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CT Journal

Posted: Mon Sep 12, 2005 15:16
by Chronoteeth
Wild Weasel's got a gift in his stocking:

+Almost done, will be in by this newstuff.

Needs to be done:

-Demon/very few pick up replacements.

Johnny Boy:

+Added akimbo nightengales (pistols) for starting weapon (alt fire fires the right gun, primary fires the left gun)

+Added Slugger shotgun (primary fires weak shotgun blast, alt loads up another shell for more powerful blast)

+Added Akimbo Micro Uzis (pri/alt like nightengales)

+Pick ups for those guns/ammo replacements for bullet and shell weapons.

Needs to be done:

-Fists
-The Silver Slugger
-The MR5
-The M79
-The Alembroon
-The Azezfenon
-The rest of the various pick up/ammo/demon replacements
-Casings

+++If anyone wants to submit a weapon for Johnny Boy, it has to be a slow, powerful, non plasma/explosive/shell weapon. A slow, strong bullet weapon. I can only take 1 weapon though, and it MUST have alt fire.

=======Johnny Boy is DooM Armory Exclusive=======

Posted: Mon Sep 12, 2005 15:30
by Post
Oooo , sound interesting...
What port are you using , zdoom(GZDOOM)?

P.S.
+Added Akimbo Micro Uzis
I see you like this sprites...8)
Certanly , if thats that uzis i show ya...

Posted: Mon Sep 12, 2005 15:49
by Chronoteeth
I'm using EDGE. DDF, excelsior thing/weapon coding, ring a bell? :P

Great port, rarely modded for though. :\

Re: CT Journal

Posted: Tue Sep 13, 2005 3:46
by Chronoteeth
Chronoteeth wrote:Wild Weasel's got a gift in his stocking:

+Almost done, will be in by a newstuff, maybe not this one. :(

Needs to be done:

-Demon/very few pick up replacements.

Johnny Boy:

+Added akimbo nightengales (pistols) for starting weapon [ammo=9mm rounds] (alt fire fires the right gun, primary fires the left gun)

+Added Slugger shotgun [ammo=mini grey rounds] (primary fires weak shotgun blast, alt loads up another shell for more powerful blast)

+Added Akimbo Micro Uzis [ammo=9mm rounds] (pri/alt like nightengales)

+Added MR5 (Pri fires .45 bullets in a smooth auto pace, alt fires a three round burst with more accuracy)

+Pick ups for those guns/ammo replacements for bullet and shell weapons.

Needs to be done:

-Fists
-The Silver Slugger
-The M79
-The Alembroon
-The Azezfenon
-The rest of the various pick up/ammo/demon replacements
-Casings

=======Johnny Boy is DooM Armory Exclusive=======

Re: CT Journal

Posted: Wed Sep 14, 2005 17:45
by Chronoteeth
Chronoteeth wrote:
Chronoteeth wrote:Wild Weasel's got a gift in his stocking:

+Almost done, will be in by a newstuff, maybe not this one. :(

Needs to be done:

-Demon/very few pick up replacements.

Johnny Boy:

+Added akimbo nightengales (pistols) for starting weapon [ammo=9mm rounds] (alt fire fires the right gun, primary fires the left gun)

+Added Slugger shotgun [ammo=mini grey rounds] (primary fires weak shotgun blast, alt loads up another shell for more powerful blast)

+Added Akimbo Micro Uzis [ammo=9mm rounds] (pri/alt like nightengales)

+Added MR5 [ammo=.45 rounds] (Pri fires .45 bullets in a smooth auto pace, alt fires a three round burst with more accuracy)

+Added Azezfenon [ammo=undefined plasma (grey plasma)] (pri fires just like the D2.5 plasma gun, except with a slight left and right spread, and a bit slower, alt fires a 25 round spread wave, it has casing too!)

+Pick ups for those guns/ammo replacements for bullet, plasma, .45 rounds, and shell weapons.

Needs to be done:

-Fists
-The Silver Slugger
-The M79
-The Alembroon
-The rest of the various pick up/ammo/demon replacements
-Casings

=======Johnny Boy is DooM Armory Exclusive=======

Posted: Wed Sep 14, 2005 18:39
by Post
Oh , nice Cross-Quoting..
Well , i got two questions:
Firsrt - What version of EGDE uses Jhonny Boy?
Second - Can i have a look?

Posted: Wed Sep 14, 2005 18:52
by wildweasel
Your method of updating is confusing me.

Posted: Wed Sep 14, 2005 19:21
by Chronoteeth
Well we all have our ways WW.

Mod is renamed to Khanny boy (because I love that word)

Post: Edge 1.29 RC2 is the version, after I make grenade launcher i'll mail a beta.

Posted: Wed Sep 14, 2005 19:43
by Post
wildweasel wrote:Your method of updating is confusing me.
GG 8)
Your Avatar illustrates your message perfectly...

Bout ways of updayting...
Do ya know one Programmer's rule?
When You solute one problem , you make at least 8...
Almost same is here.

Posted: Sat Sep 17, 2005 1:20
by Chronoteeth
CT presents: "Wild Weasel's got a gift in his stocking"

"On Weapon Mod day, and all through the house,
not a modder was sturring, not even a ball
mouse. Well, not everyone was asleep. There was
a curious modder, his name is WW, who came down
the stairs, ever so quietly. He peeked in his
stockings, and admist the gun graphics and
sounds, lies a package with the words "from CT
to WW". Wild Weasel said "I wonder what this
could be" as he opened the package, ever so
quietly. He opened the package, and squield
quietly with glee, "A weapon mod for me, how
can it be?" He then wrapped it up, put it back,
and went to asleep, waiting for tomorrow, so he
may play his very own mod"

You can download it from my server Here.

(Note, the file is a zip, but with a 22 at the end [remember nmn's way of uploading stuff? :P] anyways, rename the file and get rid of the 22 to unzip it.)

WW, YOU DA MAN!!!11

Posted: Sat Sep 17, 2005 4:34
by wildweasel
I've played around with it for a bit, and here's my thoughts:

* The Buckler comes in handy early on, providing you're not facing off against hitscan enemies (tip: if you want hitscans to be blocked by the buckler, change the enemy attacks so they shoot really fast and inaccurate projectiles instead)
* The Minigun takes a really long time to spin up and down, which combined with its low damage and terrible inaccuracy, makes it a pretty difficult weapon to use effectively
* The Barnacle Plasma Twine is very, very hard to use without hurting yourself
* Same with the grenade launcher - they both need a slope offset so you don't have to aim up so much
* I liked the two pistols a lot
* The Proprietor never seemed to quit shooting missiles out of the projectile, so I accidentally blocked off a corridor with it and was unable to pass (but the effect is really awesome)
* Weapon #9 felt really weak but wasn't all that bad in terms of damage (needs a more powerful sound, I think)

Posted: Sat Sep 17, 2005 4:48
by Chronoteeth
Yeah, it was... too late to fix the propriator... too much coding to fix the lenght of it. Did you wait till the end though, when the thing erupts millions of grenades then explodes in a firey doom? :twisted:

Hmm, thats odd, I almost seldomly ever hurt myself with the BPT, but I do hurt myself with the GL sometimes.

The buckler can defect hitscan enemies, I just kept it that way because it makes it harder.

The minigun is like that because it's supposed to be a weak weapon. It's best used in large groups of small enemies.

Anyways, review time maybe?

(hopefully this gets me a beta of CHC... you did not hear that..) :P

Posted: Sat Sep 17, 2005 4:56
by wildweasel
Regarding the minigun's accuracy - part of the reason it's so hard to hit things with it is because the slope accuracy is too high. It needs to be a little less, while increasing the angle accuracy to suit (because in Doom, there is not so much height as there is width, so vertical inaccuracy can make it very difficult to hit single enemies and is not much good in groups either - it's just a waste of ammo).

Oh, and make the minigun's firing sound a singular (in sounds.ddf, add SINGULAR=1337; to the minigun sound so it doesn't play over itself and make it too loud).

Posted: Sat Sep 17, 2005 5:01
by Chronoteeth
Well it's too late now to fix these, already uploaded. :(

Posted: Sat Sep 17, 2005 8:00
by Post
Well , i have played this mod too.
I like that very and very much :D

But MInigun has dissapointed my..Too inaccurate.
And i must note i don't like the same things Weasel dont..
So , i think "Reload is not enough"
That'll kick many butts with Reload-Feature...