DRD Team
drdteam.org forum


* FAQ    * Search  * Register
 * Login 

All times are UTC + 1 hour




Post new topic Reply to topic  [ 485 posts ]  Go to page Previous  1 ... 29, 30, 31, 32, 33  Next
Author Message
 Post subject: Re: Lizardcommando's mods journal
PostPosted: Fri Sep 18, 2009 2:22 
Until Windows 7 happened.

User avatar

Joined: Fri Jun 15, 2007 22:59
Posts: 136
Hmm, if I have extra time anytime soon I may be able to help out with this.


Top
 Profile  
 
 Post subject: Re: Lizardcommando's mods journal
PostPosted: Fri Sep 18, 2009 7:13 
GIGA CRUSH!

User avatar

Joined: Fri Jul 08, 2005 6:12
Posts: 366
Location: Somewhere in California
Really? Thank you. Any help coding-wise is greatly appreciated.


Top
 Profile  
 
 Post subject: Re: Lizardcommando's mods journal
PostPosted: Mon Oct 05, 2009 3:01 
GIGA CRUSH!

User avatar

Joined: Fri Jul 08, 2005 6:12
Posts: 366
Location: Somewhere in California
ARGH! THIS IS DRIVING ME INSANE!!!

Code:
actor ZSaber : Weapon
{
  Weapon.SelectionOrder 3700
  Weapon.Kickback 75
  +WEAPON.MELEEWEAPON
  +WEAPON.NOALERT
  +NOAUTOFIRE
  +NOEXTREMEDEATH
  activesound "rcpilot/zsaberactive"
  Obituary "%o was slashed open by %k's Beam Saber."
  States
  {
  Ready:
    ZSUP A 0 A_PlaySound("rcpilot/Zsaberactive")
    ZSUP A 1 Bright
    ZSUP B 1 Bright
    ZSUP C 1 Bright
    ZSID AB 1 Bright A_WeaponReady
    goto Ready+4
  Deselect:
    ZSUP C 0 A_PlaySound("rcpilot/Zsaberactive")
    ZSUP CBA 2 Bright
    TNT1 A 1 A_Lower
    goto Deselect+4
  Select:
    ZSUP A 0 A_PlaySound("rcpilot/Zsaberactive")
    ZSUP A 1 Bright
    ZSUP B 1 Bright
    ZSUP C 1 Bright
    goto Ready
  Fire:
    ZSFI AB 2 Bright
    TNT1 A 4
    ZSFI C 0 A_PlaySound("rcpilot/zsaber1")
    ZSFI C 2 Bright A_CustomPunch(35,0,0,"zsaberpuff")
    ZSFI D 2 Bright A_CustomPunch(35,0,0,"zsaberpuff")
    TNT1 B 7
    ZSFI E 1 BRIGHT
    TNT1 A 3
    ZSFI F 0 A_PlaySound("rcpilot/zsaber2")
    ZSFI F 1 Bright A_CustomPunch(35,0,0,"zsaberpuff")
    ZSFI G 1 Bright A_CustomPunch(35,0,0,"zsaberpuff")
    TNT1 A 5
    goto Ready+4
  }
}


The lowering animation works but the weapon raising animation does not play at all. I can't for the life of me figure this shit out. Can someone help me out please?


Top
 Profile  
 
 Post subject: Re: Lizardcommando's mods journal
PostPosted: Mon Oct 05, 2009 12:45 
User avatar
SVN Team

Joined: Mon Oct 22, 2007 16:47
Posts: 684
You do not call A_Raise in the Select state, though you do call A_Lower in the Deselect state.


Top
 Profile  
 
 Post subject: Re: Lizardcommando's mods journal
PostPosted: Thu Dec 17, 2009 2:43 
GIGA CRUSH!

User avatar

Joined: Fri Jul 08, 2005 6:12
Posts: 366
Location: Somewhere in California
I've been working on a small experiment trying to make my own Metal Slug type mod for Doom. Basically, I reworked the guns from my Exterminator mod and made them shoot projectiles. I just made the graphics for the HUD. Now I need to figure out how to turn this whole thing into a reality. Here's the concept for the HUD:

Image

The little picture at the top-left corner is supposed to change depending on what class you choose, although, I'm not even sure if that's possible to do. Also, the screenshot was taken at the highest resolution at 1024 X 768, so I'm not sure if that's a good thing to try to design the custom HUD by. Can someone help me out with the coding please?


Top
 Profile  
 
 Post subject: Re: Lizardcommando's mods journal
PostPosted: Fri Dec 18, 2009 10:06 
GIGA CRUSH!

User avatar

Joined: Fri Jul 08, 2005 6:12
Posts: 366
Location: Somewhere in California
This is a new semi-major update for my Exterminator mod. There are no new enemies in this release unfortunately, but I did finally add in multiple death animations for the Shotgunner, SMG Trooper, the Bazooka Guy and Military Officer. There's no new video to showcase this unfortunately, but I'll make one some day. Anyways, enjoy.

http://www.speedyshare.com/files/198493 ... eta12a.zip


Top
 Profile  
 
 Post subject: Re: Lizardcommando's mods journal
PostPosted: Thu Feb 04, 2010 7:06 
GIGA CRUSH!

User avatar

Joined: Fri Jul 08, 2005 6:12
Posts: 366
Location: Somewhere in California
I made this comparison video of my latest mod, The Exterminator, and my old mod, Immoral Conduct: Lizard Edition (ICDLizard for short) over this weekend. The video also reveals the brand new titlepic for my Exterminator mod.



I can't believe I thought the graphics from ICDLizard were good... I also apologize for the crappy framerate in some parts of the video.

As for progress on the mod itself, I haven't done anything to it. I am thinking about weather or not I should try to add in the Metal Slug inspired HUD I made earlier, but I'm not sure on that yet. If there's a big enough demand for it, then I'll probably do it.

Oh yeah, here's the updated link for the beta 12a of The Exterminator.

http://files.drdteam.org/index.php/file ... eta12a.zip


Top
 Profile  
 
 Post subject: Re: Lizardcommando's mods journal
PostPosted: Sun Feb 21, 2010 21:35 
GIGA CRUSH!

User avatar

Joined: Fri Jul 08, 2005 6:12
Posts: 366
Location: Somewhere in California
So... the progress so far since the last release:

  • Made an official titlepic.
  • I finished the Cowboy Lizard enemy.
  • I officially added the SS Pichu enemy into the mod.
  • I added the Cubone Agent, the never-before-released enemy from my dead Pokestein 3D mod.

All I need to do is create the sprites for the Vanguarder and I'll release a new demo. Maybe make a new video to accompany it too.


Top
 Profile  
 
 Post subject: Re: Lizardcommando's mods journal
PostPosted: Sun Feb 21, 2010 23:19 
You may fire when ready.

User avatar
DRD Team Admin

Joined: Tue Aug 30, 2005 23:19
Posts: 3467
Location: Scotland
I know I've mentioned this before, but I really like your lizard mods. It's got a style all of its own and it just gets more and more complete. I'd love to see the point when there are none of those horrible original Doom graphics left and it's all Lizard goodness. :yup:

Seriously, the original Doom graphics, especially the few sprites left, really detract from the experience IMO. I'm all immersed in Lizard land and then a Baron of Hell walks around a corner, or I pick up an original Doom key.


Top
 Profile  
 
 Post subject: Re: Lizardcommando's mods journal
PostPosted: Mon Feb 22, 2010 23:23 
GIGA CRUSH!

User avatar

Joined: Fri Jul 08, 2005 6:12
Posts: 366
Location: Somewhere in California
Yeah, I know how you feel. I'm trying to change the enemies as soon as I can. The Baron of Hell has already been planned out as is the Spider Mastermind. I still haven't decided what to change the Cyberdemon. After the enemies are completed, then I'll try to change the decorations. After that, I'll try to change the textures.


Top
 Profile  
 
 Post subject: Re: Lizardcommando's mods journal
PostPosted: Tue Feb 23, 2010 0:36 
You may fire when ready.

User avatar
DRD Team Admin

Joined: Tue Aug 30, 2005 23:19
Posts: 3467
Location: Scotland
Cool. I'm glad you have all that planned. I know that it will be a lot of work but I do think it will be worth it.


Top
 Profile  
 
 Post subject: Re: Lizardcommando's mods journal
PostPosted: Sun Mar 14, 2010 8:15 
CoolD00d

User avatar

Joined: Mon Nov 24, 2008 19:05
Posts: 23
Location: England
i've known you for long time now, you defiently improved ! good stuff, heh I still have your first ever lizard commando sprites in my CoolD00d wad that I never released.


Top
 Profile  
 
 Post subject: Re: Lizardcommando's mods journal
PostPosted: Mon Apr 05, 2010 22:07 
GIGA CRUSH!

User avatar

Joined: Fri Jul 08, 2005 6:12
Posts: 366
Location: Somewhere in California
Haha. Really? Which Lizardcommando sprites are you talking about? The ones from my super old Lizard War mod or the ones from ICD-Lizard?


Top
 Profile  
 
 Post subject: Re: Lizardcommando's mods journal
PostPosted: Sun Apr 18, 2010 7:38 
GIGA CRUSH!

User avatar

Joined: Fri Jul 08, 2005 6:12
Posts: 366
Location: Somewhere in California
After two days of nonstop work, I have it completed. I figured out why my seesounds weren't working: I forgot to put in the $random in the code for the multiple see sounds. I can't believe I didn't see that. So now that I have it completed, all I have to do is make a video of it in action. I'll try to have that done by the end of the week.


Top
 Profile  
 
 Post subject: Re: Lizardcommando's mods journal
PostPosted: Tue Apr 20, 2010 8:24 
GIGA CRUSH!

User avatar

Joined: Fri Jul 08, 2005 6:12
Posts: 366
Location: Somewhere in California
Here's the latest version of The Exterminator. This beta has some new changes.

    *Brand new titlepic as seen in my most recent video.
    *Brand new enemies, the Cowboy Lizard (spawns with the Medic Lizard) and the Vanguarder MK3 (finally replacing the Baron of Hell)
    *Officially added in the SS Pichu and Cubone Agent, enemies from my dead Wolfenstein 3D mod called Pokestein 3D.
    *Made a few more tweaks to some graphics and enemy stats.

Two new videos will be coming up in the later week. Hopefully I can get them finished by Sunday. Anyways, go check it out!

http://files.drdteam.org/index.php/file ... beta13.zip


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 485 posts ]  Go to page Previous  1 ... 29, 30, 31, 32, 33  Next

All times are UTC + 1 hour


Who is online

Users browsing this forum: Google [Bot] and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group
DRDTeam Classic Color 2100 Style by Tormentor667