Lizard Squad: A cartoony ZDoom mod - Version 5.2b release!

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Ed the Bat
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Re: Lizard Squad: A cartoony ZDoom mod - Version 2.1 release

Post by Ed the Bat »

Average wrote:I take it there's still no Chex Quest compatibility? :P
I've got plans to add that in, assuming LC approves.=3
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Captain J
 
 
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Re: Lizard Squad: A cartoony ZDoom mod - Version 2.1 release

Post by Captain J »

Ed the Bat wrote:
Average wrote:I take it there's still no Chex Quest compatibility? :P
I've got plans to add that in, assuming LC approves.=3
oh baby, can't wait this too. :twisted:
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lizardcommando
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Re: Lizard Squad: A cartoony ZDoom mod - Version 2.1 release

Post by lizardcommando »

Captain J wrote:
lizardcommando wrote:Alright, here it is: http://files.drdteam.org/index.php/file ... uadv21.zip
finally! i was waited about this!
many thanks commando!

P.S: and you'll need to check icon of sin in my verson. :D
title picture as sammy the exterminator and plenty of ROTT musics!
http://www.mediafire.com/?ibxf5in7ppd2n80
Your file doesn't work. I get an error saying the archive file has an unexpected end or something. :(
Average wrote:I take it there's still no Chex Quest compatibility? :P
Haha, nah. I never intended it to be compatible with Chex Quest.
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?
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.
Ed the Bat wrote:
Average wrote:I take it there's still no Chex Quest compatibility? :P
I've got plans to add that in, assuming LC approves.=3
Really? Go on... :geek:
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Ed the Bat
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Re: Lizard Squad: A cartoony ZDoom mod - Version 2.1 release

Post by Ed the Bat »

lizardcommando wrote:
Ed the Bat wrote:
Average wrote:I take it there's still no Chex Quest compatibility? :P
I've got plans to add that in, assuming LC approves.=3
Really? Go on... :geek:
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.
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Average
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Re: Lizard Squad: A cartoony ZDoom mod - Version 2.1 release

Post by Average »

^
That would be brilliant! The cartoony vibe of CQ is the perfect compliment to Lizard Squad. :)
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Re: Lizard Squad: A cartoony ZDoom mod - Version 2.1 release

Post by Captain J »

lizardcommando wrote:
Captain J wrote:
lizardcommando wrote:Alright, here it is: http://files.drdteam.org/index.php/file ... uadv21.zip
finally! i was waited about this!
many thanks commando!

P.S: and you'll need to check icon of sin in my verson. :D
title picture as sammy the exterminator and plenty of ROTT musics!
http://www.mediafire.com/?ibxf5in7ppd2n80
Your file doesn't work. I get an error saying the archive file has an unexpected end or something. :(
uh-oh! deleted wrong link!
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!). :(
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Ed the Bat
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Re: Lizard Squad: A cartoony ZDoom mod - Version 2.1 release

Post by Ed the Bat »

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.
Attachments
lizardsquadchex.wad
Requires Lizard Squad V2
(37.42 KiB) Downloaded 57 times
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Captain J
 
 
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Re: Lizard Squad: A cartoony ZDoom mod - Version 2.1 release

Post by Captain J »

Image
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! :lol:
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lizardcommando
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Re: Lizard Squad: A cartoony ZDoom mod - Version 2.1 release

Post by lizardcommando »

Woah! That's pretty cool, I like it!
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Average
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Re: Lizard Squad: A cartoony ZDoom mod - Version 2.1 release

Post by Average »

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.
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. :)
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lizardcommando
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Re: Lizard Squad: A cartoony ZDoom mod - Version 2.1 release

Post by lizardcommando »

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
	}
}
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Ed the Bat
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Re: Lizard Squad: A cartoony ZDoom mod - Version 2.1 release

Post by Ed the Bat »

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.
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Re: Lizard Squad: A cartoony ZDoom mod - Version 2.1 release

Post by DoomRater »

Perhaps you should use custom state labels to make the code a little easier to understand and more resilient to change?
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Re: Lizard Squad: A cartoony ZDoom mod - Version 2.1 release

Post by Ed the Bat »

DoomRater wrote:Perhaps you should use custom state labels to make the code a little easier to understand and more resilient to change?
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.
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lizardcommando
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Re: Lizard Squad: A cartoony ZDoom mod - Version 2.1 release

Post by lizardcommando »

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.
That seems to have done the trick. It works now.
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