Wad In Progress/Limbo

In this forum, you can start an ongoing development diary detailing the progress on your latest mods in progress.

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Zeg-Vok
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Post by Zeg-Vok » Wed Dec 27, 2006 2:28

Now something small to show you from my other project that Im working on . . .

Human Weapon : Shockwave Cannon
Weapon Type : Shotgun Slot 3
Primary Fire : Fires 3 small Shockwave rippers (Little groundtearers) at random angles. Projectiles will be Ground hugging rippers with a short range. To compensate for the short range however, the weapon fires these pretty rapidly, possibly every 5 or 6 tics.
Alternate Fire : No Idea yet.

Image

I just got a small drawing tablet and wanted to try it out with Doom weapons, I made from start to finish in about a half and hour.

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Snarboo
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Post by Snarboo » Wed Dec 27, 2006 2:40

Wow, that's pretty cool! Great to see you back, Zeg-Vok. :D

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wildweasel
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Post by wildweasel » Wed Dec 27, 2006 4:20

The individual barrels kind of remind me of one gigantic gear. If you were to give that more of a brown and yellow color scheme (brass and bronze), it wouldn't be out of place in a steampunk-inspired mod.

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Zeg-Vok
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Post by Zeg-Vok » Wed Dec 27, 2006 8:06

Those arent actually barrels, they are stationary teeth to make it look more shockwave modulatyish. If you want I can make a "Steampunkish" version if you would want it for something.

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Post by wildweasel » Wed Dec 27, 2006 23:55

I could most certainly use a weapon like that, for my Stranger Part 2 mod.

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Zeg-Vok
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Post by Zeg-Vok » Sat Dec 30, 2006 5:48

Image

Image

2 versions, one with a simple recolor and one with the recolor and gizmos (Im not really happy with the hose

EDIT: just tweeked it a bit

Image

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wildweasel
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Post by wildweasel » Sat Dec 30, 2006 6:21

That last one is perfect. Thanks!

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Zeg-Vok
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Post by Zeg-Vok » Tue Jan 02, 2007 6:55

Human Weapon : UAC "Catalyst"
Weapon Type : BFG Slot 7
Primary Fire : Large Powerful Explosive Arcing projectile
Secondary Fire : Medium Speed large explosive projectile that explodes on impact, it spawns 4 smaller projectiles that A_SkullChase at enemies and upon impact explode and each spawns 4 more smaller ones that do the same thing, except they dont spawn anything afterwards.

Image

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Zeg-Vok
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Post by Zeg-Vok » Wed Jan 10, 2007 6:26

Well, over the past couple of days I've made significant progress on my latest project. I made a couple of test lvls and watched a part of my mod in motion, and Im quite happy with the results. The main thing that Im worrying about as of right now is ACS coding, and sounds. Well . . . more along the lines of ACS, as I can do sounds. About 92% of all the spritework is complete, 88% of all the DECORATE monster coding is done, 0% of the weapons are implimented (Im not sure exactly how I should impliment them at this point in time), and 2% of the levels are made (Which shouldnt take me long though). Yes this is ambitious, yes its going to take me a long time, and yes I expect it to be something completely unique and fun.

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Zeg-Vok
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Post by Zeg-Vok » Wed Jan 17, 2007 7:27

Image

A work in progress for a demonic weapon of some kind. The thing protruding out of the skull mouth is a spine of some sort. I Intend for this to be half of a unique weapon for the ARW.

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Zeg-Vok
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Post by Zeg-Vok » Fri Jan 26, 2007 21:22

Alright, I've got some Grood news. 1st of all, I redid a weapon on my gigantic weapons mod, it no longer freezes the game, and it also functions pretty nice. I also finished that demon weapon graphic

Image

I have no idea what it will do, nor am I sure I want to make it a part of a super weapon now.

And finally, I need help with a weapon.

Code: Select all

actor heavyrifleflare
{
	Height 1
	Radius 1
	Speed 3
	Scale 0.2
	Renderstyle Add
	Alpha 0.5
	+Nogravity
	States
	{
	Spawn:
		ELSP ABCDEFGHIJKLM 1
		Stop
	}
}

actor SuperHeavyRifleLoaded : PuzzleItem
{
	-Invbar
	Inventory.Maxamount 1
	Inventory.Icon NULLA0
	States
	{
	Spawn:
		BAGG A 1
		Loop
	}
}

actor SuperHeavyRifleCasing
{
	Height 1
	Radius 1
	Mass 1
	Scale 0.5
	Painchance 255
	SeeSound "misc/chat2"
	-Noliftdrop
	-NoGravity
	+Doombounce
	+Shootable
	+Invulnerable
	+Noblood
	States
	{
	Spawn:
		BCAS A 0 A_Jump(40, 3) //A
		BCAS A 0 A_Jump(40, 3) //B
		BCAS A 0 A_Jump(40, 3) //C
		BCAS A -1
		BCAS B -1
		BCAS C -1
		Loop
	Pain:
		BCAS A 0 A_Jump(40, 3) //A
		BCAS A 0 A_Jump(40, 3) //B
		BCAS A 0 A_Jump(40, 3) //C
		BCAS A -1
		BCAS B -1
		BCAS C -1
		Loop
	Death:
		BCAS A 0 A_Jump(40, 3) //A
		BCAS A 0 A_Jump(40, 3) //B
		BCAS A 0 A_Jump(40, 3) //C
		BCAS A -1
		BCAS B -1
		BCAS C -1
		Loop
	}
}

actor Superheavyrifle : weapon 10087
{
	Weapon.SelectionOrder 93
	Inventory.PickupMessage "You got an SHR-43 Super Heavy Rifle."
	Obituary "%k put a Giant bullet into %o."
	Weapon.Kickback 30
	+NoAutoFire
	+NoAlert
	States
	{
	Spawn:
		ELRF O 1
		Loop
	Ready:
		ELRF A 1 A_WeaponReady
		Loop
	Select:
		ELRF A 1 A_Raise
		Loop
	Deselect:
		ELRF A 1 A_Lower
		Loop
	Fire:
		ELRF B 0
		ELRF B 0 A_JumpIfInventory("SuperHeavyRifleLoaded", 1, 2)
		ELRF A 0 //PlayClick Sound
		Goto Ready
		ELRF B 0 A_Recoil(2)
		ELRF B 0 A_PlayWeaponSound("Superheavyrifle/Fire")
		ELRF B 0 A_FireCustomMissile("heavyrifleflare", 0, 0, 0, 7)
		ELRF B 1 BRIGHT A_FireBullets(1, 1, 1, 200)
		ELRF B 0 A_TakeInventory("SuperHeavyRifleLoaded", 1)
		ELRF CDE 1
		ELRF F 42
		Goto Ready
	AltFire:
		ELRF B 0
		ELRF F 0 //A_JumpIfNoAmmo("-", 0, 1) Check to see if there is any ammo left
		ELRF F 0 A_JumpIfInventory("SuperHeavyRifleLoaded", 0, 2)
		Goto Ready
		ELRF F 0
		ELRF F 0 A_FireCustomMissile("SuperHeavyRifleCasing", 90, 0, 5, 5) //Pop Out Casing
		ELRF F 0 //Play clink noise 
		ELRF F 0 //Take away 1 round of ammo
		ELRF F 0 A_GiveInventory("SuperHeavyRifleLoaded", 1)
		ELRF FEDCBA 1
		Goto Ready
	}
}
Heres the problem. It doesnt fire unless I give myself SuperHeavyRifleLoaded in the console. If I do that, it fires once, the nI have to give myself it again. I'm not good with this kind of stuff. So any help would be appreciated.

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wildweasel
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Post by wildweasel » Fri Jan 26, 2007 23:27

A_JumpIfNoAmmo takes only one argument, and that is how many frames to jump if that fire mode has no ammo left. So I would imagine that it should look something more like this:

Code: Select all

AltFire:
      ELRF B 0
      ELRF F 0 A_JumpIfNoAmmo(2) //skips the next frame and jumps to the first one after goto ready
      ELRF F 0 A_JumpIfInventory("SuperHeavyRifleLoaded", 0, 2)
      Goto Ready
      ELRF F 0
      ELRF F 0 A_FireCustomMissile("SuperHeavyRifleCasing", 90, 0, 5, 5) //Pop Out Casing
      ELRF F 0 //Play clink noise
      ELRF F 0 //Take away 1 round of ammo
      ELRF F 0 A_GiveInventory("SuperHeavyRifleLoaded", 1)
      ELRF FEDCBA 1
      Goto Ready
I'm pretty sure that's not the solution to your problem, though.

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Zeg-Vok
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Post by Zeg-Vok » Thu Mar 22, 2007 6:01

Muahahahahahahaha!!!

I've got a lot of progress to report.

Ever since I've been playing my mod with a modified version of Toke's coopbuilds I've been able to get ideas, bugfixes, and ideas. In fact, soo much has changed I really cant list it all.

Some of the newness is dot dot dot

Replaced the 3 shitty sphere mines with Inuyasha_99's new hotness WRW Landmines
Added the Polymorph from the WRW (Forget who coded it off the top of my head, but whoever did it is my hero), replaced its weapon sounds and graphics with magical ones, made its ammo regen
Took out the Burninate weapon
Added a secondary fire to the EMG
The Aludac's summons now work properly
Added 2 types of deployable turrets
Added 2 types of deployable columns (For cover)
Added a deployable Inventory Station (Run up to it and it gives you health, armor, and ammo)
Redone several graphics
Added two new boss monsters, the FleshWyvern and the Flesh Tornado.
Fixed the BFG Whatever I called it to look fuggin awesome looking and have a unique side effect (Plasma Mines)


Along with those theres been numerous tweaks and smaller changes.

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Zeg-Vok
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Post by Zeg-Vok » Thu Mar 22, 2007 23:08

Couple of Picsies

Couple of the new BFG Firing

[spoiler]Image[/spoiler]


[spoiler]Image[/spoiler]

Some Deployables

Inventory Station with some columns and a machine turret
[spoiler]Image[/spoiler]

Machine Turrets taking up residence in Monster Condo
[spoiler]Image[/spoiler]

Machine turrets and their big brothers Rocket Turrets with some half Columns (Yes the tall turrets can in fact shoot over the columns)
[spoiler]Image[/spoiler]

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Zeg-Vok
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Post by Zeg-Vok » Tue Jan 27, 2009 4:37

Well, I got that itch fer some Doom. And I decided to get my bearings via creating a new gattling-gun style weapon.

Image
Base

Image
Firing Anim 1

Image
Firing Anim 2

Image
Firing Anim 3



Image
Pickup (Needs Scaling)

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