Chronoteeth's mods of great wonder

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

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Chronoteeth
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Chronoteeth's mods of great wonder

Post by Chronoteeth »

New journal, new better.

Frontier

Basically a quicky mod that, whilst doesn't offer any new gimmicky or fancy features, it does what it does best: giving something fun to play. :p

---old---
-Added bat (courtesy of WW)
-Added pistol
-Added snubnose
-Added shrapnel ball rifle (courtesy of WW)
-Added Q grenade launcher
-Added shell cannon (courtesy of TDA with modifications from me)
-Added lancer
---new---

-Added SFG9000, basically it's the survival (really weak weapons with infinite ammo) version of the BFG, with some slight altercations. Very long charge up, but it can be used as a room weakener

-Replaced old AAR graphics with new SS2 AAR graphics. Faster now, but bigger spray and less range

-Whack sounds/wood splinters added to bat.
Last edited by Chronoteeth on Tue Jan 10, 2006 2:58, edited 1 time in total.
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wildweasel
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Post by wildweasel »

Yay, an official announcement. And I still just love goofing around with that bat. *whump*
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Chronoteeth
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Post by Chronoteeth »

Did I forget the mention that you're weapons are viewed from the left handed perspective? :P
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Marty Kirra
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Post by Marty Kirra »

I honestly hope BIB isn't canceled. Because if it is...
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Chronoteeth
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Post by Chronoteeth »

Next time anyone brings bib up, it might just be canned. Don't do it, okay? :/
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Chronoteeth
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Post by Chronoteeth »

Imported and added all of the Pulsar Carbine graphics. It's a plasma rifle that shoots a moderate speed ball of energy that ejects smaller plasma twice from each of it's side whilst in flight. Apon impact, the ball explodes into 12 of those tiny plasmas going different directions. Now I just gotta code the gun. :P

EDIT: and wait till you see the idle frames. Funneh stuff peeps.
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Chronoteeth
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Post by Chronoteeth »

Gun is fully coded and it works great. Thanks goes out to WW for helping me with a big.
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Chronoteeth
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Post by Chronoteeth »

-Frontier cannon sounds/sprites loaded. Think a continuous beam, multiply with 100x beam size. Now I just gotta code the thing. :(
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Marty Kirra
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Post by Marty Kirra »

Too bad I can't COMMENT on this, since you kinda told me not to VIA yahoo.
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Chronoteeth
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Post by Chronoteeth »

No no no, comments are okay in the journal, just not on yahoo.
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Chronoteeth
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Post by Chronoteeth »

I'm at a slump guys. Dunno what to do, can't seem to mod anything anymore. Maybe it's the way I make mods, maybe something else, but what I do know is that I just can't seem to mod anymore. I need something to really get me back into the game, maybe starting off by helping someone with a bug fix/mod.
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TheDarkArchon
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Post by TheDarkArchon »

Try working on two mods at the same time that are entirely different: If you get bored of working on one, switch to the other.
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Chronoteeth
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Post by Chronoteeth »

Minimod 1. Contains a Mauser and a Pistol. There are 2 bugs in the wad:

1: the pick up messages does not show
2: the random pistol dropping doesn't sometimes randomly drop the mauser ammo.

Can someone fix these 2 bugs for me please?

EDIT: whoops, need to get a DL link up. Hang on..
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Chronoteeth
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Post by Chronoteeth »

Here, i'd really appreciate the help.
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TheDarkArchon
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Post by TheDarkArchon »

Code: Select all

<LANGUAGES>

#VERSION 1.29;

[ENGLISH] //EDGE didn't know hwat language your strings were in so they were ignored.

GotCougar="You got the Cougar!";
GotMauser="You got the Red 9!";
GotMauserClip="Picked up a Red 9 clip.";

Code: Select all

<THINGS>

#VERSION 1.29;

[MAUSERCLIP]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=AMMO5(10);
PICKUP_SOUND=ITEMUP;
SPRITE_SCALE=0.250;
PICKUP_MESSAGE=GotMauserClip;
SPECIAL=SPECIAL;
RESPAWN_EFFECT=ITEM_RESPAWN;

STATES(IDLE)=MAUC:A:-1:NORMAL:NOTHING;

[PISTOLS]
RADIUS=20;
HEIGHT=56;
MASS=100;

STATES(IDLE)=NULL:A:0:NORMAL:NOTHING,
             NULL:A:0:NORMAL:JUMP(IDLE:5,25%), //EDGE state jumps are absolute.
             NULL:A:0:NORMAL:JUMP(IDLE:6,40%), //E.G this is IDLE:3
             NULL:A:0:NORMAL:DROPITEM(COUGAR),
             #REMOVE,
             NULL:A:0:NORMAL:DROPITEM(MAUSER),
             #REMOVE,
             NULL:A:0:NORMAL:DROPITEM(MAUSERCLIP),
             #REMOVE;
             
[COUGAR]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=PISTOL,BULLETS(12);
PICKUP_SOUND=WPNUP;
PICKUP_MESSAGE=GotCougar;
SPECIAL=SPECIAL;
SPRITE_SCALE=0.250;
RESPAWN_EFFECT=ITEM_RESPAWN;

STATES(IDLE)=COUP:A:-1:NORMAL:NOTHING;

[MAUSER]
RADIUS=20;
HEIGHT=16;
SPRITE_SCALE=0.250;
PICKUP_BENEFIT=MAUSER,AMMO5(10);
PICKUP_SOUND=WPNUP;
PICKUP_MESSAGE=GotMauser;
SPECIAL=SPECIAL;
RESPAWN_EFFECT=ITEM_RESPAWN;

STATES(IDLE)=MAUP:A:-1:NORMAL:NOTHING;

[BACKPACK:8]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=BULLETS.LIMIT(240),SHELLS.LIMIT(100),
               ROCKETS.LIMIT(100),CELLS.LIMIT(600),AMMO5.LIMIT(120),
               AMMO5(10),
               BULLETS(12),SHELLS(4),ROCKETS(1),CELLS(20);
PICKUP_SOUND=ITEMUP;
PICKUP_MESSAGE=GotBackpack;
RESPAWN_EFFECT=ITEM_RESPAWN;
SPECIAL=SPECIAL;

STATES(IDLE)=BPAK:A:-1:NORMAL:NOTHING;

[PUFF]
REACTION_TIME=8T;
RADIUS=8;
HEIGHT=16;
FLOAT_SPEED=1;
SPRITE_SCALE=0.1;
TRANSLUCENCY=45%;

SPECIAL=NOBLOCKMAP,NOGRAVITY,NOSHADOW;

STATES(SPAWN)=SMOK:A:1:BRIGHT:NOTHING,
              SMOK:B:1:NORMAL:NOTHING,
              SMOK:C:1:NORMAL:NOTHING,
              SMOK:D:1:NORMAL:NOTHING,
              SMOK:E:1:NORMAL:NOTHING,
              SMOK:F:1:NORMAL:NOTHING,
              SMOK:G:1:NORMAL:NOTHING,
              SMOK:H:1:NORMAL:NOTHING,
              SMOK:I:1:NORMAL:NOTHING,
              SMOK:J:1:NORMAL:NOTHING,
              SMOK:K:1:NORMAL:NOTHING,
              SMOK:L:1:NORMAL:NOTHING,
              SMOK:M:1:NORMAL:NOTHING,
              SMOK:N:1:NORMAL:NOTHING,
              SMOK:O:1:NORMAL:NOTHING,
              SMOK:P:1:NORMAL:NOTHING,
              SMOK:Q:1:NORMAL:NOTHING,
              #REMOVE;

[TINYSMOKE]
RADIUS=8;
HEIGHT=16;
FLOAT_SPEED=2;
SPECIAL=NOBLOCKMAP,NOGRAVITY,NOSHADOW;
TRANSLUCENCY=45%;
SPRITE_SCALE=0.04;

STATES(SPAWN)=SMOK:A:1:BRIGHT:NOTHING,
              SMOK:B:1:NORMAL:NOTHING,
              SMOK:C:1:NORMAL:NOTHING,
              SMOK:D:1:NORMAL:NOTHING,
              SMOK:E:1:NORMAL:NOTHING,
              SMOK:F:1:NORMAL:NOTHING,
              SMOK:G:1:NORMAL:NOTHING,
              SMOK:H:1:NORMAL:NOTHING,
              SMOK:I:1:NORMAL:NOTHING,
              SMOK:J:1:NORMAL:NOTHING,
              SMOK:K:1:NORMAL:NOTHING,
              SMOK:L:1:NORMAL:NOTHING,
              SMOK:M:1:NORMAL:NOTHING,
              SMOK:N:1:NORMAL:NOTHING,
              SMOK:O:1:NORMAL:NOTHING,
              SMOK:P:1:NORMAL:NOTHING,
              SMOK:Q:1:NORMAL:NOTHING,
              #REMOVE;

[OUR_HERO:1]
SPAWNHEALTH=100;
RADIUS=16;
HEIGHT=56;
MASS=100;
SPEED=1;
SIDE=1;
PLAYER=1;
JUMP_HEIGHT=10;
JUMP_SOUND=OOF;
JUMP_DELAY=26T;
CROUCH_HEIGHT=32;
PALETTE_REMAP=PLAYER_GREEN;
CASTORDER=1;
CAST_TITLE=OurHeroName;
PAINCHANCE=100%;
SPECIAL=SOLID,SHOOTABLE,DROPOFF,PICKUP,NODEATHMATCH,SLIDER,ATTACK_HURTS,DISLOYAL;
DEATH_SOUND=PLDETH;
PAIN_SOUND="PLPAIN";
OVERKILL_SOUND="SLOP";
NOWAY_SOUND="NOWAY";
OOF_SOUND="OOF";
BLOOD=BLOOD;
RESPAWN_EFFECT=RESPAWN_FLASH;
RESPAWN_TIME=2;
INITIAL_BENEFIT=BULLETS.LIMIT(120),SHELLS.LIMIT(50),
                ROCKETS.LIMIT(50),CELLS.LIMIT(300),
                AMMO5.LIMIT(60),AMMO6.LIMIT(100),
                AMMO7.LIMIT(50),AMMO8.LIMIT(300),
                AMMO9.LIMIT(200),AMMO10.LIMIT(100),
                AMMO11.LIMIT(50),AMMO12.LIMIT(300),
                AMMO13.LIMIT(200),AMMO14.LIMIT(100),
                AMMO15.LIMIT(50),AMMO16.LIMIT(300);

STATES(IDLE)=PLAY:A:10:NORMAL:NOTHING;

STATES(CHASE)=PLAY:A:4:NORMAL:CHECKMOVING,
              PLAY:B:4:NORMAL:CHECKMOVING,
              PLAY:C:4:NORMAL:CHECKMOVING,
              PLAY:D:4:NORMAL:CHECKMOVING;
               
STATES(MISSILE)=PLAY:E:12:NORMAL:NOTHING,
                PLAY:F:6:BRIGHT:NOTHING;
             
STATES(MELEE)=PLAY:E:12:NORMAL:NOTHING,
              PLAY:F:6:BRIGHT:NOTHING;

STATES(PAIN)=PLAY:G:5:NORMAL:NOTHING,
             PLAY:G:5:NORMAL:MAKEPAINSOUND;

STATES(DEATH)=PLAY:H:10:NORMAL:NOTHING,
              PLAY:I:10:NORMAL:PLAYER_SCREAM,
              PLAY:J:10:NORMAL:MAKEDEAD,
              PLAY:K:10:NORMAL:NOTHING,
              PLAY:L:10:NORMAL:NOTHING,
              PLAY:M:10:NORMAL:NOTHING,
              PLAY:N:-1:NORMAL:NOTHING;

STATES(OVERKILL)=PLAY:O:5:NORMAL:NOTHING,
                 PLAY:P:5:NORMAL:PLAYER_SCREAM,
                 PLAY:Q:5:NORMAL:MAKEDEAD,
                 PLAY:R:5:NORMAL:NOTHING,
                 PLAY:S:5:NORMAL:NOTHING,
                 PLAY:T:5:NORMAL:NOTHING,
                 PLAY:U:5:NORMAL:NOTHING,
                 PLAY:V:5:NORMAL:NOTHING,
                 PLAY:W:-1:NORMAL:NOTHING;

STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH);

[ZOMBIEMAN:3004]
SPAWNHEALTH=20;
REACTION_TIME=0.23;
RADIUS=20;
HEIGHT=56;
SPEED=8;
MASS=100;
PAINCHANCE=78%;
SPECIAL=COUNT_AS_KILL,SOLID,CLIMBABLE,SHOOTABLE,DISLOYAL,ATTACK_HURTS;
MINATTACK_CHANCE=22%;
CASTORDER=2;
CAST_TITLE=ZombiemanName;
BLOOD=BLOOD;
RESPAWN_EFFECT=RESPAWN_FLASH;
ACTIVE_SOUND=POSACT;
DEATH_SOUND="PODTH?";
PAIN_SOUND=POPAIN;
SIGHTING_SOUND="POSIT?";
OVERKILL_SOUND="SLOP";
DROPITEM=PISTOLS;
RANGE_ATTACK=FORMER_HUMAN_PISTOL;

STATES(IDLE)=POSS:A:10:NORMAL:LOOKOUT,
             POSS:B:10:NORMAL:LOOKOUT;

STATES(CHASE)=POSS:A:4:NORMAL:CHASE,
              POSS:A:4:NORMAL:CHASE,
              POSS:B:4:NORMAL:CHASE,
              POSS:B:4:NORMAL:CHASE,
              POSS:C:4:NORMAL:CHASE,
              POSS:C:4:NORMAL:CHASE,
              POSS:D:4:NORMAL:CHASE,
              POSS:D:4:NORMAL:CHASE;

STATES(MISSILE)=POSS:E:10:NORMAL:FACETARGET,
                POSS:F:8:NORMAL:RANGE_ATTACK,
                POSS:E:8:NORMAL:NOTHING,
                #CHASE;

STATES(PAIN)=POSS:G:3:NORMAL:NOTHING,
             POSS:G:3:NORMAL:MAKEPAINSOUND,
             #CHASE;

STATES(DEATH)=POSS:H:5:NORMAL:NOTHING,
              POSS:I:5:NORMAL:MAKEDEATHSOUND,
              POSS:J:5:NORMAL:MAKEDEAD,
              POSS:K:5:NORMAL:NOTHING,
              POSS:L:-1:NORMAL:NOTHING;

STATES(OVERKILL)=POSS:M:5:NORMAL:NOTHING,
                 POSS:N:5:NORMAL:MAKEOVERKILLSOUND,
                 POSS:O:5:NORMAL:MAKEDEAD,
                 POSS:P:5:NORMAL:NOTHING,
                 POSS:Q:5:NORMAL:NOTHING,
                 POSS:R:5:NORMAL:NOTHING,
                 POSS:S:5:NORMAL:NOTHING,
                 POSS:T:5:NORMAL:NOTHING,
                 POSS:U:-1:NORMAL:NOTHING;

STATES(RESPAWN)=POSS:K:5:NORMAL:NOTHING,
                POSS:J:5:NORMAL:NOTHING,
                POSS:I:5:NORMAL:NOTHING,
                POSS:H:5:NORMAL:NOTHING,
                #CHASE;

STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH);
You can thank me later. :)
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