Unnamed ZDoom mod

Talk about what TheDarkArchon is making.

Moderator: TheDarkArchon

What shall be the BFG replacement

Golden Gun
5
63%
Multi-Projectile weapon clone
3
38%
 
Total votes: 8

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TheDarkArchon
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Post by TheDarkArchon » Sun Jul 30, 2006 0:43

Holy crap if it isn't an update:

* Casings are done! Woo!
* The un-tomed CCG got a weakened version of the tomed versions grenade attack.

And I am currently looking to alpha testers at the moment. Apply within.

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Chronoteeth
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Post by Chronoteeth » Sun Jul 30, 2006 4:04

Applied. Again. :|

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wildweasel
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Post by wildweasel » Sun Jul 30, 2006 4:32

I shall also apply, for lack of much better to do.

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Marty Kirra
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Post by Marty Kirra » Mon Jul 31, 2006 8:22

Heh, hope you don't mind if I apply :D
Last edited by Marty Kirra on Mon Aug 07, 2006 15:32, edited 1 time in total.

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TheDarkArchon
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Post by TheDarkArchon » Mon Jul 31, 2006 20:19

* Fixed a bug where, if you died, your weapon would lower forever (Found by WW)
* Tweaked the CCG's reloading time (Commented on by MK) and made the animation better

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TheDarkArchon
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Post by TheDarkArchon » Sat Aug 05, 2006 1:37

* Finished the bullet puffs: Who needs sparks when you can have debris?

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TheDarkArchon
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Post by TheDarkArchon » Mon Aug 07, 2006 3:33

* Replaced the Chainguy Guy and Zombieman: The Zombieman is that pistol zombie most of you have seen before and the Chaingun Guy is the Nazi replacement from Enjay ZDoom 2001 with the shirt translated to brown.

* Also gave the zombies immoral conduct style reloading (Though the reloading isn't random: It's only when the clip is dry since zombie would be too dumb to know how much ammo is left in their clip ;))

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TheDarkArchon
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Post by TheDarkArchon » Fri Aug 11, 2006 3:06

Decision time: I'm unsure of what I'll be doing for the BFG replacement: I'll either be doing something along the lines of the multi-projectile weapon from the WRW (But fancier, of course) and shares CCG ammo or a Golden Gun that insantly kills anything it's pointed at when the trigger is pulled that uses it's own (scarce) ammo type (replaces Invisibility)

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TheDarkArchon
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Post by TheDarkArchon » Wed Aug 23, 2006 3:29

* Golden Gun implemented (Well, ish. It still lacks a tomed form, which will give it the power to penetrate foes.).

* Public beta time: http://tda.drdteam.org/tda-znewpublicbeta.zip

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Chronoteeth
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Post by Chronoteeth » Wed Aug 23, 2006 3:53

Well hoorj. :D

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TheDarkArchon
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Post by TheDarkArchon » Wed Aug 23, 2006 15:22

BTW, I would very much like comments on the Golden Gun, which was my main motivation of releasing the beta at this time.

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Marty Kirra
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Post by Marty Kirra » Thu Aug 24, 2006 21:40

The Golden Gun looks great, plays great, well, it's great. I like the new reload frames too :P

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TheDarkArchon
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Post by TheDarkArchon » Sat Sep 02, 2006 22:29

* I'm currently stereoizing the sounds.

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TheDarkArchon
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Post by TheDarkArchon » Wed Sep 13, 2006 14:09


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wildweasel
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Post by wildweasel » Thu Sep 14, 2006 3:55

You need to add an interrupt feature to the shotgun reload (add a few A_WeaponReady commands in there so the player can shoot during the reload), because there were a few times during playing this that I got attacked by a shotgunner because I couldn't shoot him, as my clip was empty and I was reloading.

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