Deathsong's Forge
Moderator: wildweasel
- TheDarkArchon
- Posts: 1000
- Joined: Wed Jul 06, 2005 11:58
- Location: What's that fucking smell
- Contact:
- Deathsong12
- Posts: 129
- Joined: Mon Sep 05, 2005 22:31
Here you go.
[spoiler][/spoiler]
[spoiler]
Code: Select all
ACTOR DSMaul : Weapon 2004
{
ConversationID 193
Inventory.Icon "TRPDA0"
Inventory.PickupMessage "You've found the 'Maul' Class Ion Cannon! (Slot 7)"
Weapon.SelectionOrder 300
Weapon.AmmoType1 "EnergyPod"
Weapon.AmmoGive1 40
Weapon.AmmoUse1 20
Weapon.UpSound "Maul/Up"
+BFG
+NOAUTOFIRE
States
{
Spawn:
TRPD A -1
Loop
Select:
MAUL A 1 A_Raise
Loop
Deselect:
MAUL A 1 A_Lower
Loop
Ready:
MAUL FGHA 6 A_WeaponReady
Loop
Fire:
MAUL A 0 A_PlayWeaponSound ("Maul/Spread")
BLSF A 5 Bright A_FireBullets (5,5,20,16,"DSMaulPuff",1)
MAUL B 3 Bright
MAUL CDE 2
MAUL AH 7
MAUL G 7 A_CheckReload
Goto Ready
AltFire:
MAUL I 7 A_PlayWeaponSound ("Maul/Charge")
MAUL JKL 7
MAUL I 10
MAUL J 10
MAUL A 0 A_PlayWeaponSound ("Maul/Fire")
BLSF A 10 Bright A_FireCustomMissile ("DSMaulTorpedo",0,1)
MAUL B 10 Bright
MAUL CDE 2
Goto Ready
}
}
ACTOR DSMaulPuff
{
+NOBLOCKMAP
+NOGRAVITY
+PUFFONACTORS
RenderStyle Add
Scale 0.25
DamageType Disintegrate
States
{
Spawn:
BUF2 A 1 Bright A_PlaySound ("Maul/Puff")
BUF2 B 1 Bright A_SpawnDebris ("DSMaulSpark")
BUF2 CDEFGHIJKLMNOPQRSTUVWXWYZ 1 Bright
BUF3 ABC 1 Bright A_FadeOut
Stop
}
}
ACTOR DSMaulSpark : DSDaggerSpark
{
Health 10
States
{
TORP A 1
TORP ABCDABCDABCD 8 A_FadeOut
Stop
}
}
ACTOR DSMaulTorpedo
{
DeathSound "Maul/Impact"
Speed 20
Height 8
Radius 13
Damage 60
PROJECTILE
DamageType Disintegrate
States
{
Spawn:
TORP ABCD 4 A_SpawnDebris ("DSMaulSpark")
Loop
Death:
//This is really complex, so I'm gonna divide it up. First is the equator, which has waves every 10 mapunits.
THIT A 8 Bright A_SpawnDebris ("DSMaulSpark")
THIT B 8 Bright A_SpawnDebris ("DSMaulSpark")
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,0,2,0)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,10,2,0)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,20,2,0)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,30,2,0)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,40,2,0)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,50,2,0)
//2
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,60,2,0)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,70,2,0)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,80,2,0)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,90,2,0)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,100,2,0)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,110,2,0)
//3
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,120,2,0)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,130,2,0)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,140,2,0)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,150,2,0)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,160,2,0)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,170,2,0)
//4
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,180,2,0)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,190,2,0)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,200,2,0)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,210,2,0)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,220,2,0)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,230,2,0)
//5
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,240,2,0)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,250,2,0)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,260,2,0)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,270,2,0)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,280,2,0)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,290,2,0)
//6
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,300,2,0)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,310,2,0)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,320,2,0)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,330,2,0)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,340,2,0)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,350,2,0)
//Bands 1 and -1, every 20 mapunits
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,0,2,20)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,20,2,20)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,40,2,20)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,60,2,20)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,80,2,20)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,100,2,20)
//2
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,120,2,20)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,140,2,20)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,160,2,20)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,180,2,20)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,200,2,20)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,220,2,20)
//3
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,240,2,20)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,260,2,20)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,280,2,20)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,300,2,20)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,320,2,20)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,340,2,20)
//-1
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,0,2,-20)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,20,2,-20)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,40,2,-20)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,60,2,-20)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,80,2,-20)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,100,2,-20)
//-2
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,120,2,-20)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,140,2,-20)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,160,2,-20)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,180,2,-20)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,200,2,-20)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,220,2,-20)
//-3
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,240,2,-20)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,260,2,-20)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,280,2,-20)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,300,2,-20)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,320,2,-20)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,340,2,-20)
//Bands 2 and -2. Every 40 mapunits
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,0,2,40)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,40,2,40)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,80,2,40)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,120,2,40)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,160,2,40)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,200,2,40)
//2
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,240,2,40)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,280,2,40)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,320,2,40)
//-1
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,0,2,-40)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,40,2,-40)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,80,2,-40)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,120,2,-40)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,160,2,-40)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,200,2,-40)
//-2
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,240,2,-40)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,280,2,-40)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,320,2,-40)
//Bands 3 and -3. Every 60 mapunits
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,0,2,60)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,60,2,60)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,120,2,60)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,180,2,60)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,240,2,60)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,300,2,60)
//-1
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,0,2,-60)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,60,2,-60)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,120,2,-60)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,180,2,-60)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,240,2,-60)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,300,2,-60)
//Bands 4 and -4. Every 90 mapunits
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,0,2,80)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,90,2,80)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,180,2,80)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,270,2,80)
//-1
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,0,2,-80)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,90,2,-80)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,180,2,-80)
THIT A 0 A_CustomMissile ("DSMaulWave",0,0,270,2,-80)
//Whew!
THIT CDE 8 Bright A_SpawnDebris ("DSMaulSpark")
Stop
}
}
ACTOR DSMaulWave
{
PROJECTILE
+RIPPER
Speed 35
Damage 10
Height 13
Radius 13
ReactionTime 3
DamageType Disintegrate
States
{
Spawn:
TWAV A 9 Bright A_SpawnDebris ("DSMaulSpark")
TWAV B 9 Bright A_SpawnDebris ("DSMaulSpark")
TWAV C 9 Bright A_SpawnDebris ("DSMaulSpark")
Goto Death
Death:
MWAV C 4 Bright A_FadeOut
Stop
}
}
- TheDarkArchon
- Posts: 1000
- Joined: Wed Jul 06, 2005 11:58
- Location: What's that fucking smell
- Contact:
- Deathsong12
- Posts: 129
- Joined: Mon Sep 05, 2005 22:31
- Deathsong12
- Posts: 129
- Joined: Mon Sep 05, 2005 22:31
It's here! This is the Doom Armory exclusive release, so that you guys can test the weapons and make sure they're okay. A couple warnings and notes:
1. The weapons are not balanced yet. I made a cursory attempt at balancing them with the normal monsters, but they won't be truly balanced until I finish the enhanced monsters.
2. There is no way to get the player the new Sigil. To get it, use Summon (or Give) SigilPeiceA, B, C, D, or E. All the other weapons completely replace the existing weapons. Sigil E's secondary fire is a performance issue.
3. I'm aware I've overused A_SpawnDebris. I'm looking into some other effects as you test this release.
Anyway, get it here
1. The weapons are not balanced yet. I made a cursory attempt at balancing them with the normal monsters, but they won't be truly balanced until I finish the enhanced monsters.
2. There is no way to get the player the new Sigil. To get it, use Summon (or Give) SigilPeiceA, B, C, D, or E. All the other weapons completely replace the existing weapons. Sigil E's secondary fire is a performance issue.
3. I'm aware I've overused A_SpawnDebris. I'm looking into some other effects as you test this release.
Anyway, get it here
- Chronoteeth
- Posts: 824
- Joined: Wed Jul 06, 2005 10:01
- Deathsong12
- Posts: 129
- Joined: Mon Sep 05, 2005 22:31
- Chronoteeth
- Posts: 824
- Joined: Wed Jul 06, 2005 10:01
- Snarboo
- Posts: 469
- Joined: Thu Jul 07, 2005 2:35
- Location: space station base of the UAC
From what I've played so far, it's pretty decent. The new effects are definitely nice, and I love how the crossbow works. It's interesting what you did with the grenade launcher. I like being able to fire each grenade seperately, rather than two at a time. However, I'm not fond of how the "recoil" frames are now being used for the reload. I would prefer if the weapon reloaded after every shot, like the original, but that's just me. :) Another thing that is worrisome to me is how some of the particle effects really slow things down, framerate wise. The kick is also very slow and takes a while to "start up", although I understand if that was a balancing mechanism.
Anyway, as I've said, it's good so far! I'm sad that this release doesn't include the pistol and shotgun though. This release also seems to be missing terrain effects, such as splashing graphics that play when you hit the water, although I can't remember if you were going to add those or not, heh, so no biggie.
One last thing: is the wad file supposed to be 70 megs? That seems rather large, especially when I looked at the .wad in XWE. It must be the sounds, which are high quality.
Anyway, as I've said, it's good so far! I'm sad that this release doesn't include the pistol and shotgun though. This release also seems to be missing terrain effects, such as splashing graphics that play when you hit the water, although I can't remember if you were going to add those or not, heh, so no biggie.
One last thing: is the wad file supposed to be 70 megs? That seems rather large, especially when I looked at the .wad in XWE. It must be the sounds, which are high quality.
- wildweasel
- DRD Team Admin (Inactive)
- Posts: 2132
- Joined: Wed Jun 29, 2005 22:00
- Location: the Admincave!
- Contact:
- Deathsong12
- Posts: 129
- Joined: Mon Sep 05, 2005 22:31
Crap! Wait, does the Missile Launcher spawn gibs instead of junk? Can you summon DSPeasant? I must have uploaded an older version by mistake.
New version here:
http://rapidshare.de/files/12284643/HAE ... s.zip.html
@Chrono: Give me your email and I'll send to you.
@Snarboo: I didn't include the pistol and shotgun because, despite the fact I found great (If a little simple) pistol graphics, I have been unable to find workable shotgun graphics. As for terrain effects, they will be in the release after the next one, so don't worry. It's only three splashes: Water, Poisioned Water, and the Abyss, but the hard part involves recoloring the splash graphics. Also, I'm sorry for any slowdowns, and I'll cut down on the particlecounts in the next version.
P.S: The Sigil isn't meant to do Ice damage-I'm merely hacking that damage type into my new Sigil damage type, which will be fully functional as of the new monsters.
New version here:
http://rapidshare.de/files/12284643/HAE ... s.zip.html
@Chrono: Give me your email and I'll send to you.
@Snarboo: I didn't include the pistol and shotgun because, despite the fact I found great (If a little simple) pistol graphics, I have been unable to find workable shotgun graphics. As for terrain effects, they will be in the release after the next one, so don't worry. It's only three splashes: Water, Poisioned Water, and the Abyss, but the hard part involves recoloring the splash graphics. Also, I'm sorry for any slowdowns, and I'll cut down on the particlecounts in the next version.
P.S: The Sigil isn't meant to do Ice damage-I'm merely hacking that damage type into my new Sigil damage type, which will be fully functional as of the new monsters.
- Snarboo
- Posts: 469
- Joined: Thu Jul 07, 2005 2:35
- Location: space station base of the UAC
Hmm, I have been working on ripping shotgun graphics from a target shooting game known as Remington Top Shot. Would you like to take a gander at them and see if they are workable? There are atleast...three or four shotguns in the game that I could also try ripping for you.
Also, I just noticed that the Mauler's secondary fire doesn't use any ammo. I know it can't stay like that, but dammit if that isn't the coolest effect I have ever seen! I was laughing so hard after I killed a bunch of acolytes after just going on a rampage in the first level. Awesome stuff. Also, please don't reduce the particle count TOO much. I love the flame effect enough to live with the slowdown. :D Not to mention that the newer file you uploaded ran a lot faster.
Also, I just noticed that the Mauler's secondary fire doesn't use any ammo. I know it can't stay like that, but dammit if that isn't the coolest effect I have ever seen! I was laughing so hard after I killed a bunch of acolytes after just going on a rampage in the first level. Awesome stuff. Also, please don't reduce the particle count TOO much. I love the flame effect enough to live with the slowdown. :D Not to mention that the newer file you uploaded ran a lot faster.
- Deathsong12
- Posts: 129
- Joined: Mon Sep 05, 2005 22:31
- Snarboo
- Posts: 469
- Joined: Thu Jul 07, 2005 2:35
- Location: space station base of the UAC
I'll post a screenshot preview of the weapon and the other shotguns so you can see if there is anything you like. The good thing about Remington Top Shot is that it's easy to rip weapons, and that they appear at many angles as you move your cursor across the screen, to make it look like you're pointing it in a certain direction. The only problem I have with the graphics is that they look like boring model rips, so you might want to touch up the graphics a little.
I'm currently finishing up custom pumping frames I've made for the 870. I'm going to try to have three different positions for pumping animations, too, like more to the side, and lifting it up and pumping it.
Do you have preferences on whether the weapon is angled or not? I can try to get it as centered as possible if you prefer.
I'm currently finishing up custom pumping frames I've made for the 870. I'm going to try to have three different positions for pumping animations, too, like more to the side, and lifting it up and pumping it.
Do you have preferences on whether the weapon is angled or not? I can try to get it as centered as possible if you prefer.
- Deathsong12
- Posts: 129
- Joined: Mon Sep 05, 2005 22:31