Lizardcommando's mods journal

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Re: Lizardcommando's mods journal

by Rachael » Tue Sep 27, 2011 7:36

Continued from http://forum.drdteam.org/viewtopic.php?p=50161#p50161

Since this is still active and being updated, I'm moving it out to projects, but I'm keeping the old copy in the archive.

Re: Lizardcommando's mods journal

by lizardcommando » Wed Jul 06, 2011 17:29

Holy shit, it's been ages since I've posted anything here.

Guess what guys? There's a new beta available! Here's what's new since the last update was posted:

*The Exterminator is now called Lizard Squad!
*Changed the max ammo for the .45bullets from 100 without backpack to 200 and 200 with backpack to 400.
*Tweaked the health on most of the enemies.
*Tweaked the strength for most weapons.
*Gave the new classes starting armor except for the Default class.
*The coding for the Revolver is fixed.
*New seesounds for the Military Officer, Shotgunner, SMG Trooper and Bazookaguy.
*Sped up the reloading speed for the Combat Shotgun, 9MM SMG, Akimbo SMGs, the Machinepistol and the Tactical Silenced Machinepistol.
*The Special Forces Soldier class starts off with more .45 Ammo.
*Now there's a Rideable vehicle: The LVArmor! (replaces the Megasphere)
*The Custom Classes have their own unique sounds!
*Changed the Default Player skin to a walking Helilizard.
*Custom Cast Call works for the most part.

Here are some new videos (ok, two of them are kind of old, but it's still relevant.)
Here's the link to the mod.
http://files.drdteam.org/index.php/file ... ad-b3a.zip

Re: Lizardcommando's mods journal

by lizardcommando » Wed Nov 03, 2010 18:12

I'm just going to go ahead and upload the new version without the commercial. That's taking a lot longer than I thought to make it...

http://files.drdteam.org/index.php/file ... beta14.zip

So here's the rundown of what to expect for this version.
  • *Brand New Unique Classes:
    The Exterminator Player (Default guy, comes equipped with the .45 Pistol)
    LSMC-Grunt (comes equipped with a unique weapon, the M4-A1 Assault Rifle)
    Marksman (comes equipped with an Infantry Rifle)
    Cowboy Lizard (comes equipped with a unique weapon, the Revolver)
    Spec-Ops Soldier (comes equipped with two unique weapons, the Silenced Machine Pistol and the Silenced Tactical Pistol)

    *The Fullscreen HUD is completely redone.
    *Lowered the number of shells you can load in the Combat Shotgun from 8 to 6.
    *Lowered the number of max shells you can carry.

    It's up from 50 to 30 without backpack and 100 to 80 with backpack.
    *Increased the max amount of ammo you can carry for the Charge Blaster and Flamethrower.
    You can carry up to 200 without the backpack and 400 with the backpack for the Charge Blaster and you can carry up to 300 without the backpack and 600 with the backpack for the Flamethrower.
    *Brand new inventory item, the Sentry Turret!
    *Completely redesigned and revamped the Charge Cannon (Now called the Charge Blaster)!

    New Decorate coding courtesy of Doomrater. Now you can hold down the Alt-fire button to charge the weapon!
There are still a few bugs in it (namely the revolver and charge blaster) but as far as everything else goes, it all works. So go and try it out folks!

Re: Lizardcommando's mods journal

by lizardcommando » Fri Sep 17, 2010 0:38

Well, all I've really done since my last update was mess with the HUD just a tad bit, then threw in a sentry gun item which replaces the Invisibility Sphere. The sentry gun isn't very smart at the moment, but they work.

I'll try to release a beta for this soon, most likely in a week or two weeks depending on how busy things get here. By the way, would anyone be interested in having classes in this mod? Some classes will have weapons that are exclusive to them (IE the Cowboy Lizard classes starts off with a Revolver, the LSMC Grunt starts off with an M4A1, etc.)

Re: Lizardcommando's mods journal

by lizardcommando » Tue Aug 24, 2010 7:58

I was just messing around with some old HUD resources tonight and I this is what I came up with:

Image

Here's an alternate version of the new HUD:

Image

I kind of like this one, but I'll probably fix it some more by getting rid of most of those gray boxes. This HUD's design was heavily inspired by the Metal Slug HUD.

Here's the current HUD just for comparison.

Image

Should I go ahead and replace the current one with the new one or should I just keep the current one?

Re: Lizardcommando's mods journal

by Enjay » Sat May 15, 2010 17:40

He he, cute. :)

Re: Lizardcommando's mods journal

by lizardcommando » Sat May 15, 2010 17:21

This update has nothing to do with The Exterminator, but it is news on a new mod.

For my final project in my Intro to Digital Media class at San Jose State University, I'm trying to make a GZDoom Doom mod that basically changes Doom from an ultra-violent blood bath into a kid-friendly (age group is around age 6 and under) exploring game.

Here are some old screenshots:

Image

Image

I'm going to get a video of it later this week.

The objective of this mod is to collect three shapes: a red square, blue circle and yellow triangle. Once you collect them, you can press the middle switch to lower a platform, allowing you to collect the special prize to win the game.

The mod only has one level to it. I probably won't do much with this mod anymore. I'm going to use most of the textures for my Exterminator mod as a part of a texture pack for it. Anyways, go check it out here.

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

Re: Lizardcommando's mods journal

by lizardcommando » Mon Apr 26, 2010 5:26

Alright, here's the new video. It's a short video showing the Vanguarder MK3 robot in action. Unfortunately, the frame rate is a bit choppy.

Re: Lizardcommando's mods journal

by lizardcommando » Thu Apr 22, 2010 7:26

This is one of the videos I made to celebrate the release of Beta 13 of my mod. It's supposed to be a cheesy 30-second commercial. The Flash movie took 3 days to make. The other video is going to be an ingame movie showcasing the Vanguarder MK3 and the Cowboy Lizards in action.

Re: Lizardcommando's mods journal

by lizardcommando » Tue Apr 20, 2010 8:24

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

Re: Lizardcommando's mods journal

by lizardcommando » Sun Apr 18, 2010 7:38

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.

Re: Lizardcommando's mods journal

by lizardcommando » Mon Apr 05, 2010 22:07

Haha. Really? Which Lizardcommando sprites are you talking about? The ones from my super old Lizard War mod or the ones from ICD-Lizard?

Re: Lizardcommando's mods journal

by Wolf3DFan15 » Sun Mar 14, 2010 8:15

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.

Re: Lizardcommando's mods journal

by Enjay » Tue Feb 23, 2010 0:36

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.

Re: Lizardcommando's mods journal

by lizardcommando » Mon Feb 22, 2010 23:23

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.

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