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Snarboo's Mod Journal
Posted: Mon Jul 11, 2005 23:55
by Snarboo
I was playing around with Commandos! Doom in EDGE 1.29 RC2 recently when I noticed a strange bug with the double barreled shotgun. Upon seeing this, I struggled with a decision: do I simply fix the bug and upload an updated, bugfix release to the archives, or do I fix the bug and give the mod a facelift that takes advantage of all the new features available in 1.29? After thinking about it for a while, I've decided to do both! Yes, that's right, not only will I release a bugfix that will be compatible with both 1.28 and 1.29, but I'll also enhance Commandos! Doom so it takes full advantage of 1.29. I should be able to upload the bugfix by sometime tonight, assuming I learn how to upload files to 3DGamers, heh.
As for the enhanced version of Commandos!, it will take a while longer. Because of that, I am asking any fans of the original to give me suggestions for what I should add, improve, or remove for the enhanced version. As soon as I figure out exactly the sort of changes I would like to add and so forth, I will post the most likely changes here. However, I will always listen to suggestions during developement, so if you something you would like to tell me, go ahead!
Posted: Tue Jul 12, 2005 0:11
by wildweasel
What could be improved:
* The shotguns. They are as weak as the streetsweeper from Zendynamics.
* The SMG sound. Are they supposed to be silenced? Even if they are, it'd be nice to have a better sound than the one from CS. Just look it up at
FindSounds and see what there is.
Posted: Tue Jul 12, 2005 0:24
by Snarboo
The Midget SMGs are intended to be silenced, but since the Immoral Conduct silenced pistol sound is so overused, it would be a good to find a new one.
Addendum:
Found a good sound courtesy of Weasel's link. Thanks WW!
Posted: Tue Jul 12, 2005 2:23
by Spray
The water-cooled machinegun could use a better sound, the current one is too loud.
Posted: Tue Jul 12, 2005 3:12
by Snarboo
Alright, the fixed version of Commandos! Doom for EDGE 1.28a has been uploaded and should be in /newstuff soon, atleast I hope so. Besides fixing the double-barreled shotgun bug, I decided to update the SMGs sound with a better one. Those are the only changes I plan on ever adding to Commandos! Doom for now.
As for the enhanced version, I am now seriously taking suggestions!
to Spray: Noted, although I was thinking of replacing or doing something with the WCMG. I think I'll try modifying the base graphic enough to make it new and fresh, and also make it look less plain than it already does. As for the sound, I'm thinking of using a sound clip of a REAL water cooled machinegun for inspiration. :D
Posted: Thu Jul 14, 2005 7:51
by Snarboo
Update:
Alright, after a few days of considerations, I have come up with a makeshift list of changes that Commandos! Enhanced will have.
General Changes
- All hands will be gloved for consistency
General Weapon Changes
- Ejecting shells will be added to appropriate weapons
- Most weapons will recieve new sounds
- The SMGs, Fists, Machinegun, and IGE shall recieve minor visual upgrades
- The Grenade Launcher and TUW9000 will be removed and replaced
- The Mini Cannonball Gun will replace the Grenade Launcher
- An as of yet unnamed weapon will replace the TUW9000
- A magnum like weapon will be added using NMN's magnum graphics
- The Machinegun will no longer fire in bursts, but in a "slow" automatic mode
- A new shotgun will be added using my assault shotgun graphics
- All shotguns will now fire 9 pellets rather than 5, and will have better damage to match
New Weapon Order - The classes shall be:
- Melee
- The SMGs
- Shotguns
- Large Caliber Weapons(The Machinegun and Magnum)
- Explosive/Radiation based Weapons
- Ultimate Weapon(s)
- Other Weapon(s)
Enemy Changes
- New graphics for the Zombieman, and will drop a second SMG 25% of the time
- Shotgunners will drop the assault shotgun 15% of the time
Pickup Changes
- The Soulsphere will be changed back
- The double-barreled shotgun will be moved to the supershotgun pickup
- The second SMG will now have its own pickup
- The assault shotgun and magnum will have their own pickups
Uncertain Changes
- Enhance demon projectiles
- New graphics for the shotgunner
- Footstep sounds
- New Monsters
- Hidden and/or More weapons
Alright, that's about it. I might list more specific features when the time comes, such as the weapons in the mod. Keep in mind that these features may change at any time for whatever reasons. If you have any more suggestions for this project, list them here!
Posted: Wed Jul 27, 2005 19:48
by Snarboo
The updated version of Commandos! is currently on hold. However, I do have a mod in works, and it's looking pretty interesting. ;) Updates as they happen.
Posted: Sun Sep 18, 2005 14:16
by Snarboo
Alright, I'm changing the focus of this thread away from Commandos! Enhanced(for the time being), and now shifting focus for, wait for it...
RE-ACTION DOOM!
Yes, that's right, an Action Mod Series inspired weapon project for Doom. I would have called it Action Doom, but you know. ;) Anyway, this isn't just going to be a personal project, oh no, but a Doom Armory community one! That means anyone can contribute something, however, I and probably some one else will be mod leaders on this, so we will decide what makes it in or make the necessary edits to contributed material. My current goal is to make something equal to Immoral Conduct, but hopefully we will be able to make it even better than that!
Alrighty, now onto the meat of this project. I'm going to list positions open for this mod, and then a preliminary weapons list. For the job list, positions that can be filled will be marked as open. Keep in mind that the "second" in second leader is only a title, and the other team leader has full authority on this project besides me and can also take control of this project if I step down or am absent for whatever reasons. The project leaders are tasked with taking submissions, cleaning them up if necessary, and then implementing them into the mod, for the most part.
Also keep in mind that anyone can contribute anything, however, if you take a certain position, it would be best if you contributed to that category(ie if you sign up for Graphics, you will contribute graphics mostly). A single person can sign up in multiple categories if they wish, however. :) Positions listed in parenthesis are those that are not certain for the time being.
Job Positions:
First Leader - Snarboo
Second Leader - Open
Graphics - Snarboo, Open
Code - Snarboo, Open
Sound - Open
RTS Scripting - (Snarboo?), Open
Optional or Undecided Positions:
Wads in Progress Website Maintainer - Open
Those are probably all the positions we will need. The WIP position is something I haven't decided upon, but it might be nice to have to hype the mod or some such.
Now onto the weapons! I want there to be 3 weapons at most in each category so the player can switch between those on a given slot easily. This means that the player can have 30 weapons max at a time, not counting upgrades and so forth. This is a basic list so far, meaning that weapons will not be listed in full detail. Again, weapons surrounded by paranthesis are not final or certain for the time being. Here is the preliminary weapons list:
Weaponry:
Slot 1 - Melee
Fists
Knife
(Samuari Sword?)
Slot 2 - Pistols
Starting Pistol
Dual Starting Pistols
(Silenced Pistol?)
Slot 3 - Magnums
(Desert Eagle like gun?)
(Raging Bull/Revolver like gun?)
Slot 4 - Shotguns
Pump Action Shotgun
Double Barreled Shotgun
(Auto Shotgun?)
Slot 5 - SMGs or PDWs
Standard SMG/PDW
Dual SMGs/PDWs
(Silenced SMG/PDW?)
(Some other kind of SMG/PDW?)
Slot 6 - Assault Rifles
(M4 or AK47 like AR?)
(Bullpup AR with Scope?)
(AR with Grenade Launcher?)
Slot 7 - Big Guns
Machinegun
Sniper Rifle
(Grenade/Rocket Launcher?)
Slot 8 - Healing Items*
Bandages
Health Pack
Mega Health/Field Kit
Slot 9 - Other
(???? - Possibly a category for Armor Item and pickups?)
Slot 0 - Hidden
(????)
Ammo Types:
Pistol Ammo - Pistols and SMGs share ammo
(Seperate Ammo for Magnums? Sniper rifle might use Magnum ammo too?)
AR Ammo - Machinegun, Sniper Rifle, and ARs share ammo
Grenades/Rockets
Health Items
(Other?)
*Note: Health item "weapons" might take the place of health kits that you just pick up, meaning you have to use these health kits in order to be healed, but this idea is not final. I'm thinking that we could use RTS to make the health items heal the player when they use them. Also, we could do the same thing with armor, but that might be overkill. At the very least, maybe we could turn the armor helmets into armor plates that the player can us to "patch" his armor. Mega health will probably stay the same because of it's unique armor/health value as a pickup.
This is it for now, and keep in mind that this is all very preliminary, and anything could change. Once we get a small team going, we can make final decisions and such on what should be in the mod. Also, as a note, this mod will probably be for EDGE 1.29.
Posted: Sun Sep 18, 2005 15:36
by Chronoteeth
If it helps snarb, I can' submit a weapon for this project of yours , like I did for the up and coming CHC.
I just hope you actually finish this, and not leave for months.

Posted: Sun Sep 18, 2005 17:23
by Snarboo
Chronoteeth wrote:I just hope you actually finish this, and not leave for months. :(
Yeah...that's why I think two team leaders would be necessary, just in case I get into a funk again.
Anyway, it would be great if you could submit a weapon! What did you have in mind?
Posted: Sun Sep 18, 2005 18:27
by wildweasel
I'll jump in and do sound effects. You're both free to pick whatever sounds you want for your weapons, but keep in mind I'll likely change the ones I don't like.
Posted: Sun Sep 18, 2005 19:58
by Snarboo
Alright, that's great to hear Weasel! You're welcome to change any sound you like after the mod is released, but I'm sure we'll find some great sounds that we should all like with your help.
As a little update, I'm thinking of dropping the knife from the melee slot simply because it's redundant to have both a knife and a sword. Plus, I'm going to make the sword be able to block bullets for it's secondary fire, so that should make it the only bladed weapon you would need.
Posted: Sun Sep 18, 2005 19:59
by Chronoteeth
Okay snarboo, what type of weapon perimeters do I have to use before I make my weapon?
Posted: Sun Sep 18, 2005 20:06
by Snarboo
Well, the only limit you really have for what weapon you submit is that it has to be based on real weaponry, which means that it has to shoot bullets or grenades or some other kind of realistic projectile, such as a flechette, buckshot, shotgun slug, etc. It can not be an energy weapon or anything else that wouldn't make sense for a mod based on action movies and realistic weaponry.
It is also preferable that the weapon you make fits into one of the 9 slots I listed above for weapons, so anything from a pistol to a shotgun to an AR is fine. If it doesn't fit into any of the categories but is realistic, like say, you submit a Crossbow, it will go into the hidden weapon slot. Weapons in that category are either not dropped by enemies, have limited ammunition, or can only be found by meeting certain conditions(ie killing the shotgun zombie with the sword might make him drop a shotgun with a sawed off barrel, etc). Does this all make sense?
Posted: Sun Sep 18, 2005 21:02
by Chronoteeth
Why, yes it does.
Looks like i'm making a crossbow too.
Note to snarboo: Make it accessable, but only accessable by meeting a certain condition.
Custom raise/lower frames?