Mortarion's journal (Forsaken- Still alive with proof!)

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

Moderator: wildweasel

User avatar
Mortarion
Posts: 71
Joined: Fri Apr 04, 2008 13:05
Location: An empty city somewhere
Contact:

Mortarion's journal (Forsaken- Still alive with proof!)

Post by Mortarion »

SEE LAST POST FOR UPDATE

well, I thought I'd place these somewhere, so here we are!

my stuff is just rehanded other things, but it keeps me sane to do these things...

so, use if you want (credit as usual)

(DL removed, PM for reupload)
:chaingun:
Last edited by Mortarion on Thu Apr 08, 2010 7:51, edited 9 times in total.
It's Arma-goddamn-M*****ing-geddon.
User avatar
Mortarion
Posts: 71
Joined: Fri Apr 04, 2008 13:05
Location: An empty city somewhere
Contact:

Post by Mortarion »

oh, just saw this in my folders, heres the blood spray can with doom hands(no idea why i did this though)

(DL removed, PM for reupload)
Last edited by Mortarion on Tue Oct 14, 2008 0:09, edited 1 time in total.
It's Arma-goddamn-M*****ing-geddon.
User avatar
Mortarion
Posts: 71
Joined: Fri Apr 04, 2008 13:05
Location: An empty city somewhere
Contact:

Post by Mortarion »

Here is a 9mm pistol(from some cs mod I think, but with doom hands)
and a mauser pistol(same mod, I think, doom hands as usual)
and some other random stuff(from black, heretic, firearms, wrw and me
give creds as usual

+EDIT+ I see downloads, but no coments! :rocket:
maybe I'm just bored.

Or Am I?
Attachments
mtguns.zip
all in one wad file
(127.85 KiB) Downloaded 354 times
Last edited by Mortarion on Thu Jun 26, 2008 22:30, edited 1 time in total.
It's Arma-goddamn-M*****ing-geddon.
User avatar
Chronoteeth
Posts: 824
Joined: Wed Jul 06, 2005 10:01

Post by Chronoteeth »

I like the Mauser, very fun. Also, where'd you get a revolver from blood, and whats up with the red boxes underneath the sprites?
User avatar
Mortarion
Posts: 71
Joined: Fri Apr 04, 2008 13:05
Location: An empty city somewhere
Contact:

Post by Mortarion »

the revolver? from zblud I think...
the red boxes are just random things I put there the width of the doom screen so I keep a sense of scale, that, and sometimes I'm just too lazy to remove 'em., oh well, here's somthing I did last night:

EDIT++ and here is the decorate for it that I did for relinquo:

[spoiler]

Code: Select all

ACTOR FAOC_MP : weapon 1338
{
	Game Doom
	Weapon.SelectionOrder 120
              Weapon.AmmoType1 "MPmag"
              Weapon.AmmoType2 "mprounds"
              Weapon.AmmoGive1 0
              Weapon.AmmoGive2 50
              Weapon.AmmoUse1 1
              Weapon.AmmoUse2 0
              attacksound "Weapons/mp"
                 +AMMO_OPTIONAL
	Inventory.PickupMessage "You got the machine pistol!"
	Obituary "%k turned %o into a fine paste with a machine pistol."
        decal bulletchip
	States
	{
         Ready:
                STMP A 0 A_JumpIfInventory("Imaccurate", 1, 7)
                STMP A 1 A_WeaponReady
                STMP A 0 A_JumpIfInventory("MPmag", 50, 2)
                STMP A 0 A_JumpIfInventory("Reloadme", 1, "Reload")
                STMP A 1 A_WeaponReady
                STMP A 0 A_WeaponReady
		goto ready
       //ACCURATE MODE:
                STMP S 0 A_JumpIfInventory("gimmenormal", 1, "ready")
                STMP S 1 A_WeaponReady
                STMP S 0 A_JumpIfInventory("MPmag", 50, 2)
                STMP S 0 A_JumpIfInventory("Reloadme", 1, "Reload")
                STMP S 1 A_WeaponReady
                STMP S 0 A_WeaponReady
                goto ready + 8
	Deselect:
		STMP A 1 A_Lower
		Loop
	Select:
		STMP A 1 A_Raise
		Loop
	Fire:
                STMP A 0 A_JumpIfNoAmmo("Thinkaboutit")
                STMP A 0 A_JumpIfInventory("Imaccurate", 1, "goodfire")               
		STMP B 3 A_FireBullets(9, 7, 1, 8, "bulletpuff", 1,0)
		STMP A 0 A_ReFire
		Goto Ready
	goodFire:
                STMP S 0 A_JumpIfNoAmmo("Thinkaboutit2")               
		STMP T 3 A_FireBullets(2, 2, 1, 14, "bulletpuff", 1,0)
		STMP UVU 3//gad that looks weird
		Goto Ready
	Thinkaboutit:
		STMP A 4 A_PlaySound("Pistol/Dryfire")
		Goto Ready
	Thinkaboutit2:
		STMP S 4 A_PlaySound("Pistol/Dryfire")
		Goto Ready + 8
	Hold:
                STMP A 0 A_JumpIfNoAmmo("Thinkaboutit")
		STMP B 3 A_FireBullets(9, 9, 1, 8, "bulletpuff", 1,0)
                STMP A 0 A_JumpIfNoAmmo("Thinkaboutit")
		STMP C 3 A_FireBullets(6, 5, 1, 8, "bulletpuff", 1,0)
		STMP A 0 A_ReFire
		Goto Ready
	AltFire:
                STMP A 0 A_jumpifInventory("Imaccurate",1,"normalfire")
                STMP A 0 A_giveInventory("Imaccurate",1)
                STMP A 0 A_takeInventory("gimmenormal",1)
                STMP PQRS 3
		Goto Ready
	normalfire:
                STMP A 0 A_jumpifInventory("gimmenormal",1,"altfire")
                STMP A 0 A_giveInventory("gimmenormal",1)
                STMP A 0 A_takeInventory("imaccurate",1)
                STMP SRQP 3
		Goto Ready
	Flash:
		STMP A 1 Bright A_Light1
		Goto LightDone
		STMP B 1 Bright A_Light1
		Goto LightDone
   Reload:
   STMP A 1
      STMP A 0 A_JumpIfInventory("MPmag", 50, "Ready")
      STMP A 0 A_JumpIfInventory("MPROUNDS", 1, 1)
      Goto Ready
      STMP D 3 A_PlaySound("mp/out")
      STMP EFGHIJK 3
	  ReloadWorking:
      STMP A 0 A_TakeInventory("MPROUNDS", 1) 
      STMP A 0 A_GiveInventory("MPmag", 1) 
      STMP A 0 A_JumpIfInventory("MPmag",50,2) 
      STMP A 0 A_JumpIfInventory("MPROUNDS",1,2) 
      STMP A 0
      Goto ReloadFinish
      STMP A 0
      Goto ReloadWorking
	  ReloadFinish:
      STMP L 3 A_PlaySound("mp/in")
	  STMP MNO 3
      Goto Ready
	Spawn:
		MACH A -1
		Stop
	}
}

ACTOR MPmag : Ammo 
{
   //$Category hiddenammo
   Inventory.MaxAmount 50
   Inventory.Icon MACHA0
}
// PistolClip --------------------------------------------------------------------

ACTOR MPROUNDS : ammo replaces clipbox
{
	Game Doom
	Inventory.PickupMessage "Picked up a 12mm clip"
	Inventory.Amount 50
	Inventory.MaxAmount 500
	Ammo.BackpackAmount 50
	Ammo.BackpackMaxAmount 500
	Inventory.Icon "MCH3A0"//for now
	States
	{
	Spawn:
		MACH A -1
		Stop
	}
}
ACTOR Imaccurate : PuzzleItem
{
   - INVBAR
   Inventory.Amount 1
   Inventory.MaxAmount 1
   Inventory.PickupMessage "You, sir, are a jackass"
}
ACTOR gimmenormal : PuzzleItem
{
   - INVBAR
   Inventory.Amount 1
   Inventory.MaxAmount 1
   Inventory.PickupMessage "It is Illegal to crap in garden shubs from the hours of 5pm to 5am. Thankyou."
}
actor MPaltpickup : CustomInventory 1340 //different looking pickup a military base type-thing-setting
{ 
  Game Doom
  SpawnID 133
  Inventory.MaxAmount 5
  Inventory.Icon "MCH3A0"
  inventory.pickupmessage "You got the machine pistol!"
  inventory.pickupsound "Misc/W_pickup"
	+FLOORCLIP
	-INVENTORY.INVBAR
	-INVENTORY.FANCYPICKUPSOUND
  states
  {
  Spawn:
    MCH3 A 10
    loop
  pICKUP:
    TNT1 A 0 A_GiveInventory("FAOC_MP")
    stop
  }
}
[/spoiler]
Attachments
MACHINE PISTOL.zip
machine pistol based off somthing from firearms, andold CS mod.
I also made a decorate for it giving it two different firing modes(one handed or two) but I cant pull it out of the wad atm(at school, no xwe here lol)
(178.42 KiB) Downloaded 248 times
It's Arma-goddamn-M*****ing-geddon.
User avatar
Chronoteeth
Posts: 824
Joined: Wed Jul 06, 2005 10:01

Post by Chronoteeth »

I love that AK in the package, you should definitely add more to that sprite, it's good stuff.

Plus, it's a broomhandle, not a luger :p
User avatar
Mortarion
Posts: 71
Joined: Fri Apr 04, 2008 13:05
Location: An empty city somewhere
Contact:

Post by Mortarion »

broomhandle? I thought it was a mauser? lol

anyway, the kalishnakov is modified from black, and my camera died :cry: but I might be able to get more shots if there's another way to get hold of ps2 game shots that look clear...

anyway, atm I'm working on a bullpup assault rifle for relinquo's project, but when it's done I'll release here as a resource as well.

think FAMAS size bullpup but nowhere near as f*** ugly.

:idea: random thought, with a combination of thing_thrustz, thing_thrust and a small actor to use both in the opposite direction when a player touches it, would't soccer be possible(I'd love to play that multiplayer! )copyright me, you may use the idea provided you credit mortarion, you may also throw cardboard boxes at people from 12th story windows provided no harm comes to the target (C) Mortarion


EDIT!! can anyone tell me whats wrong with this? the swap of fire mode dosent want to work right...
[spoiler]

Code: Select all

ACTOR FAOC_MP : weapon 1340
{
	Game Doom
	Weapon.SelectionOrder 119
              Weapon.AmmoType1 "grmag"
              Weapon.AmmoType2 "grrounds"
              Weapon.AmmoGive1 0
              Weapon.AmmoGive2 35
              Weapon.AmmoUse1 1
              Weapon.AmmoUse2 0
              attacksound "Weapons/gr"
                 +AMMO_OPTIONAL
	Inventory.PickupMessage "You got the gauss rifle!"
	Obituary "%k gave %o acupuncture Gauss style with a gauss rifle."
        decal bulletchip
	States
	{
         Ready:
                GSRL A 1 A_WeaponReady
                GSRL A 0 A_JumpIfInventory("grmag", 35, 2)
                GSRL A 0 A_JumpIfInventory("Reloadme", 1, "Reload")
                GSRL A 1 A_WeaponReady
		goto ready
	Deselect:
		GSRL A 1 A_Lower
		Loop
	Select:
		GSRL A 1 A_Raise
		Loop
	Fire:
                GSRL A 0 A_JumpIfNoAmmo("Thinkaboutit")
                GSRL A 0 A_JumpIfInventory("burstfiremode", 1, "burstfire") 
                GSRL A 0 A_JumpIfInventory("singleshotmode", 1, "singleshot")
		GSRL B 3 A_FireBullets(7, 8, 1, 6, "bulletpuff", 1,0)
                GSRL A 0 A_FireCustomMissile("rifleCasingSpawner", -5, 0, 0, 0)
                GSRL A 0 A_JumpIfNoAmmo("Thinkaboutit")
                GSRL B 3 A_FireBullets(7, 6, 1, 6, "bulletpuff", 1,0)
                GSRL A 0 A_FireCustomMissile("rifleCasingSpawner", -5, 0, 0, 0)
		Goto Ready
	burstFire:
                GSRL A 0 A_JumpIfNoAmmo("Thinkaboutit")               
		GSRL B 3 A_FireBullets(4, 5, 1, 7, "bulletpuff", 1,0)
                GSRL B 0 A_FireCustomMissile("rifleCasingSpawner", -5, 0, 0, 0)
                GSRL A 0 A_JumpIfNoAmmo("Thinkaboutit")
                GSRL C 3 A_FireBullets(4, 3, 1, 7, "bulletpuff", 1,0)
                GSRL C 0 A_FireCustomMissile("rifleCasingSpawner", -5, 0, 0, 0)
                GSRL A 0 A_JumpIfNoAmmo("Thinkaboutit")
                GSRL B 3 A_FireBullets(4, 6, 1, 7, "bulletpuff", 1,0)
                GSRL B 0 A_FireCustomMissile("rifleCasingSpawner", -5, 0, 0, 0)
		GSRL A 12
		Goto Ready
	singleshotFire:
                GSRL A 0 A_JumpIfNoAmmo("Thinkaboutit")
		GSRL B 0 A_jump(127,3)//Random chance of using diff. frame                               
		GSRL B 3 A_FireBullets(3, 2, 1, 9, "bulletpuff", 1,0)
                GSRL B 0 A_FireCustomMissile("rifleCasingSpawner", -5, 0, 0, 0)
		GSRL B 3 A_refire
               	GSRL C 3 A_FireBullets(3, 2, 1, 9, "bulletpuff", 1,0)
                GSRL C 0 A_FireCustomMissile("rifleCasingSpawner", -5, 0, 0, 0)
		GSRL C 3 A_refire//to stop the gun firing full auto in this mode
		GSRL A 5
		Goto Ready
	Thinkaboutit:
		GSRL A 4 A_PlaySound("Pistol/Dryfire")
		Goto Ready
	Hold:
		GSRL A 10
		GSRL A 0 A_ReFire
		Goto Ready
	AltFire://change fire mode to burst...
                SWAP A 0 A_jumpifInventory("Burstfiremode",1,"mode2fire")
                SWAP A 0 A_giveInventory("Burstfiremode",1)
                SWAP A 0 A_Print("Burst fire")
                SWAP A 0 A_takeInventory("fullautomode",1)
                SWAP ABCDCBA 3
		Goto Ready
	MODE2fire://single shot...
                SWAP A 0 A_jumpifInventory("singleshotmode",1,"mode3fire")
                SWAP A 0 A_giveInventory("singleshotmode",1)
                SWAP A 0 A_Print("Single shot")
                SWAP A 0 A_takeInventory("Burstfiremode",1)
                SWAP ABCDCBA 3
		Goto Ready
	MODE3fire://full auto.
                SWAP A 0 A_jumpifInventory("fullautomode",1,"altfire")
                SWAP A 0 A_giveInventory("fullautomode",1)
                SWAP A 0 A_Print("Full Auto")
                SWAP A 0 A_takeInventory("singleshotmode",1)
                SWAP ABCDCBA 3
		Goto Ready
	Flash:
		GSRL A 1 Bright A_Light1
		Goto LightDone
		GSRL B 1 Bright A_Light1
		Goto LightDone
   Reload:
   GSRL A 1
      GSRL A 0 A_JumpIfInventory("grmag", 50, "Ready") // Is the clip already filled?
      GSRL A 0 A_JumpIfInventory("grROUNDS", 1, 1) // Does the player have any extra bullets?
      Goto Ready
      GSRL DEFGHI 3
      GSRL J 3 A_PlaySound("gr/out")
      GSRL J 0 A_FireCustomMissile("SpentClip3", 3, 0, 5, 0)
      GSRL JKLMNOPQRSTU 3// Here is where it starts getting complicated...
	  ReloadWorking:
      GSRL A 0 A_TakeInventory("grROUNDS", 1) // Exchange one spare bullet...
      GSRL A 0 A_GiveInventory("grmag", 1) // ... for one bullet in the gun.
      GSRL A 0 A_JumpIfInventory("grmag",50,2) // Is the clip filled yet?
      GSRL A 0 A_JumpIfInventory("grROUNDS",1,2) // Does the player still have ammo left to put in?
      GSRL A 0
      Goto ReloadFinish
      GSRL A 0
      Goto ReloadWorking
	  ReloadFinish: // Finish the animation.
      GSRL V 0 A_PlaySound("gr/in")
      GSRL VWXYZ 3
      GRSL Z 3 A_PlaySound("gr/tap")
      GRS2 ABCDE 2
      Goto Ready
	Spawn:
		GRIF A -1
		Stop
	}
}

ACTOR grmag : Ammo 
{
   //$Category hiddenammo
   Inventory.MaxAmount 35
   Inventory.Icon GRIFA0
}
// Gauss rifle Clip --------------------------------------------------------------------

ACTOR MPROUNDS : ammo 1341
{
	Game Doom
	Inventory.PickupMessage "Picked up a heavy ferro-mag clip"
	Inventory.Amount 35
	Inventory.MaxAmount 500
	Ammo.BackpackAmount 70
	Ammo.BackpackMaxAmount 500
	Inventory.Icon "HFERA0"
	States
	{
	Spawn:
		HFER A -1
		Stop
	}
}
ACTOR Burstfiremode : PuzzleItem
{
   - INVBAR
   Inventory.Amount 1
   Inventory.MaxAmount 1
   Inventory.PickupMessage "[Relinqou] 'wait, when's the weekend again?'"
}
ACTOR singleshotmode : PuzzleItem
{
   - INVBAR
   Inventory.Amount 1
   Inventory.MaxAmount 1
   Inventory.PickupMessage "[Mortarion] 'shouldnt you be doing somthing?'"
}
ACTOR fullautomode : PuzzleItem
{
   - INVBAR
   Inventory.Amount 1
   Inventory.MaxAmount 1
   Inventory.PickupMessage "[Sykesc] 'thats all well and good but the room service here is terrible!"
}
actor GRaltpickup : CustomInventory 1342 //different looking pickup a military base type-thing-setting
{ 
  Game Doom
  Inventory.MaxAmount 1
  Inventory.Icon ""
  inventory.pickupmessage "You got the Gauss rifle!"
  inventory.pickupsound "Misc/W_pickup"
	+FLOORCLIP
	-INVENTORY.INVBAR
	-INVENTORY.FANCYPICKUPSOUND
  states
  {
  Spawn:
    GRI2 A 10
    loop
  pICKUP:
    TNT1 A 0 A_GiveInventory("FAOC_GR")
    stop
  }
} 
[/spoiler][/code]
It's Arma-goddamn-M*****ing-geddon.
User avatar
Chronoteeth
Posts: 824
Joined: Wed Jul 06, 2005 10:01

Post by Chronoteeth »

Either that, or just add more the AK, like reload and muzzle like you do with the other ones.
User avatar
Mortarion
Posts: 71
Joined: Fri Apr 04, 2008 13:05
Location: An empty city somewhere
Contact:

Post by Mortarion »

well, I'll give that a go, but atm my current target is an uzi or mac10 with reloading frames (I'm sick of the sw uzi in all it's forms)

so yeah, I'll go do that now...

here's the ar frames
Attachments
BULLPUPAR.zip
Bullpup assault rifle, use as needed, aim away from(your) eyes and face.

credit as usual
(236.45 KiB) Downloaded 253 times
It's Arma-goddamn-M*****ing-geddon.
User avatar
Mortarion
Posts: 71
Joined: Fri Apr 04, 2008 13:05
Location: An empty city somewhere
Contact:

Post by Mortarion »

ok, took me a little while longer than expected, but here we are, the smg;
Attachments
mac10.zip
Ingram Mac-10, with reloading, credits to firearms again

creds to me as usual
(133.24 KiB) Downloaded 255 times
It's Arma-goddamn-M*****ing-geddon.
User avatar
Mortarion
Posts: 71
Joined: Fri Apr 04, 2008 13:05
Location: An empty city somewhere
Contact:

Post by Mortarion »

Here's somthing random, a compact assault rifle, with decorate, keyconf, dummy items, and what have you, here we are
Attachments
Compactassaultrifle.zip
Credits
Eriance- the hand from his pistol
firearms- for being so damn cool
id software- for making doom
Me- for the thing in question
corysykes- for nothing(lol)
(97.08 KiB) Downloaded 246 times
It's Arma-goddamn-M*****ing-geddon.
User avatar
Chronoteeth
Posts: 824
Joined: Wed Jul 06, 2005 10:01

Post by Chronoteeth »

A bizon?

Kick ass dude.

I'm curious dude, what about more than the normal stuff? Like GLs, RLs, shotguns, energy guns, ect...?
User avatar
Mortarion
Posts: 71
Joined: Fri Apr 04, 2008 13:05
Location: An empty city somewhere
Contact:

Post by Mortarion »

Here's a grenade launcher, and an idea I've had for a while,

I'm currently working on somthing based on the half life RL for relinquo, so I'll release that here when It's done
Attachments
GL.zip
grenade launchers(only one frame for the second atm tho)

credits++

me
firearms
team fortess(an old-old version)
(103.59 KiB) Downloaded 241 times
It's Arma-goddamn-M*****ing-geddon.
User avatar
Mortarion
Posts: 71
Joined: Fri Apr 04, 2008 13:05
Location: An empty city somewhere
Contact:

Post by Mortarion »

Ok, So I've been playing dawn of war a lot lately here's somthing, go figure. sorry I'm being so vauge, I wrote somthing more detailed, but it went boom, so deal with the horror.

EDIT++ cant upload atm, will asap
It's Arma-goddamn-M*****ing-geddon.
User avatar
MartinHowe
Posts: 154
Joined: Tue Aug 30, 2005 22:07
Location: Waveney, United Kingdom

Post by MartinHowe »

Sounds interesting, but that's a lot of separate download-extract-run for things we can't see the "look and feel of!

Screenshots (or failing that, a single download with everything in it), please?
Locked

Return to “Development Journals”