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Posted: Sat Oct 29, 2005 12:10
by TheDarkArchon
The Chaingun guy is massively overpowered, BTW. Try using A_CustomBulletAttack instead of A_BulletAttack.

Posted: Sun Oct 30, 2005 0:45
by Inuyasha_989
Captain Red wrote:Well lets hope more people have that attitude...
As long as you give credits, and maybe ask some people if you can use the sprites/code, they would be glad to let you use it.

Posted: Tue Nov 01, 2005 14:30
by Captain Red
*fixed overpowered chaingunners (thinks TheDarkArchon)

*Changed Rocketlauncher and BFG

*added rifle

http://rapidshare.de/files/7042497/DoomWBO.zip.html

Posted: Tue Nov 01, 2005 21:40
by TawmDee
If you have 1 grenade remaining and throw it, you'll then have 0 grenades remaining BUT it still shows you holding a grenade!

Maybe you should make it so the idle HUD sprite doesnt show a grenade.

Also - are you sure about the Lord of Heresy replacing the Hell Knight? Maybe replace the Revenant or Mancubus?

Posted: Tue Nov 01, 2005 23:02
by TheDarkArchon
A more Doomy flash for the revolver. :)

Image

Posted: Tue Nov 01, 2005 23:43
by Captain Red
TawmDee wrote:If you have 1 grenade remaining and throw it, you'll then have 0 grenades remaining BUT it still shows you holding a grenade!

Maybe you should make it so the idle HUD sprite doesnt show a grenade.

Also - are you sure about the Lord of Heresy replacing the Hell Knight? Maybe replace the Revenant or Mancubus?
Well, it dosn't really 'replace' the hell knight, it just spawns with it... I guess it is a bit powerful for a hell knight, but I don't really know where else to put it.

you see, I don't want make any changes to the barron, mancubus, Arachnotron, cyberberdemon or spidermastermind, mainly because it breaks doom levels. I've kinda already broken that rule by giving the barron green blood (and now you can't finish knee deep in the dead). as for the Revenant? maybe... i donno. I'll think about it.

as for the grenade bug... I think I might be able to fix that one. we'll see.

on and thanks darky!

Posted: Wed Nov 02, 2005 11:52
by TheDarkArchon
The grenade bug is fairly easily done: A _JumpIfInventory jump in the raise, lower and ready states will cover that.

BTW, the NULL sprite is pointless: TNT1A0 in GZDoom.wad already covers that. It's also slightly faster since GZDoom knows about it and doesn't try to render it.

Posted: Wed Nov 02, 2005 14:23
by TawmDee
well, i meant that it spawns over it, yeah.

you could always power it up more and have it with the archvilespawner. I think that could work better, except for some maps where people have deliberate (fuck spelling) use of pillars etc.

I think it should either be in a Revenantspawner, but maybe powered down slightly, up to you... or as a midboss thing like an ArchVile.

Posted: Thu Nov 03, 2005 23:25
by Marty Kirra
Hey CR, nice mod! Brings back some fond memories.
I got a question, did you make that throwing hand that throws the grenade? I know it was in a Xaser mod before being gloved. Do you know where he got it from or did he edit it?

Posted: Fri Nov 04, 2005 5:01
by Captain Red
I have no clue, you'd have to ask Xaser.

Posted: Sat Nov 05, 2005 0:24
by NeoWorm
I made new Unmaker sprites which suits to your mod. Use them if you want

Posted: Sat Nov 05, 2005 0:27
by TheDarkArchon
Can I use those? (Since you used my Unmaker DECORATE ;))

Posted: Sat Nov 05, 2005 1:13
by Captain Red
NeoWorm wrote:I made new Unmaker sprites which suits to your mod. Use them if you want
It's horrable!

it's so in!

Posted: Sat Nov 05, 2005 3:50
by Chronoteeth
That unmaker is SOOOOOooooooo good!

Posted: Sat Nov 05, 2005 4:54
by wildweasel
That is both disgusting and awesome at the same time. Just like Beelzebub from Symphony of the Night.