Killmur's slowass mod journal...
Posted: Tue Sep 27, 2005 0:14
Okay so I am gonna document what I am doing in terms of making mods. My first one will be DooM: Weapons of War. I am gonna take as many of the graphics as I can get\find and create some realistic weapons. All my mods will be using either GZDooM or Edge 1.28A.
Weapons of War - Current coded weapons:
Energy Pistol: 50% - Requires new ammo. Uses Marty Kirra DB Pistol with a 24 round clip capacity. Totaly unrealistic in nature due to my need for 1.29 series custom ammo system.
Combat Assault Sniper Rifle: 25% - Must fine tune the damage and sounds.
Flaming Fists of Nukage: 0% - I am using Marty Kirra's cool looking fist graphics. Even though the flames are green they shall be radioactive in nature. Must be animated though since they are just static. Note: No longer called Flaming Fists since I upped the damage to the following values DAMAGE.VAL=12; DAMAGE.MAX=120;.
Rocket Launcher: 0% - Uses DooM 3's awesome rocket launcher graphics. This is the only weapon not even coded yet.
Heavy Combat Shotgun: 50% - Uses DooM 3 shotgun graphics. Total baddass replacement for the Super Shotgun. The CASR replaces the Shotgun so I gotta have a super shotgun of some sort. The HCS will be a single round pump action shotgun using the Super Shotgun's default damage code BUT I will modify it just slightly. However it may cause a shitload of damage but it is slower to reload than the Super Shotgun.
Weapons of War - Current coded weapons:
Energy Pistol: 50% - Requires new ammo. Uses Marty Kirra DB Pistol with a 24 round clip capacity. Totaly unrealistic in nature due to my need for 1.29 series custom ammo system.
Combat Assault Sniper Rifle: 25% - Must fine tune the damage and sounds.
Flaming Fists of Nukage: 0% - I am using Marty Kirra's cool looking fist graphics. Even though the flames are green they shall be radioactive in nature. Must be animated though since they are just static. Note: No longer called Flaming Fists since I upped the damage to the following values DAMAGE.VAL=12; DAMAGE.MAX=120;.
Rocket Launcher: 0% - Uses DooM 3's awesome rocket launcher graphics. This is the only weapon not even coded yet.
Heavy Combat Shotgun: 50% - Uses DooM 3 shotgun graphics. Total baddass replacement for the Super Shotgun. The CASR replaces the Shotgun so I gotta have a super shotgun of some sort. The HCS will be a single round pump action shotgun using the Super Shotgun's default damage code BUT I will modify it just slightly. However it may cause a shitload of damage but it is slower to reload than the Super Shotgun.