DuduCrazy's Guns SE (Special Edition)

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Chronoteeth
Posts: 824
Joined: Wed Jul 06, 2005 10:01

Post by Chronoteeth »

And make sure you do, because, if you forget, even if you do apologize for it, he'll still go crazy. :\
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DoomRater
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Location: Programmer's Room, talking to Will Harvey
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Post by DoomRater »

A double barrel shotgun that doesn't look like crap. (foams)
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Marty Kirra
Posts: 364
Joined: Sat Jul 09, 2005 4:25

Post by Marty Kirra »

NOOOOOOooooooooo!!!

Gosh, I was actually about to release an edit similar to that...with the butt and everything. Gar.

Lookin' good though ;)
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DuduKrazy
Posts: 402
Joined: Sun Dec 25, 2005 18:59

Post by DuduKrazy »

Updates:

- Added better sounds for Pistol, DBShotgun and Dule's Primary Fire.

To-Do list

- Add sounds to the Bullet Casings. i tried to add but i didn't hear any sound. i've already specified them in Sndinfo. i'll put the code so someone can tell me what's wrong.
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DuduKrazy
Posts: 402
Joined: Sun Dec 25, 2005 18:59

Post by DuduKrazy »

Sndinfo:

Code: Select all

$random weapons/casing {weapons/casing1 weapons/casing2 weapons/casing3}

weapons/casing1      DSCSNG1
weapons/casing2      DSCSNG2
weapons/casing3      DSCSNG3
Decorate:

Code: Select all

ACTOR Shotgun2k6 : Weapon 2001
{
   Inventory.PickupMessage "TKX-983 12-Gauge Shotgun"
   Inventory.PickupSound "misc/w_pkup"
   Weapon.AmmoType "Shell"
   Weapon.AmmoGive 10
   Weapon.AmmoUse 1
   +NOAUTOFIRE
   States
   {
   Spawn:
    SHOT A -1
    Loop
   Deselect:
    SHTG A 1 A_Lower
    Loop
   Select:
    SHTG A 1 A_Raise
    Loop
   Ready:
    SHTG A 1 A_WeaponReady
    Loop
   Fire:
    SHTF A 0 A_PlayWeaponSound("weapons/shotgun2k6")
    SHTF A 0 A_Light1
    SHTF A 2 Bright A_FireBullets(8,5,13,7,1,1)
    SHTG A 0 A_Light0
    SHTG A 0 A_FireCustomMissile("Smoke1",0,0,5,4)
    SHTG A 3 A_Recoil(2)
    SHTG B 3
    SHTG C 3
    SHTG D 4
    SHTG E 4
    SHTG E 0 A_FireCustomMissile("ShotgunCasing",315+random(-8,8),0,10,3)
    SHTG D 4
    SHTG C 4
    SHTG B 4
    SHTG A 1
    Goto Ready
   }
}
Decorate: (The Shell Casing)

Code: Select all

ACTOR ShotgunCasing
{
	Height 12
	Radius 9
	Speed 4
        Scale 0.20
	PROJECTILE
	+DOOMBOUNCE
	- NOGRAVITY
	SeeSound "weapons/casing"
	States
	{
	Spawn:
	   D3S1 A 0 A_PlaySound("NULL")
	   D3S1 ACBHEGFD 1
	   Goto Spawn+1
	Death:
	   D3S1 A 0 A_Jump(32,8)
	   D3S1 A 0 A_Jump(37,8)
	   D3S1 A 0 A_Jump(43,8)
	   D3S1 A 0 A_Jump(51,8)
	   D3S1 A 0 A_Jump(64,8)
	   D3S1 A 0 A_Jump(85,8)
	   D3S1 A 0 A_Jump(128,8)
	   D3S1 A 350
	   Stop
	   D3S1 B -1
	   Stop
	   D3S1 C -1
	   Stop
	   D3S1 D -1
	   Stop
	   D3S1 E -1
	   Stop
	   D3S1 F -1
	   Stop
	   D3S1 G -1
	   Stop
	   D3S1 H -1
	   Stop
	}
}
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TheDarkArchon
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Location: What's that fucking smell
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Post by TheDarkArchon »

Stupid question: Are the sound lumps in the WAD?
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DuduKrazy
Posts: 402
Joined: Sun Dec 25, 2005 18:59

Post by DuduKrazy »

Yes.
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Chronoteeth
Posts: 824
Joined: Wed Jul 06, 2005 10:01

Post by Chronoteeth »

If worst comes to worst, you can awlays just copy someone elses sound casing code. I know this mod is very near completion, man do I wanna play! :p
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wildweasel
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Post by wildweasel »

The braces, I believe, are the issue. Try this:

Code: Select all

$random weapons/casing { weapons/casing1 weapons/casing2 weapons/casing3 }
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TheDarkArchon
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Location: What's that fucking smell
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Post by TheDarkArchon »

Chronoteeth wrote:If worst comes to worst, you can awlays just copy someone elses sound casing code.
Duducrazy's code:

Code: Select all

ACTOR ShotgunCasing
{
   Height 12
   Radius 9
   Speed 4
        Scale 0.20
   PROJECTILE
   +DOOMBOUNCE
   - NOGRAVITY
   SeeSound "weapons/casing"
   States
   {
   Spawn:
      D3S1 A 0 A_PlaySound("NULL")
      D3S1 ACBHEGFD 1
      Goto Spawn+1
   Death:
      D3S1 A 0 A_Jump(32,8)
      D3S1 A 0 A_Jump(37,8)
      D3S1 A 0 A_Jump(43,8)
      D3S1 A 0 A_Jump(51,8)
      D3S1 A 0 A_Jump(64,8)
      D3S1 A 0 A_Jump(85,8)
      D3S1 A 0 A_Jump(128,8)
      D3S1 A 350
      Stop
      D3S1 B -1
      Stop
      D3S1 C -1
      Stop
      D3S1 D -1
      Stop
      D3S1 E -1
      Stop
      D3S1 F -1
      Stop
      D3S1 G -1
      Stop
      D3S1 H -1
      Stop
   }
}
vs. my code:

Code: Select all

ACTOR ShotgunCasing
{
	Height 12
	Radius 9
	Speed 4
	Scale 0.45
	PROJECTILE
	+DOOMBOUNCE
	- NOGRAVITY
	SeeSound "weapons/casing2"
	States
	{
	Spawn:
	   D3S1 A 0 A_PlaySound("NULL")
	   D3S1 ACBHEGFD 1
	   Goto Spawn+1
	Death:
	   D3S1 A 0 A_Jump(32,8)
	   D3S1 A 0 A_Jump(37,8)
	   D3S1 A 0 A_Jump(43,8)
	   D3S1 A 0 A_Jump(51,8)
	   D3S1 A 0 A_Jump(64,8)
	   D3S1 A 0 A_Jump(85,8)
	   D3S1 A 0 A_Jump(128,8)
	   D3S1 A 350
	   Stop
	   D3S1 B 350
	   Stop
	   D3S1 C 350
	   Stop
	   D3S1 D 350
	   Stop
	   D3S1 E 350
	   Stop
	   D3S1 F 350
	   Stop
	   D3S1 G 350
	   Stop
	   D3S1 H 350
	   Stop
	}
}
I think borrowing has already been done. ;) I don't mind, though. (Tainted Decorum's textfile explicitly says this)
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Chronoteeth
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Joined: Wed Jul 06, 2005 10:01

Post by Chronoteeth »

Mm, hope that bracing thing fixes it WW.
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DuduKrazy
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Joined: Sun Dec 25, 2005 18:59

Post by DuduKrazy »

i did that but i still didn't hear any sound
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Chronoteeth
Posts: 824
Joined: Wed Jul 06, 2005 10:01

Post by Chronoteeth »

Well, you could awlays send the mod to someone, and they can add/fix the sound code, and then send it back to you.
The HavoX
Posts: 170
Joined: Sun Jul 24, 2005 23:05
Location: Republic, MO

Post by The HavoX »

Marty Kirra wrote:NOOOOOOooooooooo!!!

Gosh, I was actually about to release an edit similar to that...with the butt and everything. Gar.
Look. I've always had plans about doing some certain weapons/edits, and then from out of nowhere, someone else comes and "does the work" for me.

...but you don't hear me bitching about it Image

Also, jetflock's shotgun is hideous IMO.
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Paul
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Location: Poland - Grojec / Radom
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Post by Paul »

The HavoX wrote: Also, jetflock's shotgun is hideous IMO.
Indeed. His weapons look like something I'd expect from Zombies Doom.
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