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Posted: Sat Nov 12, 2005 23:13
by wildweasel
The Stranger

The only change so far: the Assault Rifle (formerly SMG) now does 7 damage instead of 6.

Posted: Sun Nov 13, 2005 7:18
by Chronoteeth
Hehe, I guess, even thought thats so little of a change, is still a change. :p

Posted: Wed Nov 16, 2005 0:19
by Marty Kirra
I hope WW has this huge change coming up that will take him all of two seconds to release the mod...because I am getting uninspired. :P

Posted: Wed Nov 16, 2005 2:48
by wildweasel
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)

Posted: Wed Nov 16, 2005 5:33
by Inuyasha_989
The steel boomerang's concept is the exact same one I had a while back (they way the weapon executes). Glad to see my ideas are sound :P

Also, is the chapel cross just a concept ATM? I'd love the see the sprites if they're done o_O

Posted: Wed Nov 16, 2005 6:29
by wildweasel
Yeah, those are concepts...I haven't really done any work because I lack any decent resources for them. But darnit, I want the Chapel Cross in here.

Posted: Wed Nov 16, 2005 23:18
by Marty Kirra
Are you going to use those "Pocket Pistol" graphics I posted here in this topic? Or was that what you were refering to?

Posted: Wed Nov 16, 2005 23:40
by wildweasel
Marty: If you can get me a complete frameset of the pocket pistol, then I'll use that instead.

Posted: Wed Nov 16, 2005 23:57
by wildweasel
Today's progress:

Imported the sprite graphics for the Crossbow and aligned them. Decided to replace the Chaingunners with a zombie with an auto-pistol so it's more justified to make him drop one (instead of a chaingun), though I haven't looked up graphics for him yet.

Posted: Thu Nov 17, 2005 3:00
by Marty Kirra
I will post the rest of the frames tommarrow.

Posted: Fri Nov 18, 2005 0:38
by wildweasel
The Stranger

I guess my motivation is down. I have no idea why.
  • New firing sounds for the Assault Rifle (the M4 from Soldier of Fortune 2).
  • Imported fire and reload sounds for the Crossbow but still haven't coded it yet. I actually completely forgot I was going to put it in the wad file.

Posted: Fri Nov 18, 2005 0:43
by Marty Kirra
It's finished!

-WEAPON DELETED, go see my edits journal-

Posted: Fri Nov 18, 2005 2:19
by wildweasel
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."

Posted: Fri Nov 18, 2005 2:27
by Chronoteeth
WW: how about using the throwing knifes from goldeneye doom and rehanding them? Or could it be something else?

Posted: Fri Nov 18, 2005 3:57
by wildweasel
I already replaced the knives with graphics that I'm satisfied with. As far as I can tell, the majority of Goldeneye Doom's weapon graphics are pretty poor, so I probably won't bother changing these any further.