Lizardcommando's mods journal

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

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lizardcommando
Posts: 375
Joined: Fri Jul 08, 2005 6:12
Location: Somewhere in California

Post by lizardcommando »

I haven't downloaded the new SVN's in a while. The one I have is R908. I'll email you my mod when I get the chance if you are still interested in checking it out.
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lizardcommando
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Location: Somewhere in California

Post by lizardcommando »

I'm just going to forget about fixing the HUD. I'm going to concentrate on working to ejecting shell casings and magazines but I have no idea on how to do this. Can someone help me out with this? I have shell casings and magazines defined, but I haven't the slightest clue as to how to put them into the game.
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lizardcommando
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Location: Somewhere in California

Post by lizardcommando »

Doomrater's apparently has the bullet casing situation under control. He's gonna be working on that. As for me, I gotta get back to remaking the Mafia Lizard and make the Robot enemy.
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lizardcommando
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Post by lizardcommando »

Well, while Doomrater is working on fixing my Exterminator mod, I am working on a mini mod. It's based on that Megaman Zero/X mod that I talked about a while back.

It's called Maverick Hunter and so far, all I have done is the ZBuster and the Beam Saber. I still have to fix the graphics for it, but the coding shouldn't be too hard to pull off. Once I get to the coding for the Health Bar, that's gonna be a pain in the ass. Basically, this mod will only give you two weapons, which are the ones I mentioned earlier. However, they're going to be pretty powerful so that should even things out. This will also utilize custom playerclasses, but it's only two.

Yeah, that's about it...
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lizardcommando
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Post by lizardcommando »

Hey guys, I'm back from the dead (sorta).

I haven't been working on the Exterminator mod at all. It kinda sucks that I haven't done much with it... I'm not sure what's going on with Doomrater. He said he's got a few more things to do with the bugfixes on my mod and implementing the ejecting shell casings and dropped magazines stuff, but he hasn't really said anything to me.

I've also stopped working on that Maverick Hunter mod for ZDoom. That's mostly because I've lost interest on that.

Anyways, this is pretty much what I've been working on for the past few weeks.

http://www.youtube.com/watch?v=5CEpZ9Atacw
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lizardcommando
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Location: Somewhere in California

Post by lizardcommando »

ARGH! Where the frick is Doomrater and what the hell happened with the updates you said you were doing for my mod?!
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lizardcommando
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Joined: Fri Jul 08, 2005 6:12
Location: Somewhere in California

Post by lizardcommando »

I've been trying to implement ejecting shell casings into my mod but I have no idea what I'm doing wrong. Doomrater coded in the basic stuff recently and I've been trying to fix it but I've been having really bad luck with this. I tried fixing the SMG's shell casing spawning but when I test it, the bullet casings spawn right in front of my face. Here's the coding for the entire gun:

Code: Select all

ACTOR SMG : Weapon 14400
{
   +AMMO_OPTIONAL
   Inventory.Pickupmessage "You got the 9MM SMG!"
        Obituary "%o was perforated by %k's SMG."
   AttackSound "weapons/smgfire"
   Weapon.SelectionOrder 350
   Weapon.AmmoType1 "9MMMAG" //The guns magazine
   Weapon.AmmoType2 "9MMAMMO" //The real ammo
   Weapon.AmmoGive 0
   Weapon.AmmoGive2 30
   Weapon.AmmoUse 1
   States
   {
   Spawn:
      MGUN A -1
      LOOP 
   Ready:
      CHGG A 1 A_WeaponReady
      CHGG A 0 A_JumpIfInventory("IsReloading",1,"Reload")
      Loop
   Deselect:
      CHGG A 1 A_Lower
      Loop
   Select:
      CHGG A 1 A_Raise
      Loop
   Fire: 
      CHGG A 0 A_JumpIfNoAmmo("Reload")
      CHGG A 0 A_GunFlash
	  TNT1 A 0 A_FireCustomMissile("9MMShellcasing",-45+random(-30,-20),0,-1,7)
      CHGG A 1 A_FireBullets(3,3,-1,4,0,1)
      CHGG B 2
      Goto Ready
    Reload:
      CHGR A 0 A_JumpIfInventory("9MMMAG",0,"Ready")
      CHGR A 0 A_JumpIfInventory("9MMAMMO",1,1)
      CHGR A 4
      CHGR B 3 A_PlaySound("weapons/smgreload1")
      CHGR C 3
      CHGR D 3
      TNT1 A 0 A_FireCustomMissile("9MMDroppedMag",random(-2,2),0,8,-5)
      CHGR D 13
      CHGR E 3
      CHGR F 3
      CHGR A 4 A_PlaySound("weapons/smgreload2")
      CHGR A 4
    LoadMagazine:
      CHGR A 0 A_GiveInventory("9MMMAG",1)
      CHGR A 0 A_TakeInventory("9MMAMMO",1)
      CHGR A 0 A_JumpIfInventory("9MMAMMO",1,1)
      Goto MagazineLoaded
      CHGR A 0 A_JumpIfInventory("9MMMAG",0,1)
      Goto LoadMagazine
    MagazineLoaded:
      CHGG A 2
      Goto Ready

   Flash:
      CHGF A 1 BRIGHT A_Light1
      CHGF B 2 BRIGHT A_Light0
      stop
  } 

}
Can someone please tell me what the hell I'm doing wrong and can someone please tell me exactly how i fix this?
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lizardcommando
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Post by lizardcommando »

BLAARGH!!!

I accidentally deleted my GZDoom which had a shitload of wads, some of it included resources for The Exterminator mod and Gooool's Forest 3. Also gone are the raw bmp files of sprites used for the mod. I tried to system restore thing but it didn't work. It only restored the gzdoom exe file and none of the other stuff.

Fortunately I had backed up some of the files. The only crappy thing is that I lost the resources for the remade Trenchcoat lizard guy.
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Enjay
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Post by Enjay »

I know how annoying something like that is. I also know that, when it happens, I usually end up making a better job of the remake, in a shorter time, than I did with the original. So you can maybe take some comfort in that thought.
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lizardcommando
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Post by lizardcommando »

Thanks for the words of wisdom Enjay.

Well, I finally got it all to work with the help of everyone who responded to my thread at the ZDoom forums. I just need to tweak the settings for the shotgun shell spawners and then I'll be set to release a demo. I was gonna wait until I finished the Vangaurder robot enemy and remake the Trenchcoat Lizard but I don't think I'll have time to do that for a while...
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lizardcommando
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Post by lizardcommando »

Hey guys, so here's the last demo for now:

http://www.megaupload.com/?d=RRHQ6YE7

So here's what's new with this version:
  • *The LV Armor now spawns debris when it dies.
    *Brand new enemies, the Fanatical Samurai Lizard, the Wizard Lizard and the Medic Lizard!
    *Remade the Barney Calhoun Lizard sprites!
    *Placed the Silenced Machine Pistol back in the mod, but with a totally new look to it!
    *There's a brand new Fullscreen HUD!
    *Ejecting shell casings and dropped magazines are now in this mod!
The mod's still a little buggy and the Classic HUD has not been implemented, but the mod's fully playable. So tell me what you guys think of it.
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lizardcommando
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Location: Somewhere in California

Post by lizardcommando »

Anyone play it yet? :?
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lizardcommando
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Post by lizardcommando »

I noticed in the latest SVN of ZDoom, I somehow start off with 52 bullets and I am able to collect ALOT of ammo in my mod. Does anyone have any idea why that is? I'm pretty sure it didn't do that in older versions.
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WolfyGirl
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Post by WolfyGirl »

i always make Winrar Archive copies of my builds.
just in case when i might do such a thing like deleting the folder, which wasn't needed.
ALWAYS MAKE BACKUPS FOLKS! :oops:
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lizardcommando
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Post by lizardcommando »

Yes. I actually had done that with earlier versions, but I forgot to do that for the new version. Dumb mistake on my part...
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