeth
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- Marty Kirra
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- wildweasel
- DRD Team Admin (Inactive)
- Posts: 2132
- Joined: Wed Jun 29, 2005 22:00
- Location: the Admincave!
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The Stranger
Today's fix: fixed a major bug where, when attempting to reload the Black Magnum with a full clip, you would mysteriously lose one bullet from reserve.
But on to the more major part of this - I'm rethinking my weapons here, adding a few things here and there. So here is the current plans for the weapon list:
SLOT 1
* Combo Fist (completed)
* Throwing Knives (going to make new view graphics for this later, but functionally complete)
SLOT 2
* Glock Semi-Auto (completed, barring potential recolor)
* 9mm Auto-Pistol (just a concept - may get Marty's shocker-pistol graphics to use for this)
SLOT 3
* Power Shotgun (completed, barring balance issues)
* Spec-Ops Shotgun (completed, barring balance issues)
SLOT 4
* Assault Rifle (completed, barring ammo type change and potential recolor)
* Heavy Machine Gun (need graphics for it before I can make it - no more M60's)
SLOT 5
* Chapel Cross mode 1 - Machine Gun (the only bullet weapon that doesn't need reloading, fast but terribly inaccurate due to its weight and recoil)
* Chapel Cross mode 2 - Rocket Launcher (about the same as the anti-structure missiles from ww-cash - fires up to four rockets, then has to reload)
SLOT 6
* Black Revolver (complete barring balance issues)
* Black/White Revolvers (only the firing sequence works so far - needs a lot of work, and reload frames)
SLOT 7
* Steel Boomerang (loosely based on The Boss's weapon from Trigun Ep.1, and still just a concept - this could launch out and plow through opponents, and in its death sequence, it could shoot back at the player as a projectile that doesn't do damage and will drop the boomerang again as a pickup item once it hits something else.)
* Milly's Stun Gun (concept - shoots an X-shaped projectile that knocks enemies back - way back, while doing plenty of damage. Could base on LWM's minigun in Tainted Decorum.)
SLOT 8
* Demon Arm (only graphics are done so far - I don't have anything else done)
Today's fix: fixed a major bug where, when attempting to reload the Black Magnum with a full clip, you would mysteriously lose one bullet from reserve.
But on to the more major part of this - I'm rethinking my weapons here, adding a few things here and there. So here is the current plans for the weapon list:
SLOT 1
* Combo Fist (completed)
* Throwing Knives (going to make new view graphics for this later, but functionally complete)
SLOT 2
* Glock Semi-Auto (completed, barring potential recolor)
* 9mm Auto-Pistol (just a concept - may get Marty's shocker-pistol graphics to use for this)
SLOT 3
* Power Shotgun (completed, barring balance issues)
* Spec-Ops Shotgun (completed, barring balance issues)
SLOT 4
* Assault Rifle (completed, barring ammo type change and potential recolor)
* Heavy Machine Gun (need graphics for it before I can make it - no more M60's)
SLOT 5
* Chapel Cross mode 1 - Machine Gun (the only bullet weapon that doesn't need reloading, fast but terribly inaccurate due to its weight and recoil)
* Chapel Cross mode 2 - Rocket Launcher (about the same as the anti-structure missiles from ww-cash - fires up to four rockets, then has to reload)
SLOT 6
* Black Revolver (complete barring balance issues)
* Black/White Revolvers (only the firing sequence works so far - needs a lot of work, and reload frames)
SLOT 7
* Steel Boomerang (loosely based on The Boss's weapon from Trigun Ep.1, and still just a concept - this could launch out and plow through opponents, and in its death sequence, it could shoot back at the player as a projectile that doesn't do damage and will drop the boomerang again as a pickup item once it hits something else.)
* Milly's Stun Gun (concept - shoots an X-shaped projectile that knocks enemies back - way back, while doing plenty of damage. Could base on LWM's minigun in Tainted Decorum.)
SLOT 8
* Demon Arm (only graphics are done so far - I don't have anything else done)
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- Posts: 60
- Joined: Sun Sep 04, 2005 3:05
- wildweasel
- DRD Team Admin (Inactive)
- Posts: 2132
- Joined: Wed Jun 29, 2005 22:00
- Location: the Admincave!
- Contact:
- Marty Kirra
- Posts: 364
- Joined: Sat Jul 09, 2005 4:25
- wildweasel
- DRD Team Admin (Inactive)
- Posts: 2132
- Joined: Wed Jun 29, 2005 22:00
- Location: the Admincave!
- Contact:
- wildweasel
- DRD Team Admin (Inactive)
- Posts: 2132
- Joined: Wed Jun 29, 2005 22:00
- Location: the Admincave!
- Contact:
- Marty Kirra
- Posts: 364
- Joined: Sat Jul 09, 2005 4:25
- wildweasel
- DRD Team Admin (Inactive)
- Posts: 2132
- Joined: Wed Jun 29, 2005 22:00
- Location: the Admincave!
- Contact:
- Marty Kirra
- Posts: 364
- Joined: Sat Jul 09, 2005 4:25
It's finished!
-WEAPON DELETED, go see my edits journal-
-WEAPON DELETED, go see my edits journal-
Last edited by Marty Kirra on Fri Feb 10, 2006 0:23, edited 1 time in total.
- wildweasel
- DRD Team Admin (Inactive)
- Posts: 2132
- Joined: Wed Jun 29, 2005 22:00
- Location: the Admincave!
- Contact:
The Stranger
- Okay, motivation's back.
- Throwing knives given a complete overhaul - the view graphics have been replaced, so the stranger now does a horizontal throw instead of overhanded. Also, added an alt-fire that uses a knife for a melee attack (which works if you have no knives left - ICD style).
- Imported graphics for the Autopistol, and a firing sound, but haven't coded it yet aside from copying a "template" (the Assault Rifle's code).
- Working on drawing new knife projectiles from scratch - based on Chloe's from the anime "Noir."
- Chronoteeth
- Posts: 824
- Joined: Wed Jul 06, 2005 10:01
- wildweasel
- DRD Team Admin (Inactive)
- Posts: 2132
- Joined: Wed Jun 29, 2005 22:00
- Location: the Admincave!
- Contact: