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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InsanityBringer
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Re: Lizardcommando's mods journal

Post by InsanityBringer » Fri Sep 18, 2009 2:22

Hmm, if I have extra time anytime soon I may be able to help out with this.

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lizardcommando
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Re: Lizardcommando's mods journal

Post by lizardcommando » Fri Sep 18, 2009 7:13

Really? Thank you. Any help coding-wise is greatly appreciated.

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lizardcommando
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Re: Lizardcommando's mods journal

Post by lizardcommando » Mon Oct 05, 2009 3:01

ARGH! THIS IS DRIVING ME INSANE!!!

Code: Select all

actor ZSaber : Weapon
{
  Weapon.SelectionOrder 3700
  Weapon.Kickback 75
  +WEAPON.MELEEWEAPON
  +WEAPON.NOALERT
  +NOAUTOFIRE
  +NOEXTREMEDEATH
  activesound "rcpilot/zsaberactive"
  Obituary "%o was slashed open by %k's Beam Saber."
  States
  {
  Ready:
    ZSUP A 0 A_PlaySound("rcpilot/Zsaberactive")
    ZSUP A 1 Bright
    ZSUP B 1 Bright
    ZSUP C 1 Bright
    ZSID AB 1 Bright A_WeaponReady
    goto Ready+4
  Deselect:
    ZSUP C 0 A_PlaySound("rcpilot/Zsaberactive")
    ZSUP CBA 2 Bright 
    TNT1 A 1 A_Lower
    goto Deselect+4
  Select: 
    ZSUP A 0 A_PlaySound("rcpilot/Zsaberactive")
    ZSUP A 1 Bright
    ZSUP B 1 Bright
    ZSUP C 1 Bright
    goto Ready
  Fire:
    ZSFI AB 2 Bright
    TNT1 A 4
    ZSFI C 0 A_PlaySound("rcpilot/zsaber1")
    ZSFI C 2 Bright A_CustomPunch(35,0,0,"zsaberpuff")
    ZSFI D 2 Bright A_CustomPunch(35,0,0,"zsaberpuff")
    TNT1 B 7
    ZSFI E 1 BRIGHT
    TNT1 A 3
    ZSFI F 0 A_PlaySound("rcpilot/zsaber2")
    ZSFI F 1 Bright A_CustomPunch(35,0,0,"zsaberpuff")
    ZSFI G 1 Bright A_CustomPunch(35,0,0,"zsaberpuff")
    TNT1 A 5
    goto Ready+4
  }
}
The lowering animation works but the weapon raising animation does not play at all. I can't for the life of me figure this shit out. Can someone help me out please?

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Gez
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Re: Lizardcommando's mods journal

Post by Gez » Mon Oct 05, 2009 12:45

You do not call [zwiki]A_Raise[/zwiki] in the Select state, though you do call [zwiki]A_Lower[/zwiki] in the Deselect state.

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lizardcommando
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Re: Lizardcommando's mods journal

Post by lizardcommando » Thu Dec 17, 2009 2:43

I've been working on a small experiment trying to make my own Metal Slug type mod for Doom. Basically, I reworked the guns from my Exterminator mod and made them shoot projectiles. I just made the graphics for the HUD. Now I need to figure out how to turn this whole thing into a reality. Here's the concept for the HUD:

Image

The little picture at the top-left corner is supposed to change depending on what class you choose, although, I'm not even sure if that's possible to do. Also, the screenshot was taken at the highest resolution at 1024 X 768, so I'm not sure if that's a good thing to try to design the custom HUD by. Can someone help me out with the coding please?

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lizardcommando
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Re: Lizardcommando's mods journal

Post by lizardcommando » Fri Dec 18, 2009 10:06

This is a new semi-major update for my Exterminator mod. There are no new enemies in this release unfortunately, but I did finally add in multiple death animations for the Shotgunner, SMG Trooper, the Bazooka Guy and Military Officer. There's no new video to showcase this unfortunately, but I'll make one some day. Anyways, enjoy.

http://www.speedyshare.com/files/198493 ... eta12a.zip

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lizardcommando
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Re: Lizardcommando's mods journal

Post by lizardcommando » Thu Feb 04, 2010 7:06

I made this comparison video of my latest mod, The Exterminator, and my old mod, Immoral Conduct: Lizard Edition (ICDLizard for short) over this weekend. The video also reveals the brand new titlepic for my Exterminator mod.
I can't believe I thought the graphics from ICDLizard were good... I also apologize for the crappy framerate in some parts of the video.

As for progress on the mod itself, I haven't done anything to it. I am thinking about weather or not I should try to add in the Metal Slug inspired HUD I made earlier, but I'm not sure on that yet. If there's a big enough demand for it, then I'll probably do it.

Oh yeah, here's the updated link for the beta 12a of The Exterminator.

http://files.drdteam.org/index.php/file ... eta12a.zip

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lizardcommando
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Re: Lizardcommando's mods journal

Post by lizardcommando » Sun Feb 21, 2010 21:35

So... the progress so far since the last release:
  • Made an official titlepic.
  • I finished the Cowboy Lizard enemy.
  • I officially added the SS Pichu enemy into the mod.
  • I added the Cubone Agent, the never-before-released enemy from my dead Pokestein 3D mod.
All I need to do is create the sprites for the Vanguarder and I'll release a new demo. Maybe make a new video to accompany it too.

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Enjay
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Re: Lizardcommando's mods journal

Post by Enjay » Sun Feb 21, 2010 23:19

I know I've mentioned this before, but I really like your lizard mods. It's got a style all of its own and it just gets more and more complete. I'd love to see the point when there are none of those horrible original Doom graphics left and it's all Lizard goodness. :yup:

Seriously, the original Doom graphics, especially the few sprites left, really detract from the experience IMO. I'm all immersed in Lizard land and then a Baron of Hell walks around a corner, or I pick up an original Doom key.

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lizardcommando
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Re: Lizardcommando's mods journal

Post by lizardcommando » Mon Feb 22, 2010 23:23

Yeah, I know how you feel. I'm trying to change the enemies as soon as I can. The Baron of Hell has already been planned out as is the Spider Mastermind. I still haven't decided what to change the Cyberdemon. After the enemies are completed, then I'll try to change the decorations. After that, I'll try to change the textures.

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Re: Lizardcommando's mods journal

Post by Enjay » Tue Feb 23, 2010 0:36

Cool. I'm glad you have all that planned. I know that it will be a lot of work but I do think it will be worth it.

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Wolf3DFan15
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Re: Lizardcommando's mods journal

Post by Wolf3DFan15 » Sun Mar 14, 2010 8:15

i've known you for long time now, you defiently improved ! good stuff, heh I still have your first ever lizard commando sprites in my CoolD00d wad that I never released.

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lizardcommando
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Re: Lizardcommando's mods journal

Post by lizardcommando » Mon Apr 05, 2010 22:07

Haha. Really? Which Lizardcommando sprites are you talking about? The ones from my super old Lizard War mod or the ones from ICD-Lizard?

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lizardcommando
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Re: Lizardcommando's mods journal

Post by lizardcommando » Sun Apr 18, 2010 7:38

After two days of nonstop work, I have it completed. I figured out why my seesounds weren't working: I forgot to put in the $random in the code for the multiple see sounds. I can't believe I didn't see that. So now that I have it completed, all I have to do is make a video of it in action. I'll try to have that done by the end of the week.

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lizardcommando
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Re: Lizardcommando's mods journal

Post by lizardcommando » Tue Apr 20, 2010 8:24

Here's the latest version of The Exterminator. This beta has some new changes.
  • *Brand new titlepic as seen in my most recent video.
    *Brand new enemies, the Cowboy Lizard (spawns with the Medic Lizard) and the Vanguarder MK3 (finally replacing the Baron of Hell)
    *Officially added in the SS Pichu and Cubone Agent, enemies from my dead Wolfenstein 3D mod called Pokestein 3D.
    *Made a few more tweaks to some graphics and enemy stats.
Two new videos will be coming up in the later week. Hopefully I can get them finished by Sunday. Anyways, go check it out!

http://files.drdteam.org/index.php/file ... beta13.zip

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