Page 23 of 45
Posted: Fri Jan 06, 2006 13:30
by TheDarkArchon
Messages that appear when you are killed by something. E.G "Chronoteeth had his balls blown off by TheDarkArchons uber-shotgun!"
Posted: Sat Jan 07, 2006 1:36
by wildweasel
The Stranger
I did some work today on a text file documenting the origins of the stranger. I had the idea last night of making him into a somewhat Christ-like figure, but to make him mostly the opposite. While Jesus was known for his miracles of feeding five thousand people with just a few loaves of bread and some fish, the stranger defeats hundreds of demons with only a pair of shotgun shells. And while Jesus was known for walking on water, the stranger walks outside in the weak atmosphere of Phobos without suffocating, and manages to save a few scientists from an aerial Cacodemon assault.
The cause for why the stranger can perform these miracles is the fact that he is the son of Baphomet. When attempting to destroy Baphomet (shortly before the events of the original Doom), he managed to destroy all but his head (the icon of sin). Baphomet, angered at this, cast the stranger away from Hell to live on the streets. The stranger got himself a Luger P-08 from a gun store, and upon hearing of the UAC's gateway experiments, decides to go to Phobos himself by stowing away on the shuttle bound for the base. When he arrives, he sabotages the gateway experiments by configuring them to connect with Hell, and uses the gateway to return to Hell and defeat Baphomet once and for all.
Posted: Sat Jan 07, 2006 3:58
by wildweasel
The Stranger
For fun, I checked out my old design document and discovered my plans for making a "stun gun" like Milly's from Trigun. Well, I figured, I still have an extra space to fill on Slot 8, so I went ahead and made the gun - with modifications. It uses Tainted Decorum's minigun sprites, and launches ripper lances that go through enemies (but have gravity applied to them so it's harder to take long lines of enemies). On contact with a hard surface, the lance shatters into fragments which bounce around harmlessly until they disappear.
I also got the finished Demon Arm weapon from DoomRater today, and it's been implemented and balanced without problems. All I have to wait on now are Marty Kirra's graphics for the plasma gun replacement.
Posted: Sat Jan 07, 2006 6:40
by Snarboo
The back story for the main character sounds very, VERY awesome, Weasel. So the Stranger is a failed antichrist in a sense? I think that's a very interesting idea for the character, and it's not something you see in games very often because most companies are afraid to touch or reinvision some of the ideas and concepts behind Christianity. I'm really looking forward to this project. :D
Posted: Sun Jan 08, 2006 14:54
by wildweasel
The Stranger
Further brainstorming was put into the storyline, particularly the origin of the stranger's two revolvers (and why all the zombies have copies of one of them).
I also added shell and smoke effects (imported and modified from Tainted Decorum) and added fragmentation effects to the rocket, grenade, and satchel charge explosions.
And finally, as a neat little effect: unjamming the autopistol now ejects a shell casing (and removes one bullet from the clip).
Posted: Sun Jan 08, 2006 15:32
by Paul
This is one weapons mod I'm seriously looking forward to

Posted: Sun Jan 08, 2006 20:07
by wildweasel
The Stranger
More progress for today: after a few hours worth of tinkering, I added custom raise/lower animations for ALL weapons, including sound effects and other things. I also fixed a few issues with the Lance Cannon.
Marty Kirra also tells me that his graphics for the plasma replacement are almost finished - once I recieve them I'll get back into action and finish it. Then it's down to some internal beta testing, and I also have to finish writing origins.txt (the short story).
Posted: Sun Jan 08, 2006 20:08
by Marty Kirra
Haha, happy 666th post WW!

Posted: Sun Jan 08, 2006 23:31
by wildweasel
The Stranger
A small portion of the backstory was written and finalized. Since I have much of the events down on paper, it shouldn't be too difficult to finish it.
I also fixed a graphical glitch in the Lance Cannon's holster animation, and realigned the smoke projectiles for the Assault Rifle so they no longer blind you.
Posted: Tue Jan 10, 2006 6:56
by wildweasel
The Assault Rifle now has Doom's refire inaccuracy applied to it (first shot is accurate). The Luger was sped up a bit (by adding A_Weaponready pointers to the last couple of frames) and its damage was reduced a bit. I replaced the ricochet sounds, so they don't overpower the shotguns' firing sounds (like Doom 3's do). The Dual Revolvers' firing sequence was given an overhaul, so that you can click the fire button and fire just one revolver at a time. This overhaul reduced the overall firing speed of the dual revolvers, which helps balance it a bit. I gave the reload sequence for it a reworking as well, so the dynamic lights for it no longer trigger when reloading (I used to have the shell ejection pointers in the Flash state, which triggered GZDoom's dynamic lights).
Finally, I decreased the time needed to reload the personal defense shotgun - it's now a bit more fun to use.
Successful playtests have been conducted using Kaiser's original DSV megawad, doomcity.wad, and TNT Evilution. I will goof around with this mod for a while longer (while I'm waiting on Marty Kirra's graphics, anyway).
Posted: Wed Jan 11, 2006 7:24
by wildweasel
IT'S OUT
Check out
Weasel's mods to nab your copy today.
Posted: Thu Jan 12, 2006 22:17
by TheDarkArchon
Are you supposed to see Abels iron sight when the player's right arm is demonised?
BTW, you can fix the "dropped 4 shell pack gives 2 shells" bug by using the following line for dropping it.
Another bug: The basic zombies don't have a muzzle flash because of bad frame work. (The frames should be E and F, not D and E)
And just to be
really anal, I did the replacement muzzle flash on the LWM version of the lance gun since the original flash was awful and wouldn't it be better if the game called the revolvers by their original names, even the black ones are bastardized versions. (Or even call them "ebony" and "ivory". (You can't tell I got DMC 3 recently. Nuh uh.))
Almost finally, holding the secfire button on the autopistol when it's unjammed and full makes the gun's slide go out a little bit which looks odd.
True finally, I've done a priming animation for the hand grenades similar to one I've done before (You'll know when you see it.) because I feel the dropping prime doesn't cut it.
http://tda.drdteam.org/HandGrenPrime.zip
Posted: Fri Jan 13, 2006 2:48
by wildweasel
TheDarkArchon wrote:Are you supposed to see Abels iron sight when the player's right arm is demonised?
Too lazy to fix that.
BTW, you can fix the "dropped 4 shell pack gives 2 shells" bug by using the following line for dropping it.
Intended behavior - I cut it back because Shotgunners would drop too many shells otherwise.
Another bug: The basic zombies don't have a muzzle flash because of bad frame work. (The frames should be E and F, not D and E)
Also too lazy to fix.
And just to be really anal, I did the replacement muzzle flash on the LWM version of the lance gun since the original flash was awful and wouldn't it be better if the game called the revolvers by their original names, even the black ones are bastardized versions. (Or even call them "ebony" and "ivory". (You can't tell I got DMC 3 recently. Nuh uh.))
Waaaaay too lazy. Yep.
Almost finally, holding the secfire button on the autopistol when it's unjammed and full makes the gun's slide go out a little bit which looks odd.
Couldn't figure out a fix without totally overhauling the reload animations, which I honestly didn't have the patience for.
Posted: Sat Jan 14, 2006 14:41
by Paul
Opinions on stranger.
Played with:
-Doomcity
-Caverns of Darkness
-Dark 7
1.Really like the way auto-pistol jamms itself. Nice idea!
2.The sniper rifle is useless. Eating 10 valuable machine guns' bullets per a weak shot. I think a red laser would suit it better, but it's just me.
3.The anti-tank rifle oughta eat more ammo per shot. Right now it's the strongest weapon and only consumes 2 rockets per shot. I think it's overpowered.
4.The crossbow is too accurate I think to hit someone. A splash damage to flaming arrows would also help.
5.The grenade launcher is a very useful weapon, but it's too "useful". There's no splash damage and it's harmless to the player making it a bit unrealistic.
That's all I'd think of at the moment.
This may be perhaps the best weapons mod I've ever played/used with another wad. Props to Weasel. You are the king

Posted: Sun Jan 15, 2006 23:02
by TheDarkArchon
BTW, for future DeHackEd less mods, this might prove useful:
http://legacywiki.net/index.php/FS_maxplayerammo
ammonum is the DeHackEd number (I.E Bullets is 0, Shells is 1, Cells is 2 and Rockets is 3) for the ammo type and the amount is pre-backpack.
EDIT: Ack. Backpack nulls this in GZDoom.