Chronoteeth's mods of great wonder

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Chronoteeth
I HOPE SHE MADE LOTSA SPAGHETTI!
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Chronoteeth's mods of great wonder

Post by Chronoteeth » Mon Jan 09, 2006 17:53

New journal, new better.

Frontier

Basically a quicky mod that, whilst doesn't offer any new gimmicky or fancy features, it does what it does best: giving something fun to play. :p

---old---
-Added bat (courtesy of WW)
-Added pistol
-Added snubnose
-Added shrapnel ball rifle (courtesy of WW)
-Added Q grenade launcher
-Added shell cannon (courtesy of TDA with modifications from me)
-Added lancer
---new---

-Added SFG9000, basically it's the survival (really weak weapons with infinite ammo) version of the BFG, with some slight altercations. Very long charge up, but it can be used as a room weakener

-Replaced old AAR graphics with new SS2 AAR graphics. Faster now, but bigger spray and less range

-Whack sounds/wood splinters added to bat.
Last edited by Chronoteeth on Tue Jan 10, 2006 2:58, edited 1 time in total.

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wildweasel
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Post by wildweasel » Mon Jan 09, 2006 18:00

Yay, an official announcement. And I still just love goofing around with that bat. *whump*

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Chronoteeth
I HOPE SHE MADE LOTSA SPAGHETTI!
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Post by Chronoteeth » Mon Jan 09, 2006 19:10

Did I forget the mention that you're weapons are viewed from the left handed perspective? :P

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Marty Kirra
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Post by Marty Kirra » Mon Jan 09, 2006 22:21

I honestly hope BIB isn't canceled. Because if it is...

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Chronoteeth
I HOPE SHE MADE LOTSA SPAGHETTI!
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Post by Chronoteeth » Mon Jan 09, 2006 22:45

Next time anyone brings bib up, it might just be canned. Don't do it, okay? :/

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Chronoteeth
I HOPE SHE MADE LOTSA SPAGHETTI!
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Post by Chronoteeth » Tue Jan 10, 2006 19:39

Imported and added all of the Pulsar Carbine graphics. It's a plasma rifle that shoots a moderate speed ball of energy that ejects smaller plasma twice from each of it's side whilst in flight. Apon impact, the ball explodes into 12 of those tiny plasmas going different directions. Now I just gotta code the gun. :P

EDIT: and wait till you see the idle frames. Funneh stuff peeps.

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Chronoteeth
I HOPE SHE MADE LOTSA SPAGHETTI!
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Post by Chronoteeth » Wed Jan 11, 2006 8:40

Gun is fully coded and it works great. Thanks goes out to WW for helping me with a big.

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Chronoteeth
I HOPE SHE MADE LOTSA SPAGHETTI!
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Post by Chronoteeth » Sat Jan 14, 2006 20:29

-Frontier cannon sounds/sprites loaded. Think a continuous beam, multiply with 100x beam size. Now I just gotta code the thing. :(

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Marty Kirra
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Post by Marty Kirra » Sat Jan 14, 2006 20:32

Too bad I can't COMMENT on this, since you kinda told me not to VIA yahoo.

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Chronoteeth
I HOPE SHE MADE LOTSA SPAGHETTI!
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Post by Chronoteeth » Sat Jan 14, 2006 20:41

No no no, comments are okay in the journal, just not on yahoo.

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Chronoteeth
I HOPE SHE MADE LOTSA SPAGHETTI!
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Post by Chronoteeth » Thu Jan 19, 2006 15:17

I'm at a slump guys. Dunno what to do, can't seem to mod anything anymore. Maybe it's the way I make mods, maybe something else, but what I do know is that I just can't seem to mod anymore. I need something to really get me back into the game, maybe starting off by helping someone with a bug fix/mod.

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TheDarkArchon
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Post by TheDarkArchon » Thu Jan 19, 2006 15:49

Try working on two mods at the same time that are entirely different: If you get bored of working on one, switch to the other.

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Chronoteeth
I HOPE SHE MADE LOTSA SPAGHETTI!
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Post by Chronoteeth » Thu Feb 09, 2006 6:00

Minimod 1. Contains a Mauser and a Pistol. There are 2 bugs in the wad:

1: the pick up messages does not show
2: the random pistol dropping doesn't sometimes randomly drop the mauser ammo.

Can someone fix these 2 bugs for me please?

EDIT: whoops, need to get a DL link up. Hang on..

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Chronoteeth
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Post by Chronoteeth » Thu Feb 09, 2006 7:04

Here, i'd really appreciate the help.

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TheDarkArchon
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Post by TheDarkArchon » Thu Feb 09, 2006 10:39

Code: Select all

<LANGUAGES>

#VERSION 1.29;

[ENGLISH] //EDGE didn't know hwat language your strings were in so they were ignored.

GotCougar="You got the Cougar!";
GotMauser="You got the Red 9!";
GotMauserClip="Picked up a Red 9 clip.";

Code: Select all

<THINGS>

#VERSION 1.29;

[MAUSERCLIP]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=AMMO5(10);
PICKUP_SOUND=ITEMUP;
SPRITE_SCALE=0.250;
PICKUP_MESSAGE=GotMauserClip;
SPECIAL=SPECIAL;
RESPAWN_EFFECT=ITEM_RESPAWN;

STATES(IDLE)=MAUC:A:-1:NORMAL:NOTHING;

[PISTOLS]
RADIUS=20;
HEIGHT=56;
MASS=100;

STATES(IDLE)=NULL:A:0:NORMAL:NOTHING,
             NULL:A:0:NORMAL:JUMP(IDLE:5,25%), //EDGE state jumps are absolute.
             NULL:A:0:NORMAL:JUMP(IDLE:6,40%), //E.G this is IDLE:3
             NULL:A:0:NORMAL:DROPITEM(COUGAR),
             #REMOVE,
             NULL:A:0:NORMAL:DROPITEM(MAUSER),
             #REMOVE,
             NULL:A:0:NORMAL:DROPITEM(MAUSERCLIP),
             #REMOVE;
             
[COUGAR]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=PISTOL,BULLETS(12);
PICKUP_SOUND=WPNUP;
PICKUP_MESSAGE=GotCougar;
SPECIAL=SPECIAL;
SPRITE_SCALE=0.250;
RESPAWN_EFFECT=ITEM_RESPAWN;

STATES(IDLE)=COUP:A:-1:NORMAL:NOTHING;

[MAUSER]
RADIUS=20;
HEIGHT=16;
SPRITE_SCALE=0.250;
PICKUP_BENEFIT=MAUSER,AMMO5(10);
PICKUP_SOUND=WPNUP;
PICKUP_MESSAGE=GotMauser;
SPECIAL=SPECIAL;
RESPAWN_EFFECT=ITEM_RESPAWN;

STATES(IDLE)=MAUP:A:-1:NORMAL:NOTHING;

[BACKPACK:8]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=BULLETS.LIMIT(240),SHELLS.LIMIT(100),
               ROCKETS.LIMIT(100),CELLS.LIMIT(600),AMMO5.LIMIT(120),
               AMMO5(10),
               BULLETS(12),SHELLS(4),ROCKETS(1),CELLS(20);
PICKUP_SOUND=ITEMUP;
PICKUP_MESSAGE=GotBackpack;
RESPAWN_EFFECT=ITEM_RESPAWN;
SPECIAL=SPECIAL;

STATES(IDLE)=BPAK:A:-1:NORMAL:NOTHING;

[PUFF]
REACTION_TIME=8T;
RADIUS=8;
HEIGHT=16;
FLOAT_SPEED=1;
SPRITE_SCALE=0.1;
TRANSLUCENCY=45%;

SPECIAL=NOBLOCKMAP,NOGRAVITY,NOSHADOW;

STATES(SPAWN)=SMOK:A:1:BRIGHT:NOTHING,
              SMOK:B:1:NORMAL:NOTHING,
              SMOK:C:1:NORMAL:NOTHING,
              SMOK:D:1:NORMAL:NOTHING,
              SMOK:E:1:NORMAL:NOTHING,
              SMOK:F:1:NORMAL:NOTHING,
              SMOK:G:1:NORMAL:NOTHING,
              SMOK:H:1:NORMAL:NOTHING,
              SMOK:I:1:NORMAL:NOTHING,
              SMOK:J:1:NORMAL:NOTHING,
              SMOK:K:1:NORMAL:NOTHING,
              SMOK:L:1:NORMAL:NOTHING,
              SMOK:M:1:NORMAL:NOTHING,
              SMOK:N:1:NORMAL:NOTHING,
              SMOK:O:1:NORMAL:NOTHING,
              SMOK:P:1:NORMAL:NOTHING,
              SMOK:Q:1:NORMAL:NOTHING,
              #REMOVE;

[TINYSMOKE]
RADIUS=8;
HEIGHT=16;
FLOAT_SPEED=2;
SPECIAL=NOBLOCKMAP,NOGRAVITY,NOSHADOW;
TRANSLUCENCY=45%;
SPRITE_SCALE=0.04;

STATES(SPAWN)=SMOK:A:1:BRIGHT:NOTHING,
              SMOK:B:1:NORMAL:NOTHING,
              SMOK:C:1:NORMAL:NOTHING,
              SMOK:D:1:NORMAL:NOTHING,
              SMOK:E:1:NORMAL:NOTHING,
              SMOK:F:1:NORMAL:NOTHING,
              SMOK:G:1:NORMAL:NOTHING,
              SMOK:H:1:NORMAL:NOTHING,
              SMOK:I:1:NORMAL:NOTHING,
              SMOK:J:1:NORMAL:NOTHING,
              SMOK:K:1:NORMAL:NOTHING,
              SMOK:L:1:NORMAL:NOTHING,
              SMOK:M:1:NORMAL:NOTHING,
              SMOK:N:1:NORMAL:NOTHING,
              SMOK:O:1:NORMAL:NOTHING,
              SMOK:P:1:NORMAL:NOTHING,
              SMOK:Q:1:NORMAL:NOTHING,
              #REMOVE;

[OUR_HERO:1]
SPAWNHEALTH=100;
RADIUS=16;
HEIGHT=56;
MASS=100;
SPEED=1;
SIDE=1;
PLAYER=1;
JUMP_HEIGHT=10;
JUMP_SOUND=OOF;
JUMP_DELAY=26T;
CROUCH_HEIGHT=32;
PALETTE_REMAP=PLAYER_GREEN;
CASTORDER=1;
CAST_TITLE=OurHeroName;
PAINCHANCE=100%;
SPECIAL=SOLID,SHOOTABLE,DROPOFF,PICKUP,NODEATHMATCH,SLIDER,ATTACK_HURTS,DISLOYAL;
DEATH_SOUND=PLDETH;
PAIN_SOUND="PLPAIN";
OVERKILL_SOUND="SLOP";
NOWAY_SOUND="NOWAY";
OOF_SOUND="OOF";
BLOOD=BLOOD;
RESPAWN_EFFECT=RESPAWN_FLASH;
RESPAWN_TIME=2;
INITIAL_BENEFIT=BULLETS.LIMIT(120),SHELLS.LIMIT(50),
                ROCKETS.LIMIT(50),CELLS.LIMIT(300),
                AMMO5.LIMIT(60),AMMO6.LIMIT(100),
                AMMO7.LIMIT(50),AMMO8.LIMIT(300),
                AMMO9.LIMIT(200),AMMO10.LIMIT(100),
                AMMO11.LIMIT(50),AMMO12.LIMIT(300),
                AMMO13.LIMIT(200),AMMO14.LIMIT(100),
                AMMO15.LIMIT(50),AMMO16.LIMIT(300);

STATES(IDLE)=PLAY:A:10:NORMAL:NOTHING;

STATES(CHASE)=PLAY:A:4:NORMAL:CHECKMOVING,
              PLAY:B:4:NORMAL:CHECKMOVING,
              PLAY:C:4:NORMAL:CHECKMOVING,
              PLAY:D:4:NORMAL:CHECKMOVING;
               
STATES(MISSILE)=PLAY:E:12:NORMAL:NOTHING,
                PLAY:F:6:BRIGHT:NOTHING;
             
STATES(MELEE)=PLAY:E:12:NORMAL:NOTHING,
              PLAY:F:6:BRIGHT:NOTHING;

STATES(PAIN)=PLAY:G:5:NORMAL:NOTHING,
             PLAY:G:5:NORMAL:MAKEPAINSOUND;

STATES(DEATH)=PLAY:H:10:NORMAL:NOTHING,
              PLAY:I:10:NORMAL:PLAYER_SCREAM,
              PLAY:J:10:NORMAL:MAKEDEAD,
              PLAY:K:10:NORMAL:NOTHING,
              PLAY:L:10:NORMAL:NOTHING,
              PLAY:M:10:NORMAL:NOTHING,
              PLAY:N:-1:NORMAL:NOTHING;

STATES(OVERKILL)=PLAY:O:5:NORMAL:NOTHING,
                 PLAY:P:5:NORMAL:PLAYER_SCREAM,
                 PLAY:Q:5:NORMAL:MAKEDEAD,
                 PLAY:R:5:NORMAL:NOTHING,
                 PLAY:S:5:NORMAL:NOTHING,
                 PLAY:T:5:NORMAL:NOTHING,
                 PLAY:U:5:NORMAL:NOTHING,
                 PLAY:V:5:NORMAL:NOTHING,
                 PLAY:W:-1:NORMAL:NOTHING;

STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH);

[ZOMBIEMAN:3004]
SPAWNHEALTH=20;
REACTION_TIME=0.23;
RADIUS=20;
HEIGHT=56;
SPEED=8;
MASS=100;
PAINCHANCE=78%;
SPECIAL=COUNT_AS_KILL,SOLID,CLIMBABLE,SHOOTABLE,DISLOYAL,ATTACK_HURTS;
MINATTACK_CHANCE=22%;
CASTORDER=2;
CAST_TITLE=ZombiemanName;
BLOOD=BLOOD;
RESPAWN_EFFECT=RESPAWN_FLASH;
ACTIVE_SOUND=POSACT;
DEATH_SOUND="PODTH?";
PAIN_SOUND=POPAIN;
SIGHTING_SOUND="POSIT?";
OVERKILL_SOUND="SLOP";
DROPITEM=PISTOLS;
RANGE_ATTACK=FORMER_HUMAN_PISTOL;

STATES(IDLE)=POSS:A:10:NORMAL:LOOKOUT,
             POSS:B:10:NORMAL:LOOKOUT;

STATES(CHASE)=POSS:A:4:NORMAL:CHASE,
              POSS:A:4:NORMAL:CHASE,
              POSS:B:4:NORMAL:CHASE,
              POSS:B:4:NORMAL:CHASE,
              POSS:C:4:NORMAL:CHASE,
              POSS:C:4:NORMAL:CHASE,
              POSS:D:4:NORMAL:CHASE,
              POSS:D:4:NORMAL:CHASE;

STATES(MISSILE)=POSS:E:10:NORMAL:FACETARGET,
                POSS:F:8:NORMAL:RANGE_ATTACK,
                POSS:E:8:NORMAL:NOTHING,
                #CHASE;

STATES(PAIN)=POSS:G:3:NORMAL:NOTHING,
             POSS:G:3:NORMAL:MAKEPAINSOUND,
             #CHASE;

STATES(DEATH)=POSS:H:5:NORMAL:NOTHING,
              POSS:I:5:NORMAL:MAKEDEATHSOUND,
              POSS:J:5:NORMAL:MAKEDEAD,
              POSS:K:5:NORMAL:NOTHING,
              POSS:L:-1:NORMAL:NOTHING;

STATES(OVERKILL)=POSS:M:5:NORMAL:NOTHING,
                 POSS:N:5:NORMAL:MAKEOVERKILLSOUND,
                 POSS:O:5:NORMAL:MAKEDEAD,
                 POSS:P:5:NORMAL:NOTHING,
                 POSS:Q:5:NORMAL:NOTHING,
                 POSS:R:5:NORMAL:NOTHING,
                 POSS:S:5:NORMAL:NOTHING,
                 POSS:T:5:NORMAL:NOTHING,
                 POSS:U:-1:NORMAL:NOTHING;

STATES(RESPAWN)=POSS:K:5:NORMAL:NOTHING,
                POSS:J:5:NORMAL:NOTHING,
                POSS:I:5:NORMAL:NOTHING,
                POSS:H:5:NORMAL:NOTHING,
                #CHASE;

STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH);
You can thank me later. :)

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