I've got plans to add that in, assuming LC approves.=3Average wrote:I take it there's still no Chex Quest compatibility?
Lizard Squad: A cartoony ZDoom mod - Version 5.2b release!
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
- Ed the Bat
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Re: Lizard Squad: A cartoony ZDoom mod - Version 2.1 release
- Captain J
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Re: Lizard Squad: A cartoony ZDoom mod - Version 2.1 release
oh baby, can't wait this too.Ed the Bat wrote:I've got plans to add that in, assuming LC approves.=3Average wrote:I take it there's still no Chex Quest compatibility?

- lizardcommando
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Re: Lizard Squad: A cartoony ZDoom mod - Version 2.1 release
Your file doesn't work. I get an error saying the archive file has an unexpected end or something.Captain J wrote:finally! i was waited about this!lizardcommando wrote:Alright, here it is: http://files.drdteam.org/index.php/file ... uadv21.zip
many thanks commando!
P.S: and you'll need to check icon of sin in my verson.![]()
title picture as sammy the exterminator and plenty of ROTT musics!
http://www.mediafire.com/?ibxf5in7ppd2n80

Haha, nah. I never intended it to be compatible with Chex Quest.Average wrote:I take it there's still no Chex Quest compatibility?
I will try to update some of the weapons, namely the Katana and the combat shotgun. I'm not a big fan of the sprites and animation for them now. And yes, the Infantry Rifle is supposed to mimic the M14 and M1 Carbine. I'll look into updating the sprites for this weapon too.Slax wrote:Kind of want to see an updated infantry rifle since the current one has what I'd call a misaligned sight and some... uh, mechanical inconsistencies. I take it it's supposed to mimic an M14?
Really? Go on...Ed the Bat wrote:I've got plans to add that in, assuming LC approves.=3Average wrote:I take it there's still no Chex Quest compatibility?

- Ed the Bat
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Re: Lizard Squad: A cartoony ZDoom mod - Version 2.1 release
I've actually gone ahead and started on that. I think I've got it functionally complete now, but there's a little bit of cosmetic work to be done. I should have a beta patch ready by the end of the weekend.lizardcommando wrote:Really? Go on...Ed the Bat wrote:I've got plans to add that in, assuming LC approves.=3Average wrote:I take it there's still no Chex Quest compatibility?
Re: Lizard Squad: A cartoony ZDoom mod - Version 2.1 release
^
That would be brilliant! The cartoony vibe of CQ is the perfect compliment to Lizard Squad.
That would be brilliant! The cartoony vibe of CQ is the perfect compliment to Lizard Squad.

- Captain J
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Re: Lizard Squad: A cartoony ZDoom mod - Version 2.1 release
uh-oh! deleted wrong link!lizardcommando wrote:Your file doesn't work. I get an error saying the archive file has an unexpected end or something.Captain J wrote:finally! i was waited about this!lizardcommando wrote:Alright, here it is: http://files.drdteam.org/index.php/file ... uadv21.zip
many thanks commando!
P.S: and you'll need to check icon of sin in my verson.![]()
title picture as sammy the exterminator and plenty of ROTT musics!
http://www.mediafire.com/?ibxf5in7ppd2n80
http://www.mediafire.com/?oncs8nd5bqmuirp
http://www.4shared.com/zip/60DyivNK/liz ... dvc21.html
and second one is 4shard only.
and you'll need to check icon of sin(also cast scene!).

- Ed the Bat
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Re: Lizard Squad: A cartoony ZDoom mod - Version 2.1 release
LizardCommando has granted me his blessings to release this little somethin' I put together the other night. =3
This patch will allow you to play Lizard Squad with Chex Quest 3. Simple as that. So, anyone who was hoping for that... enjoy!
And, of course,if anyone sees something wrong, let me know and I'll take a look.
This patch will allow you to play Lizard Squad with Chex Quest 3. Simple as that. So, anyone who was hoping for that... enjoy!
And, of course,if anyone sees something wrong, let me know and I'll take a look.
- Attachments
-
lizardsquadchex.wad
- Requires Lizard Squad V2
- (37.42 KiB) Downloaded 57 times
- Captain J
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Re: Lizard Squad: A cartoony ZDoom mod - Version 2.1 release

rody rody, here's comes the rody!
i made new hud for my lovely rod-309.
and another one is in the spoiler.
Spoiler:and i'm really feel sorry for sammy(exterminator with energy blaster)...
because still he carry his energy gun, ageast with the rod with no skill, ammos, it's same story.
now it's time for draw vanguarder.
don't expect the miracle!

- lizardcommando
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Re: Lizard Squad: A cartoony ZDoom mod - Version 2.1 release
Woah! That's pretty cool, I like it!
Re: Lizard Squad: A cartoony ZDoom mod - Version 2.1 release
Too cool! Thank you very much guys. You've really made my night. I should've gone to bed ages ago as it's 01:45 here now but I'm loving CQ-Lizard Squad.Ed the Bat wrote:LizardCommando has granted me his blessings to release this little somethin' I put together the other night. =3
This patch will allow you to play Lizard Squad with Chex Quest 3. Simple as that. So, anyone who was hoping for that... enjoy!
And, of course,if anyone sees something wrong, let me know and I'll take a look.

- lizardcommando
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Re: Lizard Squad: A cartoony ZDoom mod - Version 2.1 release
Alright, It seems I've run into a new bug. The handcannon won't play the correct animation when you fire one shell at a time. It'll only show the left barrel fire if I shoot one barrel at a time. This bug was not here in previous versions. What's going on with it?
Code: Select all
actor Handcannon : LizardWeapon replaces SuperShotgun
{
attacksound "weapons/sshotf"
inventory.pickupmessage "You got the Handcannon!"
obituary "%o was blasted by %k's Handcannon."
Inventory.PickupSound "weapons/sshotc"
inventory.icon "STWEAP6"
weapon.selectionorder 250
weapon.kickback 100
weapon.ammotype "SSGMag"
weapon.ammotype2 "SHOTGUNSHELLS"
weapon.ammouse 1
weapon.ammouse2 0
Weapon.AmmoGive2 8
+AMMO_OPTIONAL
+NOAUTOFIRE
states
{
Ready:
SHT2 A 1 A_WeaponReady(WRF_ALLOWRELOAD)
loop
Deselect:
SHT2 A 1 A_Lower
loop
Select:
SHT2 A 1 A_Raise
loop
Fire:
TNT1 A 0 A_JumpIfInventory("SSGMag",1,1)
Goto Reload //originally went to Dryfire?
SHT2 A 3
SHT2 A 0 A_GunFlash
SHT2 A 4 A_FireBullets(10.2,5.1,10,5,"BULLETHIT")
SHT2 P 2
SHT2 A 2
TNT1 A 0
Goto Ready
DryFire: //Appears to be unused?
SHT2 A 1 A_Playsound("weapons/click")
Goto Reload
AltFire:
SHT2 A 0 A_JumpIfInventory("SSGMag",2,1)
Goto FireOnce
SHT2 A 0 A_TakeInventory("SSGMag",2)
TNT1 A 0 A_GunFlash
SHT2 A 4 A_FireBullets(13.2,8.1,20,5,"BULLETHIT") //why no duration? Fix
Goto Reload
FireOnce:
TNT1 A 0 A_JumpIfInventory("SSGMag",1,1)
Goto Reload
SHT2 A 0 A_FireBullets(13.2,8.1,10,5,"BULLETHIT")
SHT2 A 4 A_GunFlash
SHT2 P 2
SHT2 P 2 A_TakeInventory("SSGMag",2)
Goto Ready
Reload:
TNT1 A 0 A_JumpIfInventory("SHOTGUNSHELLS",1,1)
Goto Ready
TNT1 A 0 A_JumpIfInventory("SSGMag",0,"Ready")
SHT2 AB 4
SHT2 C 4 A_PlaySound("weapons/sshoto")
TNT1 A 0 A_JumpIfInventory("SHOTGUNSHELLS",2,1)
Goto OneShell
TNT1 A 0 A_JumpIfInventory("SSGMag",1,1)
Goto BothShells
OneShell:
TNT1 A 0 A_TakeInventory("SHOTGUNSHELLS",1)
TNT1 A 0 A_FireCustomMissile("ShotgunShellcasingSpawn",0,0,-6,2)
SHT2 E 5 A_GiveInventory("SSGMag",1)
Goto MagazineLoaded
BothShells:
TNT1 A 0 A_TakeInventory("SHOTGUNSHELLS",2)
TNT1 A 0 A_FireCustomMissile("ShotgunShellcasingSpawn",0,0,-6,2)
TNT1 A 0 A_FireCustomMissile("ShotgunShellcasingSpawn",0,0,-8,2)
SHT2 E 5 A_GiveInventory("SSGMag",2)
MagazineLoaded:
SHT2 EF 4
SHT2 G 4 A_PlaySound("weapons/sshotl")
SHT2 H 4
SHT2 I 0 A_PlaySound("weapons/sshotc")
SHT2 IA 3
goto Ready
SHT2 A 1
Goto Ready
Flash:
TNT1 A 0 A_JumpIfInventory("SSGMag",1,4)
SHT2 N 2 bright A_Light1
SHT2 O 2 bright A_Light2
Goto LightDone
TNT1 A 0 A_JumpIfInventory("SSGMag",2,4)
SHT2 L 2 bright A_Light1
SHT2 M 2 bright A_Light2
Goto LightDone
SHT2 J 2 bright A_Light1
SHT2 K 2 bright A_Light2
Goto LightDone
Spawn:
SGN2 A -1
stop
}
}
- Ed the Bat
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Re: Lizard Squad: A cartoony ZDoom mod - Version 2.1 release
Probably an oversight on my part when I replaced all the A_Light0 >> Stop codes with Goto Lightdone.
The number of required frames to jump in the flash state is wrong now. Change them from 4 to 3, and see how that looks.
The number of required frames to jump in the flash state is wrong now. Change them from 4 to 3, and see how that looks.
- DoomRater
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Re: Lizard Squad: A cartoony ZDoom mod - Version 2.1 release
Perhaps you should use custom state labels to make the code a little easier to understand and more resilient to change?
- Ed the Bat
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Re: Lizard Squad: A cartoony ZDoom mod - Version 2.1 release
I'd also suggest taking advantage of the parameter in A_GunFlash to help dictate the start of the flash animation without so many jump statements.DoomRater wrote:Perhaps you should use custom state labels to make the code a little easier to understand and more resilient to change?
- lizardcommando
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Re: Lizard Squad: A cartoony ZDoom mod - Version 2.1 release
That seems to have done the trick. It works now.Ed the Bat wrote:Probably an oversight on my part when I replaced all the A_Light0 >> Stop codes with Goto Lightdone.
The number of required frames to jump in the flash state is wrong now. Change them from 4 to 3, and see how that looks.