Weasel's Mods

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

Moderator: wildweasel

User avatar
TheDarkArchon
Posts: 1000
Joined: Wed Jul 06, 2005 11:58
Location: What's that fucking smell
Contact:

Post by TheDarkArchon »

Can I submit a guest weapon? If so, I present Tainted Decorum's Stealth Rifle with a Predator laser sight as a secondary fire.

Graphics: Gun - Marty Kirra (and his sources: KRoNoS, Cory Whittle, WildWeasel (ironic, huh ;)))
Pickups - me
Sounds: DSSRRIFL - firing- NOLF (Silenced P38)
DSSRROUT - psuedo-clip out (nothing's seen) - HL via Xenophon
DSSRRIN - clip in - Xenophon
DSSRRCOC - Loaded beep - Action Doom, singled out by me.
Attachments
StealthRifleEDGE.zip
Slot 3. Have fun.
(43.78 KiB) Downloaded 148 times
User avatar
wildweasel
DRD Team Admin (Inactive)
Posts: 2132
Joined: Wed Jun 29, 2005 22:00
Location: the Admincave!
Contact:

Post by wildweasel »

Thank you for the contribution. I'll probably end up changing the firing sound and tossing the Predator laser sight (it looks kinda cheesy and jittery and I can't find a way to fix it).
User avatar
Chronoteeth
Posts: 824
Joined: Wed Jul 06, 2005 10:01

Post by Chronoteeth »

While this doesn't exactly fix the sight per-se, it makes it much more plasable.

Make the lazer sprite a 2x2 or even 1x1 red square.
User avatar
wildweasel
DRD Team Admin (Inactive)
Posts: 2132
Joined: Wed Jun 29, 2005 22:00
Location: the Admincave!
Contact:

Post by wildweasel »

Cold, Hard Cash

* After a day of implementing the new weapons (thanks to Chronoteeth and TheDarkArchon), I decided to make some modifications. The Stealth Rifle must now be reloaded manually, runs on high-caliber ammo (rockets), and no longer has the laser sight. The slugthrower has been changed to reload in less time.
* Added the Knife, based on Rise of the Triad's graphics. It's a middle-ground between the Combo Attack and the Crowbar in terms of damage.
* The FAMAS now runs on high-caliber ammo. The Action Doom rifle will remain a pistol-caliber weapon.
* Added the M60E4 heavy machine gun. It runs on high-caliber ammo and can hold 100 rounds in a clip. Recoil is heavy.
* Modified ammo maxes - pistol rounds are now 300/600, and high-caliber rounds are 400/800.
User avatar
Chronoteeth
Posts: 824
Joined: Wed Jul 06, 2005 10:01

Post by Chronoteeth »

Unrelated: WW, whatever the hell your new avatar is, it kicks ass. :P
Related: Can I please see some screenshots of this mod? (Remember, ask and you shall receive.)
User avatar
wildweasel
DRD Team Admin (Inactive)
Posts: 2132
Joined: Wed Jun 29, 2005 22:00
Location: the Admincave!
Contact:

Post by wildweasel »

Cold, Hard Cash

* The buy scripts are now able to handle multiple different items on one dispenser.
* Adjusted the transparency on my "motion blur" effect for the Knife.
* Ask and ye shall recieve, indeed. Since the mod doesn't really offer any radical new weapon graphics (just edits of ones you've likely seen before), I've instead provided a picture of the buy script in action.
* Once development gets far enough, I may recruit beta testers, as RTS scripting is not quite as easy to debug as DDF.

Image
User avatar
Chronoteeth
Posts: 824
Joined: Wed Jul 06, 2005 10:01

Post by Chronoteeth »

Beta testers!? WW breaking his rule of not using them!? Oh noes. :P

I nominate the people who submitted things for this mod to to get to test. I mean, they took it out of their hearts to do a nice favor for you, so why not return the favor. :P
User avatar
wildweasel
DRD Team Admin (Inactive)
Posts: 2132
Joined: Wed Jun 29, 2005 22:00
Location: the Admincave!
Contact:

Post by wildweasel »

Well, I did have that in mind...

Cold Hard Cash

* Created a tiny little test map to assist with my RTS scripts. It's just a SHAWN2-covered room with all the terminals side by side and a bunch of the droppable money pickups.
* Added a bunch of money pickups, which will be dropped based on the power of the monster. Currently, Zombies will drop 1 dollar each, and I plan to make Shotgunners drop 2, Chaingunners and Imps drop 5, Demons drop 10, and so on.
* The level 2 supply bot is now completed. It replaces the Shotgun, and lets you purchase the three pistols and ammo for them. (The Glock costs $45, the Magnum costs $90, the silenced P38 costs $100, and ammo is $25 for a box of 50 rounds.)
* The level 3 supply bot is enabled, and can dispense small shotguns now.
* Changed the Backpack into an attache case containing $400.
User avatar
Chronoteeth
Posts: 824
Joined: Wed Jul 06, 2005 10:01

Post by Chronoteeth »

I can just smell that this mod will be another weapon mod gameplay revolution for edge! Just like ICD-SE. WW, Corey Whittle would be so proud.

Heh, hope I get to test! :P
User avatar
Spray
Posts: 13
Joined: Wed Jul 06, 2005 21:12

Post by Spray »

How much cash, if any, will the player start with?
User avatar
wildweasel
DRD Team Admin (Inactive)
Posts: 2132
Joined: Wed Jun 29, 2005 22:00
Location: the Admincave!
Contact:

Post by wildweasel »

I hope to balance the mod to the point that the player will not start with anything but his bare hands and combat boots, and must scrounge cash from his enemies. But I also hope to not make the mod too difficult from that point (like CT-Alpha).
User avatar
wildweasel
DRD Team Admin (Inactive)
Posts: 2132
Joined: Wed Jun 29, 2005 22:00
Location: the Admincave!
Contact:

Post by wildweasel »

Aaaand update.

Cold Hard Cash

* The Incendiary Shotgun is now incendiary. It can take out two demons in one shot, but costs two shells per shot (and can only hold four at a time).
* Added shell and smoke effects to all existing weapons.
* Fixed a glitch in the SMG's muzzle flash (it was not bright before).
* Ammo drops tweaked down a bit to compensate for the fact that they are dropped by enemies.
User avatar
Chronoteeth
Posts: 824
Joined: Wed Jul 06, 2005 10:01

Post by Chronoteeth »

Hmm, SMG, what graphics are you using?
User avatar
wildweasel
DRD Team Admin (Inactive)
Posts: 2132
Joined: Wed Jun 29, 2005 22:00
Location: the Admincave!
Contact:

Post by wildweasel »

The SMG uses Action Doom's rifle graphics (with modified reload frames).
User avatar
Chronoteeth
Posts: 824
Joined: Wed Jul 06, 2005 10:01

Post by Chronoteeth »

Ah, heh.
Locked

Return to “Development Journals”