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Posted: Sun Jan 07, 2007 4:12
by wildweasel
I've been getting over a bout of sickness lately (probably something I ate), but I've been putting my energy into all kinds of creative outlets.

The Project

I'm sure you might have noticed that I'm working on a complete TC with a team of talented (VERY talented) modders, an official sequel of sorts to Cold Hard Cash, a mod that I still consider to be my very best (next to Diaz).

The Story

My skills at humor are not going untapped, as I write a holiday-themed Phoenix Wright fan fiction: A Turnabout for the Holidays. This remains a work in progress, but you can read the first three parts by following the links.

The Hexen Mod

I fired up XWE for the first time in ages and worked on the Hexen mod. I added the Turner T6800 Shotgun to Agent Zero's arsenal. He's already got a shotgun, but I figured why not add another one? I'll find some way to differentiate them for gameplay purposes.

Posted: Sun Jan 07, 2007 16:35
by Alter
Well your fan-fic is great, though sequel to chc waits :P

Posted: Sun Jan 07, 2007 20:40
by wildweasel
The Hexen Mod's progress continues as I add the Mecha's Anti-Tank Rifle (super weapon, replaces the final weapon piece) and as I figure out how to add one last weapon, in the form of a Special Weapon crate that replaces the Banishment Device.

The latest version of the hexen mod can be downloaded at
http://armory.drdteam.org/wwmods/inprog ... -hexen.rar

And I also finished up Part 4 of "A Turnabout for the Holidays", which sees the Judge drinking far too much coffee.

Posted: Sat Jan 20, 2007 23:17
by wildweasel
After a grand silence, I have finally returned to work on Cola 2 and the hexen Mod.

http://armory.drdteam.org/wwmods/inprog ... -hexen.rar
http://armory.drdteam.org/wwmods/inprog ... -cola2.rar

The Hexen Mod was updated to include Agent Zero's new Swarmer launcher, an incomplete version of the BAR for the Mini Mod guy, and a couple new weapons for the Mecha.

Cola 2 now contains fists, the F2000 rifle, a complete design document within the wad file, and the P90 was moved to Slot 2 and spawns in place of the Chainsaw.

Posted: Sat Jan 20, 2007 23:19
by Snarboo
Great to see you back, Wease. :D

Posted: Sun Jan 21, 2007 1:00
by Chronoteeth
Unknown fire label FireF2.

Posted: Sun Jan 21, 2007 1:04
by wildweasel
Use GZDoom. Basic ZDoom doesn't support custom state labels yet.

Posted: Sun Jan 21, 2007 5:21
by hitmanx
these are good :D

loved seeing non goldeneye style reloading in ww-hexen ;)

Posted: Sun Jan 21, 2007 19:10
by wildweasel
Alright, is there a way to use screen fades in decorate weapons? I have a weapon that should flash the screen to complete white for one second before fading back to the normal view. I've looked through the Wiki and found absolutely nothing (except FadeTo, which won't work in decorate). Any help?

Posted: Sun Jan 21, 2007 19:35
by Snarboo
Sadly, I don't know. My only suggestion is maybe to make a 320x200 white box and have that flash on screen during the weapon's flash state if it's not possible to use screen fades. Pretty hackish solution, really. Does Decorate support weapon transparency like EDGE?

Posted: Sun Jan 21, 2007 20:12
by wildweasel
Figured it out - A_SetBlend, for future reference.

New beta uploaded - same link as always. Added the pickup for the F2000, as well as the first two levels of Experimental Weapon #4425 - the third level is still being worked on.

Posted: Thu Jan 25, 2007 7:04
by wildweasel
You're all in for a surprise, with a huge update to Mr. Cola 2. Same link as usual.

Updates since last version:

- Exp. Weapon #4425 now has its third power level. It's great for groups of monsters, but for single targets, it'd be better to use other weapons, as this thing really wastes ammo.
- Added the Swarmer Autorifle - launches homing plasma swarmers. Level 1 only fires a single bolt, but the next two levels add an additional pair of plasma swarmers that will home in on whatever target you're aiming at.
- Added the Midgrais SMD Mk.II Mass Driver, replacing the Super Shotgun. Uses 3 shells per shot and is only slightly more powerful than the original SSG, and takes forever to charge - but powered up, it's very powerful. (I had a hard time conveying how powerful it is in game though - it barely kicks back, and the weapon still "feels" weak) Level 3 takes 6 shells to fire - this is intended!
- Adjusted the PSHT - it now fires slower and is a bit weaker. I want the player to use something other than the shotguns.

I only need to replace the rocket launcher, and it'll be another homage to a previous weapon of mine (after the SMD Mk.II, I'm drawing another one from doomos.wad - guess which one it is and you get a cookie).

Posted: Thu Jan 25, 2007 7:35
by Chronoteeth
Why does a shell based weapon have a blue muzzle flash? Just curious.

Posted: Thu Jan 25, 2007 7:58
by wildweasel
This is a mod about a man who can mysteriously make his weapons more powerful by drinking cola. I figured a blue muzzle flash would be less absurd than the concept of this mod =P

Posted: Thu Jan 25, 2007 12:40
by TheDarkArchon
I'm guessing either the dual railguns or the mercury gun.