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Posted: Sun Sep 18, 2005 22:59
by wildweasel
The hiatus has been broken.
Cold Hard CASH!
* The Incendiary Shotgun was moved from slot 3 (Rifle-type weapons) to slot 5 (explosive weapons). It is now the first explosive weapon to be implemented to the mod.
* Added an automatic shotgun using the Street Sweeper graphics from Zen Dynamics (and it's actually automatic, but weaker than Chronoteeth's shotgun). Price: $300 (comes with eight shells free)
* The Stealth Rifle is added to the purchase terminals. Price: $350
* You can now buy shells at the Level 3 purchase terminals (8 shells/$30)
* Modified the M60's sprite alignment so more of it is visible on screen. Also turned off the swaying and reduced the bobbing to suit.
* The M60's firing state is now much smoother and has less kick.
* Increased the M60's damage from 12 to 18.
* Tweaked the casing drops on the Magnum's reload sequence - they land a bit more spread-out now.
* What kind of energy and super weapons do you want to see in CHC? Tell me!
Posted: Sun Sep 18, 2005 23:30
by Chronoteeth
Hmm, energy weaponry...
-Vert/Hort cannon (spread cannon, primary fires it horizontal, secondary fires it vertical)
-Cluster lazer (big lazer splits in mid air
-Satellites (floating plasma orbs that shoot enemies)
Hmm, super weapons
-Ion painter (like the UT gun, point it at an enemy, and watch the beams of death rain from above!)
-Nuke weapon (gotta love a nuke weapon)
Posted: Mon Sep 19, 2005 11:07
by TheDarkArchon
BNI's Helix Cannon and Neutron Disrupters.
Posted: Mon Sep 19, 2005 14:37
by Chronoteeth
Nah, they've already been in a mod, would be kind of a hack job to see them again.
Posted: Tue Sep 20, 2005 3:14
by wildweasel
Cold Hard Cash
* Seriously tempted to bring out the Helix Cannon again, but with a tighter spread, faster fire rate, less damage, and angled fire. It's going to be difficult (tedious) to fix it up that way though...
* The Level 4 supply bot is half-done. You can now buy the SMG and FAMAS from it ($180 and $300 respectively).
* Later on, I'll work on implementing the "Bargain" system - each of the seven supplybots will have a unique bargain that you can select that relates to their selection somehow. For example, the Level 1 (Melee) bot will have a special on Adrenaline Pills (Berserk) - one dose for $200, which will affect all melee attacks (including the pistol whips). I'm thinking I'll also add in purchasable upgrades for the weapons (would akimbo Glocks be thievery, you think?) - to purchase the upgrades requires you to have the original weapon first. But upgrades like the Akimbo Glock would cost less than the original weapon, because it's a discount.
* I never did get around to finding the graphics for the briefcase full of money, and it's a dumb idea anyway because the player gets enough cash as it is - so I think I'm going to change the backpack into a dedicated ammo terminal (where you can buy ammo in bulk - with lower prices than buying ammo from the weapon terminals).
Posted: Tue Sep 20, 2005 3:47
by Chronoteeth
Ya still gonna put that GL in?

Posted: Thu Sep 22, 2005 1:36
by wildweasel
Cold Hard Cash
Today's progress:
* Adjusted prices for ammo from Supply Bots level 2, 3, and 4.
* Fixed money drops - forgot to flag them as Dropped, so monsters were not dropping enough money.
* Added all ammo purchases to the Level 1 supply bot (50 bullets for $15, 10 shells for $20, 50 rifle rounds for $25).
* Added the Level 1 "Today's Special" option - adrenaline shot for $200. Only one is allowed at a time (the dispenser produces a health risk warning if you attempt to purchase two).
* Filled out the Level 4 supply bot's options - you can now buy the Heavy Machine Gun and 50 rifle rounds for $40.
* Fixed major bugs with buying the assault rifle, and an unchanged message (purchasing the assault rifle would check instead if you already had the SMG instead of the rifle, and only checked for $120 before taking $300 away to buy it - the game also misprinted "sub-machine gun dispensed" when buying the rifle).
Posted: Fri Sep 23, 2005 16:44
by wildweasel
Cold Hard Cash
* The release of 1.29 RC3 enables me to convert my formerly Map01-only purchase script to a script that works in all levels. It is now possible to actually play the mod in other levels, though half of the weapons are still missing (because I just haven't imported them yet).
Posted: Fri Sep 23, 2005 20:08
by wildweasel
Cold Hard Cash
* Tested what I have starting on Map03 - the pricing and weapon power proportions really need work.
* The player no longer starts with bullets.
* The player's starting inventory now includes $20 (so you can buy a knife on Map01 if you so desire, or save up for a Crowbar).
* Increased the power of the M60 again - a single three-round burst can now kill an Imp.
* Added the first energy weapon, the Photon Pistol - a disposable pistol (based on Xaser's unfinished photon pistol graphics at the old forum) that contains 100 shots upon purchase, but cannot be reloaded - you must purchase a new pistol when it's drained.
* Design decision: all energy weapons use their own unique ammo types and cannot be reloaded.
* Design decision #2: All explosive weapons that use their own ammo type will need to reload after one shot (or else will be clip-emptying types that fire several shots in succession and then reload, like Daikatana's Shotcycler or Shadow Warrior's Riotgun). This eliminates guesswork in trying to figure out how much ammo one has left in their reserve (or in their gun, if show_clip is not set).
Posted: Fri Sep 23, 2005 22:06
by wildweasel
Cold Hard Cash
* Several weapons recieved a major overhaul. They'll each get their own bullet point here.
* The Incendiary Shotgun had its reload state completely redone. It acts a bit like the M1 Garand now - you can reload it manually, yes, but it makes a PING noise when you eject the clip, and it's loaded as a strip-clip.
* In addition the Incendiary Shotgun's firing sequence was changed to a semi-auto "The Specialists"-style double-click. (I hope you're not mad at my idea-ripping, Snarboo)
* The Slugger shotgun had a similar change to its firing sequence.
* Tweaked the speed of the Magnum's pistol-whip attack.
* Added the Level 2 "BargainBin" option - buy one semi-auto pistol, get the second for half-price. (Upgrades the Glock into a dual-wield glock - twice the clip size, 1.5x reload time, same accuracy)
* Added additional ammo-purchase options on the level 2, 3, and 4 terminals - buying more ammo at once means better savings.
* The Auto Shotgun was changed into a semi-auto shotgun, with slightly lesser firing rate.
* The Level 3 "BargainBin" option upgrades the semi-auto shotgun into a full-auto shotgun (and throws in a full clip of 16 shells).
* Modified the Adrenaline Shot - the powerup effect no longer lasts the entire level (at least, not the red part).
* The prices for the Glock and the Sweeper shotgun have been lowered.
Posted: Fri Sep 23, 2005 23:41
by Chronoteeth
Still gonna put the GL in? :\
Posted: Sat Sep 24, 2005 0:44
by wildweasel
Chronoteeth wrote:Still gonna put the GL in? :\
I decided that no, I'm not putting the M79 in - I'd rather look for something else.
Posted: Sat Sep 24, 2005 0:49
by Soultaker
I will bet that the damn Anti-Alias effect on the reloading frames is part of the reason why. I had the damn M79 coded in Decorate and noticed that I was getting that nasty AA artifacting during the reload frames. I hate discovering ingame that I need to clean up other peoples mistakes.
Posted: Sat Sep 24, 2005 1:12
by Chronoteeth
No no WW, not that M79, remember that gun that nmn made me, the chronogun? That grenade launcher.
Posted: Sat Sep 24, 2005 1:15
by Snarboo
wildweasel wrote:Cold Hard Cash(I hope you're not mad at my idea-ripping, Snarboo)
Not at all! Frankly, I think it's just a great mechanism. It makes you actually feel like you're pumping the shotgun, which is awesome.