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 »

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 »

Applied. Again. :|
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wildweasel
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Post by wildweasel »

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 »

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 »

* 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 »

* Finished the bullet puffs: Who needs sparks when you can have debris?
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TheDarkArchon
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Post by TheDarkArchon »

* 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 »

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 »

* 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 »

Well hoorj. :D
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TheDarkArchon
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Post by TheDarkArchon »

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 »

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 »

* I'm currently stereoizing the sounds.
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TheDarkArchon
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Post by TheDarkArchon »

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wildweasel
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Post by wildweasel »

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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