DuduKrazy's Mod Journal

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

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DuduKrazy
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Joined: Sun Dec 25, 2005 18:59

DuduKrazy's Mod Journal

Post by DuduKrazy »

Another mod i'll start working on it after i finish DuduCrazy's Guns SE. the mod is "Criminal Doom" it will be a weapons mod based on Grand Theft Auto 3. just like Luke Killem, i will not rip the weapons from the game itself. instead, i will rip the weapons that looks exactly (or almost) like the ones from the game.

weapons to be added:

Fist - Default Doom Ungloved fists

Baseball Bat - i'll use the one from Rott.

Colt 1911 - Marty Kirra's immoral conduct pistol edit*

Shotgun - Duke 64 Shotgun. looks like a SPAS-12

Ak-47 - Captain Red's Ak-47

* i'm not sure if i can use this weapon, since i think is way overused.
i'm also concerned about the M-16. i don't know if i can use the one from the build mod 'NAM.
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Chronoteeth
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Post by Chronoteeth »

Uh, you do realise you can't rip any gun from GTA 3 anyways, it's in 3rd person. :P
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wildweasel
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Post by wildweasel »

Don't you think it'd be a better idea to just maintain ONE mod journal and post all your updates and announcements in there, instead of starting a new thread for every project you start?
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DuduKrazy
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Post by DuduKrazy »

well, i'll think about that. maybe i could create a new topic and then you move all my mod journals to that topic. what do you think of it?
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wildweasel
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Post by wildweasel »

Unfortunately I can't merge posts on this forum (or if I can, phpBB's interface is so convoluted that I can't figure it out). So the next best thing: I'll rename this topic, and you can just use it as your journal from then on.

I also took the liberty of locking your other two journal threads. I hope you don't mind.
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DuduKrazy
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Post by DuduKrazy »

Updates: (DuduCrazy's Guns SE)

- Removed the Grenade Launcher. i wanna concentrate more on the bullet casings and make some more tests so i can release the mod ASAP.

Updates: (Just a Strife Mod)

- Shotgun has been replaced with the Turok 2's Shotgun. (i've only ripped one frame but i've managed to make the pumping animations. sounds are still the same.)
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Chronoteeth
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Post by Chronoteeth »

Aww, I wanted the GL in too. :(
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DuduKrazy
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Post by DuduKrazy »

it's because i was having way too much issues with the weapon's behaviour. it's been acting like a rocket launcher. i wanna turn my attention on the bullet casings and final beta tests before the release.

Updates: (Criminal Doom)

- New Weapon Added: Colt 1911 (Marty Kirra's Immoral Conduct pistol edit) Sound: Colt .45 from Metal Gear Solid 3

Next weapon to be added:

- Shotgun from Duke Nukem 64. (i guess it's a SPAS-12. i'm not sure)
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TheDarkArchon
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Post by TheDarkArchon »

Marty Kirra has a Doomifed Half-Life SPAS-12 in his edits thread.
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DuduKrazy
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Post by DuduKrazy »

i've seen this before but i didn't liked it. the Duke 64 shotgun is better IMO.

Updates: (Criminal Doom)

- New Weapon Added: Spas-12.

Next weapon to be added:

- Micro Uzi*

* where can i find one to rip? i could rip the weapon from a CS skin but you guys wouldn't like it!
The HavoX
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Post by The HavoX »

DuduKrazy wrote:Colt 1911 - Marty Kirra's immoral conduct pistol edit*

* i'm not sure if i can use this weapon, since i think is way overused.
I would suggest that you don't, since Cory went through a lot of work on that pistol.

You should probably use the DN64 pistol that I ripped instead, since it almost looks like a Colt 1911 in my perspective. In fact, I'm working on a modification of the DN64 pistol that makes it look like a Colt 1911 :)
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Marty Kirra
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Post by Marty Kirra »

I don't really think that that's a reason to not use it.
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DuduKrazy
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Post by DuduKrazy »

i'm really confused about the pistol. should i keep it, or should i remove it? i think i'm gonna make a poll. personally, i liked the gun.
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Marty Kirra
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Post by Marty Kirra »

Keep!
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DuduKrazy
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Post by DuduKrazy »

i'm having a issue on making the pistol to reload. when i load the wad, i get a error message saying:

Script Error, "DECORATE" line 58:

A_Jump offset out of range in AColt1911

here's the weapon and ammo code:

[spoiler]ACTOR Colt1911 : Weapon
{
Inventory.PickupMessage "Picked up a Colt 1911"
Inventory.PickupSound "misc/w_pkup"
Weapon.Ammogive 0
Weapon.Ammogive2 17
Weapon.AmmoType1 "ColtClip"
Weapon.AmmoType2 "Clip"
Weapon.Ammouse 1
+NOAUTOFIRE
States
{
Spawn:
CLT2 A -1
LOOP
Ready:
PSTL A 1 A_WeaponReady
LOOP
Deselect:
PSTL A 1 A_Lower
LOOP
Select:
PSTL A 1 A_Raise
LOOP
Fire:
PSTF A 0 A_Light1
PSTF A 0 A_PlayWeaponSound("weapons/colt1911")
PSTF A 1 Bright A_FireBullets(2,2,-1,7,1,1)
PSTL B 0 A_Light0
PSTL B 1
PSTL C 1
PSTL D 1
Goto Ready
AltFire:
PSTL A 0 A_JumpIfNoAmmo(19)
PSTL A 0 A_JumpIfInventory("ColtClip",17,19)
PSTL A 0 A_JumpIfInventory("Clip",1,1)
Goto Ready
PSLR A 0 A_PlayWeaponSound("weapons/ColtOut")
PSLR A 3
PSLR B 3
PSLR C 3
PSLR D 0 A_TakeInventory("Clip",1)
PSLR D 0 A_GiveInventory("ColtClip",1)
PSLR D 0 A_JumpIfInventory("ColtClip",17,2)
PSLR D 0 A_JumpIfInventory("Clip",1,9)
PSLR D 3
PSLR E 3
PSLR F 3
PSLR G 0 A_PlayWeaponSound("weapons/ColtIn")
PSLR G 4
PSLR H 4
PSLR I 4
PSTL A 0
Goto Ready
PSTL A 0
Goto AltFire+9
}
}

ACTOR ColtClip : Ammo
{
Inventory.MaxAmount 17
Ammo.BackpackAmount 0
Ammo.BackpackMaxAmount 17
Inventory.Icon CLT2A0
}[/spoiler]
Locked

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