Weasel's Mods
Moderator: wildweasel
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Cold Hard Cash
Since I haven't recieved any help so far on my RTS dilemmas, I've been working on the weapons with little regard to weapon balance (as I said a few posts ago, the balance is dictated solely by how much money it costs to buy a gun - this is taken from the Hl1 mod Counter-Life).
* Revolver added, using Nmn's graphics.
* Added the FAMAS G1 assault rifle with a 25-round clip and Chaingun-like firing speed.
* Added the Action Doom assault rifle, with a 50-round clip and Strife Assault Gun-like firing speed.
Since I haven't recieved any help so far on my RTS dilemmas, I've been working on the weapons with little regard to weapon balance (as I said a few posts ago, the balance is dictated solely by how much money it costs to buy a gun - this is taken from the Hl1 mod Counter-Life).
* Revolver added, using Nmn's graphics.
* Added the FAMAS G1 assault rifle with a 25-round clip and Chaingun-like firing speed.
* Added the Action Doom assault rifle, with a 50-round clip and Strife Assault Gun-like firing speed.
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Thanks to Ajapted, I've got the problem under control.
Cold, Hard Cash
* The buying script has been implemented. Currently, the player can only buy Crowbars (actually, only one...), but the script is flexible. I await the next version of EDGE so I can make the script work for all levels without bloating the script file.
* I'm implementing sounds and new attacks now.
* New PNG title screen.
Cold, Hard Cash
* The buying script has been implemented. Currently, the player can only buy Crowbars (actually, only one...), but the script is flexible. I await the next version of EDGE so I can make the script work for all levels without bloating the script file.
* I'm implementing sounds and new attacks now.
* New PNG title screen.
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Man, that's such an awesome idea for a mod, Weasel! I'm surprised nobody has thought of that before, but then again...anyway, I can't wait to see how this turns out! The idea you have for Cold, Hard Cash reminds me of a singeplayer mod/episode I have planned that would use RTS/DDF in similarly unique way, but only for the puzzles. It would be kind of like System Shock 2's hacking, in a way, but that's the only way I can describe it.
Last edited by Snarboo on Wed Sep 07, 2005 23:34, edited 1 time in total.
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After having taken a one-day break from Cold Hard Cash to do other stuff, I came back in full force.
Cold, Hard Cash
* Um...I can't get the PNG title screen to work. So...never mind that.
* The Combo Attack is now COMPLETE! Damage is finalized, all sounds are in place!
* Fixed some bugs with the buying script.
* Added a pistol whip attack to the Glock pistol (just like the silenced P38).
* Magnum sounds are in.
* A test-run through maps 1 and 2 with only the combo attack dictates that it is fun, but still difficult.
Cold, Hard Cash
* Um...I can't get the PNG title screen to work. So...never mind that.
* The Combo Attack is now COMPLETE! Damage is finalized, all sounds are in place!
* Fixed some bugs with the buying script.
* Added a pistol whip attack to the Glock pistol (just like the silenced P38).
* Magnum sounds are in.
* A test-run through maps 1 and 2 with only the combo attack dictates that it is fun, but still difficult.
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- DRD Team Admin (Inactive)
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- Joined: Wed Jun 29, 2005 22:00
- Location: the Admincave!
Cold, Hard Cash
* Added new sounds for the silenced P38.
* Pistol whip attacks are in and finalized. They work on the Glock, P38, and Magnum (thanks to some very clever sprite editing).
* Changed the reload on the P38 - it reloads a bit faster now, doesn't resort to just dropping the gun off screen, and just looks better in general.
* Added the reload and firing sounds for the FAMAS and the Other Assault Gun (I'll come up with a name for this thing in due time).
* Chronoteeth, how are your donations going?
* Added new sounds for the silenced P38.
* Pistol whip attacks are in and finalized. They work on the Glock, P38, and Magnum (thanks to some very clever sprite editing).
* Changed the reload on the P38 - it reloads a bit faster now, doesn't resort to just dropping the gun off screen, and just looks better in general.
* Added the reload and firing sounds for the FAMAS and the Other Assault Gun (I'll come up with a name for this thing in due time).
* Chronoteeth, how are your donations going?
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- DRD Team Admin (Inactive)
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- Joined: Wed Jun 29, 2005 22:00
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- Posts: 824
- Joined: Wed Jul 06, 2005 10:01
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Gun done, it's a weak, cheap small shotgun. You can edit the hell out of it, I don't care. Make the gun and the ammo cheap though.
Credits go to me (coding), xenophon (graphics/sounds), and corey whittle (casing graphics/base of casing code), and you too.
Also, can you possibly show some screenies please?
Credits go to me (coding), xenophon (graphics/sounds), and corey whittle (casing graphics/base of casing code), and you too.

Also, can you possibly show some screenies please?

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- DRD Team Admin (Inactive)
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Cold, Hard Cash
After taking about half-a-day's break to pursue my other interests (like making games that rely exclusively on sound), I got back to work on this one.
* Adjusted the firing animation for the Glock Pistol.
* Crowbar is 100% complete. Slow, but powerful.
* Added the Weak Shotgun. (Might tweak the reload so it's slow to start but only loads once - a strip-clip, like the Mauser Kar98)
* I only have the Plasma Gun, BFG, and Rocket Launcher to replace, and all of Doom's default weapons will have been obliterated. I do intend to make several more (so there's at least two weapons on each slot, but no more than three)
After taking about half-a-day's break to pursue my other interests (like making games that rely exclusively on sound), I got back to work on this one.
* Adjusted the firing animation for the Glock Pistol.
* Crowbar is 100% complete. Slow, but powerful.
* Added the Weak Shotgun. (Might tweak the reload so it's slow to start but only loads once - a strip-clip, like the Mauser Kar98)
* I only have the Plasma Gun, BFG, and Rocket Launcher to replace, and all of Doom's default weapons will have been obliterated. I do intend to make several more (so there's at least two weapons on each slot, but no more than three)
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