DuduKrazy's Mod Journal
Moderator: wildweasel
- Visplane_Overflow
- Posts: 108
- Joined: Thu Jun 29, 2006 23:17
- Location: Canadia
- DuduKrazy
- Posts: 402
- Joined: Sun Dec 25, 2005 18:59
- DuduKrazy
- Posts: 402
- Joined: Sun Dec 25, 2005 18:59
Updates:
- i decided to scrap the jetpack and reimplement the UACRV* from the early versions of the mod. This time it will be a new player class rather than just a summonable "weapon".
º This new class cannot pickup and/or use any other weapons aside from the starting one. I will give this starting weapon infinite ammo and an alternate fire mode.
º Using the IDKFA/IDFA cheats, as well as the "give weapons" console command will no longer give all the weapons as i used the +CHEATNOTWEAPON flag on all the weapons except on the UACRV's starting weapon. I had to do this because i could still use the other weapons when using the codes while playing as the ship.
* stands for UAC Reconaissance Vehicle. Uses a modified Recon Car sprite from Duke Nukem 3D and the cockpit from Battlecruiser 3000AD. (the ship's cockpit is the only good thing about this game.)
- i decided to scrap the jetpack and reimplement the UACRV* from the early versions of the mod. This time it will be a new player class rather than just a summonable "weapon".
º This new class cannot pickup and/or use any other weapons aside from the starting one. I will give this starting weapon infinite ammo and an alternate fire mode.
º Using the IDKFA/IDFA cheats, as well as the "give weapons" console command will no longer give all the weapons as i used the +CHEATNOTWEAPON flag on all the weapons except on the UACRV's starting weapon. I had to do this because i could still use the other weapons when using the codes while playing as the ship.
* stands for UAC Reconaissance Vehicle. Uses a modified Recon Car sprite from Duke Nukem 3D and the cockpit from Battlecruiser 3000AD. (the ship's cockpit is the only good thing about this game.)
- DuduKrazy
- Posts: 402
- Joined: Sun Dec 25, 2005 18:59
Updates:
- I finally found a way to switch to a player class at any time.
I made a powerup based on the Kittylator that when used, you'll immediately switch to the UACRV. In an early stage of the mod
development, i already had such idea but i found it too hard to implement and then i decided to scrap it.
Implementing the basic part was easy, but half the battle. I soon came across some heavy bugs:
when the powerup runned out or you had exited a level while still transformed, you could still fly and had the other class's weapon. And when you runned out of ammo, the other class's weapon
was automatically switched to.
Then i decided to make a script that takes away this weapon once you transform into the modified DoomMarine class again. I just tested the new powerup this morning and so far, i succeeded on
implementing this new concept.
The reason why i decided to do it is simple: i felt it was weird to fly a ship on the original Doom levels, given that most of these levels are all about indoor areas and tight hallways.
- I finally found a way to switch to a player class at any time.
I made a powerup based on the Kittylator that when used, you'll immediately switch to the UACRV. In an early stage of the mod
development, i already had such idea but i found it too hard to implement and then i decided to scrap it.
Implementing the basic part was easy, but half the battle. I soon came across some heavy bugs:
when the powerup runned out or you had exited a level while still transformed, you could still fly and had the other class's weapon. And when you runned out of ammo, the other class's weapon
was automatically switched to.
Then i decided to make a script that takes away this weapon once you transform into the modified DoomMarine class again. I just tested the new powerup this morning and so far, i succeeded on
implementing this new concept.
The reason why i decided to do it is simple: i felt it was weird to fly a ship on the original Doom levels, given that most of these levels are all about indoor areas and tight hallways.
- DuduKrazy
- Posts: 402
- Joined: Sun Dec 25, 2005 18:59
Updated beta version is out. go to the Releases section for more details
Updates:
- New Powerup Added: UACRV Radio.
- Changed one of the allied marines sprites. Male version
now uses the Commando sprite. (i'm not sure about where the sprite came from. i think it's from LameDuke.
i saw it in this thread: http://forum.zdoom.org/viewtopic.php?f= ... y&start=45)
- some small bug fixes which i can't remember right now.
Updates:
- New Powerup Added: UACRV Radio.
- Changed one of the allied marines sprites. Male version
now uses the Commando sprite. (i'm not sure about where the sprite came from. i think it's from LameDuke.
i saw it in this thread: http://forum.zdoom.org/viewtopic.php?f= ... y&start=45)
- some small bug fixes which i can't remember right now.
- DuduKrazy
- Posts: 402
- Joined: Sun Dec 25, 2005 18:59
Updates:
- With a little help from MartinHowe (from the ZDoom forums), i managed to fix a bug which caused the teleporter beacon to spawn when morphing and unmorphing.
- New weapon added: MP-10 SMGs.
A very rare weapon dropped by the SS guys. Has a high ammo consumption and rate of fire. Slightly weaker than the RP-36 Assault Rifle. Sprites from Duke 64 and sounds from Shadow Warrior (the Uzis).
- New screenshots added!
- With a little help from MartinHowe (from the ZDoom forums), i managed to fix a bug which caused the teleporter beacon to spawn when morphing and unmorphing.
- New weapon added: MP-10 SMGs.
A very rare weapon dropped by the SS guys. Has a high ammo consumption and rate of fire. Slightly weaker than the RP-36 Assault Rifle. Sprites from Duke 64 and sounds from Shadow Warrior (the Uzis).
- New screenshots added!
- Chronoteeth
- Posts: 824
- Joined: Wed Jul 06, 2005 10:01