DuduKrazy's Mod Journal
Moderator: wildweasel
- DuduKrazy
- Posts: 402
- Joined: Sun Dec 25, 2005 18:59
DuduKrazy's Mod Journal
Another mod i'll start working on it after i finish DuduCrazy's Guns SE. the mod is "Criminal Doom" it will be a weapons mod based on Grand Theft Auto 3. just like Luke Killem, i will not rip the weapons from the game itself. instead, i will rip the weapons that looks exactly (or almost) like the ones from the game.
weapons to be added:
Fist - Default Doom Ungloved fists
Baseball Bat - i'll use the one from Rott.
Colt 1911 - Marty Kirra's immoral conduct pistol edit*
Shotgun - Duke 64 Shotgun. looks like a SPAS-12
Ak-47 - Captain Red's Ak-47
* i'm not sure if i can use this weapon, since i think is way overused.
i'm also concerned about the M-16. i don't know if i can use the one from the build mod 'NAM.
weapons to be added:
Fist - Default Doom Ungloved fists
Baseball Bat - i'll use the one from Rott.
Colt 1911 - Marty Kirra's immoral conduct pistol edit*
Shotgun - Duke 64 Shotgun. looks like a SPAS-12
Ak-47 - Captain Red's Ak-47
* i'm not sure if i can use this weapon, since i think is way overused.
i'm also concerned about the M-16. i don't know if i can use the one from the build mod 'NAM.
- Chronoteeth
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- wildweasel
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- wildweasel
- DRD Team Admin (Inactive)
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- Location: the Admincave!
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Unfortunately I can't merge posts on this forum (or if I can, phpBB's interface is so convoluted that I can't figure it out). So the next best thing: I'll rename this topic, and you can just use it as your journal from then on.
I also took the liberty of locking your other two journal threads. I hope you don't mind.
I also took the liberty of locking your other two journal threads. I hope you don't mind.
- DuduKrazy
- Posts: 402
- Joined: Sun Dec 25, 2005 18:59
Updates: (DuduCrazy's Guns SE)
- Removed the Grenade Launcher. i wanna concentrate more on the bullet casings and make some more tests so i can release the mod ASAP.
Updates: (Just a Strife Mod)
- Shotgun has been replaced with the Turok 2's Shotgun. (i've only ripped one frame but i've managed to make the pumping animations. sounds are still the same.)
- Removed the Grenade Launcher. i wanna concentrate more on the bullet casings and make some more tests so i can release the mod ASAP.
Updates: (Just a Strife Mod)
- Shotgun has been replaced with the Turok 2's Shotgun. (i've only ripped one frame but i've managed to make the pumping animations. sounds are still the same.)
- DuduKrazy
- Posts: 402
- Joined: Sun Dec 25, 2005 18:59
it's because i was having way too much issues with the weapon's behaviour. it's been acting like a rocket launcher. i wanna turn my attention on the bullet casings and final beta tests before the release.
Updates: (Criminal Doom)
- New Weapon Added: Colt 1911 (Marty Kirra's Immoral Conduct pistol edit) Sound: Colt .45 from Metal Gear Solid 3
Next weapon to be added:
- Shotgun from Duke Nukem 64. (i guess it's a SPAS-12. i'm not sure)
Updates: (Criminal Doom)
- New Weapon Added: Colt 1911 (Marty Kirra's Immoral Conduct pistol edit) Sound: Colt .45 from Metal Gear Solid 3
Next weapon to be added:
- Shotgun from Duke Nukem 64. (i guess it's a SPAS-12. i'm not sure)
- TheDarkArchon
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- DuduKrazy
- Posts: 402
- Joined: Sun Dec 25, 2005 18:59
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- Posts: 170
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I would suggest that you don't, since Cory went through a lot of work on that pistol.DuduKrazy wrote:Colt 1911 - Marty Kirra's immoral conduct pistol edit*
* i'm not sure if i can use this weapon, since i think is way overused.
You should probably use the DN64 pistol that I ripped instead, since it almost looks like a Colt 1911 in my perspective. In fact, I'm working on a modification of the DN64 pistol that makes it look like a Colt 1911
- Marty Kirra
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- DuduKrazy
- Posts: 402
- Joined: Sun Dec 25, 2005 18:59
i'm having a issue on making the pistol to reload. when i load the wad, i get a error message saying:
Script Error, "DECORATE" line 58:
A_Jump offset out of range in AColt1911
here's the weapon and ammo code:
[spoiler]ACTOR Colt1911 : Weapon
{
Inventory.PickupMessage "Picked up a Colt 1911"
Inventory.PickupSound "misc/w_pkup"
Weapon.Ammogive 0
Weapon.Ammogive2 17
Weapon.AmmoType1 "ColtClip"
Weapon.AmmoType2 "Clip"
Weapon.Ammouse 1
+NOAUTOFIRE
States
{
Spawn:
CLT2 A -1
LOOP
Ready:
PSTL A 1 A_WeaponReady
LOOP
Deselect:
PSTL A 1 A_Lower
LOOP
Select:
PSTL A 1 A_Raise
LOOP
Fire:
PSTF A 0 A_Light1
PSTF A 0 A_PlayWeaponSound("weapons/colt1911")
PSTF A 1 Bright A_FireBullets(2,2,-1,7,1,1)
PSTL B 0 A_Light0
PSTL B 1
PSTL C 1
PSTL D 1
Goto Ready
AltFire:
PSTL A 0 A_JumpIfNoAmmo(19)
PSTL A 0 A_JumpIfInventory("ColtClip",17,19)
PSTL A 0 A_JumpIfInventory("Clip",1,1)
Goto Ready
PSLR A 0 A_PlayWeaponSound("weapons/ColtOut")
PSLR A 3
PSLR B 3
PSLR C 3
PSLR D 0 A_TakeInventory("Clip",1)
PSLR D 0 A_GiveInventory("ColtClip",1)
PSLR D 0 A_JumpIfInventory("ColtClip",17,2)
PSLR D 0 A_JumpIfInventory("Clip",1,9)
PSLR D 3
PSLR E 3
PSLR F 3
PSLR G 0 A_PlayWeaponSound("weapons/ColtIn")
PSLR G 4
PSLR H 4
PSLR I 4
PSTL A 0
Goto Ready
PSTL A 0
Goto AltFire+9
}
}
ACTOR ColtClip : Ammo
{
Inventory.MaxAmount 17
Ammo.BackpackAmount 0
Ammo.BackpackMaxAmount 17
Inventory.Icon CLT2A0
}[/spoiler]
Script Error, "DECORATE" line 58:
A_Jump offset out of range in AColt1911
here's the weapon and ammo code:
[spoiler]ACTOR Colt1911 : Weapon
{
Inventory.PickupMessage "Picked up a Colt 1911"
Inventory.PickupSound "misc/w_pkup"
Weapon.Ammogive 0
Weapon.Ammogive2 17
Weapon.AmmoType1 "ColtClip"
Weapon.AmmoType2 "Clip"
Weapon.Ammouse 1
+NOAUTOFIRE
States
{
Spawn:
CLT2 A -1
LOOP
Ready:
PSTL A 1 A_WeaponReady
LOOP
Deselect:
PSTL A 1 A_Lower
LOOP
Select:
PSTL A 1 A_Raise
LOOP
Fire:
PSTF A 0 A_Light1
PSTF A 0 A_PlayWeaponSound("weapons/colt1911")
PSTF A 1 Bright A_FireBullets(2,2,-1,7,1,1)
PSTL B 0 A_Light0
PSTL B 1
PSTL C 1
PSTL D 1
Goto Ready
AltFire:
PSTL A 0 A_JumpIfNoAmmo(19)
PSTL A 0 A_JumpIfInventory("ColtClip",17,19)
PSTL A 0 A_JumpIfInventory("Clip",1,1)
Goto Ready
PSLR A 0 A_PlayWeaponSound("weapons/ColtOut")
PSLR A 3
PSLR B 3
PSLR C 3
PSLR D 0 A_TakeInventory("Clip",1)
PSLR D 0 A_GiveInventory("ColtClip",1)
PSLR D 0 A_JumpIfInventory("ColtClip",17,2)
PSLR D 0 A_JumpIfInventory("Clip",1,9)
PSLR D 3
PSLR E 3
PSLR F 3
PSLR G 0 A_PlayWeaponSound("weapons/ColtIn")
PSLR G 4
PSLR H 4
PSLR I 4
PSTL A 0
Goto Ready
PSTL A 0
Goto AltFire+9
}
}
ACTOR ColtClip : Ammo
{
Inventory.MaxAmount 17
Ammo.BackpackAmount 0
Ammo.BackpackMaxAmount 17
Inventory.Icon CLT2A0
}[/spoiler]