Page 19 of 24
Posted: Mon Mar 03, 2008 22:19
by DuduKrazy
Updates:
- I started working on the Plasma Discharge Unit. But before i start making the code, what kind of primary attack should this weapon do?
Posted: Tue Mar 04, 2008 4:16
by Chronoteeth
Since the word discharge comes to mind, think of it as a concussion gun that fires an invisible tracer that pushes enemies back and away a crap load. Not too damaging, it'd be more for a cover. It'd be cool if you could make it shoot a shockwave, or a "bent light" wave.
Posted: Tue Mar 04, 2008 13:10
by DuduKrazy
ok. that sounds good but the alternate kick attack already does that. it sends monsters away.
-Updates:
- Increased the damage for the Freezethrower. It was very underpowered against bigger monsters like the barons of hell or the cacodemons.
Posted: Wed Mar 05, 2008 15:46
by DuduKrazy
Updates:
- Remade the ACS script from scratch and added the muzzle climb code from the Diaz Remake.
- Added recoil on most weapons.
Posted: Wed Mar 05, 2008 18:25
by DuduKrazy
Updates:
- Added an awesome custom Doom tech demo-style status bar. Replaces the standard status bar. Now i'll make a gzdoom fullscreen status bar replacement for those who don't like to play with the standard one.
Posted: Wed Mar 05, 2008 21:56
by DuduKrazy
Well. i think i done a lot with the mod so it's time to make a beta release
http://www.sendspace.com/file/wp5q64
If you guys are interested in testing my mod, go ahead and download it. Be advised that the mod has a serious bug which makes gzdoom freeze when you die no matter if you get shot, gibbed or used the "kill" command in the console. at least WildWeasel made a topic about that, and hopefully Graf Zahl will know about that soon.
Posted: Thu Mar 06, 2008 0:52
by Chronoteeth
Yeeah, the discharge gun isn't that much fun. It's too... bare.
Posted: Thu Mar 06, 2008 0:56
by DuduKrazy
it's because i still can't think of a nice attack without making the weapon too overpowered.
Posted: Thu Mar 06, 2008 2:00
by Chronoteeth
Plasma GL?
Posted: Thu Mar 06, 2008 3:25
by wildweasel
Chronoteeth wrote:Plasma GL?
Chrono, you're going to have to learn to write complete sentences, because I did not understand one bit of what you just wrote. Is it that hard? This isn't IRC. This isn't some instant messenger program.
You don't need to write your replies in less than 30 seconds.
Posted: Thu Mar 06, 2008 13:17
by DuduKrazy
Updates:
- After reading Graf Zahl's post, i realized that the freeze bug was caused by the deselect states. I removed these custom states until i find a better way to implement a faster weapon switching without making the program freeze when you die.
Posted: Thu Mar 06, 2008 17:21
by DuduKrazy
Updates:
- Added a much better version of the M249 Para as well as muzzle climb recoil.
- I decided to remove the UACRV. It looks strange to fly a ship on indoor areas. instead, i will add a jetpack like the one from Grand Theft Auto: San Andreas. the only difference is that you can only use one weapon: two plasma accelerators (from SiN). But now i can't find a way of making a powerup that will give the weapon and taking it away from inventory once the powerup is over.
Posted: Fri Mar 07, 2008 1:36
by DuduKrazy
More Updates:
- Added TERRAIN definitions.
- Added the blood and gib effects from Nashgore.
Posted: Sat Mar 08, 2008 22:14
by DuduKrazy
Updates:
- Replaced the Lameduke RPG with the Napalm Launcher from the alpha version of Blood. It looks and resembles the original Doom rocket launcher.
- Changed the name of the new rocket launcher to RPG-8.
- When using the ninja scroll, the RPG-8 will fire frag rockets.
I don't know if the powered-up version of this new rocket launcher is overpowered or not. i managed to kill the spider mastermind with 13 shots.
Posted: Sun Mar 09, 2008 1:43
by Visplane_Overflow
Well, you could land a one-hit KO on the Spider Mastermind in original Doom, so thirteen shots doesn't sound so bad.