Weasel's Mods

In this forum, you can start an ongoing development diary detailing the progress on your latest mods in progress.

Moderator: wildweasel

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Chronoteeth
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Joined: Wed Jul 06, 2005 10:01

Post by Chronoteeth »

Lol, reviving the past to the present.
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Chronoteeth
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Post by Chronoteeth »

Who would like to submit a weapon to our lovely cause. It's a slot 6 weapon. Here's the sinch:

-Not silenced or a sniper rifle
-Must use a bullet as an ammotype, but it must be unique.
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FANG2
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Post by FANG2 »

Maybe a slugthrower?

A stationary MG?
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Chronoteeth
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Post by Chronoteeth »

Nah, something slow, powerful, and small clipped.
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wildweasel
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Post by wildweasel »

Agent Zero
  • [CT] Added a mostly functional version of the BDAR.
  • [CT] Increased shotgun's clipsize from 5 to 6.
  • [CT] Status bar and face replacements.
  • Added reloading, a new firing sound, and tweaked animations to the G36K rifle.
  • Added a modified silenced Beretta CX4 Storm. Edited by Marty Kirra, with additional mods by me (and a silencer by Cory Whittle).
  • Added the M40A1 Arctic. Very high powered sniper rifle with penetration. Based on the Opposing Force rifle, but colored white/platinum and given the new Agent Zero hands.
  • Added the Trash Can. Currently does not replace anything - you can carry one trash can around with you, which can be thrown at enemies and picked up afterwards. Because of its weighted base, not only does it do more damage than a plain ol' trash can, it also manages to stay completely upright despite being thrown around a lot and ricocheted off walls.
  • Marty Kirra completed the graphics for a new weapon, which Chronoteeth will probably be coding sometime tomorrow.
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Snarboo
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Location: space station base of the UAC

Post by Snarboo »

Sounds quite exciting!
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Chronoteeth
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Post by Chronoteeth »

WW, how could you have forgotten the mention of the enforcer? :p
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wildweasel
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Post by wildweasel »

You mentioned that last page with your screenshot.
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Chronoteeth
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Post by Chronoteeth »

Lol screen:
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Snarboo
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Post by Snarboo »

What do the hornets do?
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Marty Kirra
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Post by Marty Kirra »

They attack rapidly, although I have no idea where they come from, spawning-wise(I was playing map 15 Doom 2, and they started to attack me). I think Chrono could tell you or WW better than I can right now.
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Chronoteeth
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Post by Chronoteeth »

They sometimes spawn from the mouths of pain elementals, in groups of 3. Really weak, but unless you've got fast or explosive, hard to kill.
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TheDarkArchon
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Post by TheDarkArchon »

Someone's been borrowing Rebirth Ep. I's zombiemen. ;)
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Chronoteeth
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Post by Chronoteeth »

Hehe, yeah. Personally I find them much more fun to shoot.
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wildweasel
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Post by wildweasel »

Agent Zero

A major update was carried out over the past few days, which resulted in the complete elimination of a few major parts of the mod. This includes: Chronoteeth's BDAR, the rocket launcher, the magnum, the Steyr TMP, the throwable trash can, and the bees. Marty retooled the Colt 1911 graphics to use different hands. I recoded the Sniper Rifle, and re-enabled automatic reloading on all weapons that it applies to. Lastly, I added and coded the trophy shotgun (tentative name) - it shoots little grenade-like shells that burst in midair into very wide shotgun spreads.

Alternative Project: The Nazis of Naberius

(Don't know who Naberius is? Look him up on Wikipedia.)

What started as a project to attempt to streamline the process of ripping models ended up as a "sequel" to ww-ana. This one's for EDGE once again, and aims for another interesting alternative to merely picking up weapons. Rather than permit weapon overflow by having so many different varieties of machineguns (which is inevitable when you're basing your mod on a historical war), I'm opting for a more Call Of Duty-esque system - i.e. you can only have one pistol, one rifle, one SMG, one type of grenades, and one Heavy weapon (which includes bazookas, anti-tank rifles, heavy machineguns, and a shotgun). Not sure yet how I'll handle the swapping (I bet it'll end up being more complex than ww-cash).
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