Magnum Opus (help me dear lord of acs!)

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Re: Magnum Opus (now accepting weapon submissions)

Postby lizardcommando » Sat Aug 16, 2008 1:49 am

wildweasel wrote:I still don't believe it's really worth finishing this mod, though.


Aww... :(

I tested this out recently and I really liked it. I like the whole idea of being able to drop any weapon you have and then picking up another one. I wish I could implement something like this in my mod. There are some weapons you can't pick up though like that explosive weapon with the drum magazine.
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Re: Magnum Opus (currently not in progress; may pick up later)

Postby Unknown_Assassin » Sat Aug 16, 2008 1:59 am

Quadruplesword wrote:
http://armory.drdteam.org/wwmods/inprogress/ww-magop.7z


I can't use 7z files! My computer doesn't recognize them. The only formats I'm used to are zips and rars.


Use 7-Zip.
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Re: Magnum Opus (currently not in progress; may pick up later)

Postby Quadruplesword » Sat Aug 16, 2008 1:14 pm

My computer doesn't know what to do with it. When I double click to open it up, my computer says it needs to know what program to use with it.
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Re: Magnum Opus (currently not in progress; may pick up later)

Postby wildweasel » Sat Aug 16, 2008 2:38 pm

Quadruplesword wrote:My computer doesn't know what to do with it. When I double click to open it up, my computer says it needs to know what program to use with it.

Everybody has JUST TOLD YOU what to do with it. If you have WinRAR, use that. If that doesn't work, update WinRAR. If THAT doesn't work, then I'm sorry, I have no fucking clue what to do with you.

As for the mod, well, maybe I'll think about finishing it. Maybe. I'm not exactly in the mood for it at the moment.
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Re: Magnum Opus (currently not in progress; may pick up later)

Postby Gez » Sat Aug 16, 2008 4:32 pm

Quadruplesword wrote:My computer doesn't know what to do with it. When I double click to open it up, my computer says it needs to know what program to use with it.

Tell your computer to go read Wikipedia.
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Re: Magnum Opus (currently not in progress; may pick up later)

Postby Quadruplesword » Mon Aug 18, 2008 6:22 pm

Thanks. It had a link to a program that allows my computer to use 7z.

This weapon mod rocks! I love the weapon variety. I also like how zombies drop assault rifles because that makes ammo scavenging a LOT easier.
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Re: Magnum Opus (it lives...again!)

Postby wildweasel » Mon Aug 18, 2008 10:16 pm

Ladies and gentlemen, because I feel kind of bad about being so snarky a few posts ago in this very thread, I've prepared a surprise. And that surprise is...

...A NEW VERSION OF MAGNUM OPUS.

Mostly back-end changes to the game for this version, though I decided to add a whole new weapon that has never been seen (outside of a small circle, anyway): the Pocket Blaster, originally slated for the now-cancelled Cold Hard Cash 2. I also rearranged the Decorate lumps to be a bit better organized, and changed some outdated ACS-based things to the more recent player-class stuff. Please let me know if you find any bugs in this before I start adding any more new weapons!

Oh, and I'm sorry to say, Slot 7 has been totally axed - super weapons will instead go into their respective slots. I also removed Bouncy's Prototype Pistol, as I could not think of any good ways to balance it for the game.
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Re: Magnum Opus (it lives...again!)

Postby Bouncy » Mon Aug 18, 2008 10:54 pm

aw, no more prototype pistol. :(

Oh well.
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Re: Magnum Opus (it lives...again!)

Postby DoomRater » Mon Aug 18, 2008 11:55 pm

Ddin't add those +ignoreskill flags, didja? DIDJA?! :P
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Re: Magnum Opus (it lives...again!)

Postby wildweasel » Tue Aug 19, 2008 12:25 am

DoomRater wrote:Ddin't add those +ignoreskill flags, didja? DIDJA?! :P

I'll get to it, dammit.
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Re: Magnum Opus (it lives...again!)

Postby DoomRater » Tue Aug 19, 2008 12:29 am

DAMMIT, dammit!
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Re: Magnum Opus (it lives...again!)

Postby wildweasel » Tue Aug 19, 2008 1:20 pm

Today I added in the Tranquilizer Pistol, taken almost entirely from the ww-tranq minimod I made for EDGE years ago. Currently I've only got it set up to work on the basic zombies, but I've coded it so that when the zombie snaps out of its tranquilzer-induced stupor (usually takes about seven seconds) they'll revert to their Spawn state instead of their See state. What this means to the player: tranquilizing zombies will make them forget about you if you can hide before they wake up. I intend to make the tranquilizer have other effects on the various enemies as well. Perhaps the tranquilizer could prove lethal to certain types of demons?
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Re: Magnum Opus (it lives...again!)

Postby lizardcommando » Tue Aug 19, 2008 10:12 pm

The tranquilizer gun is pretty cool. It should probably not be so affective against the barons of hell, the hell knights or even the demons. At the very least though, maybe have it so that it makes them a little slower in terms of speed and movement or something.
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Re: Magnum Opus (it lives...again!)

Postby wildweasel » Tue Aug 19, 2008 11:47 pm

lizardcommando wrote:The tranquilizer gun is pretty cool. It should probably not be so affective against the barons of hell, the hell knights or even the demons. At the very least though, maybe have it so that it makes them a little slower in terms of speed and movement or something.

I wonder how I could alter a monster's speed with the tranquilizer? I'd love to make it so the Demons will move at half speed when tranqed as opposed to falling asleep. I'm also contemplating perhaps making the Tranq into a useful-useless item, where it's more useful against the big guys than one would think. For instance: perhaps the anesthetic in the rounds could severely damage cybernetic limbs, thus doing above-average amounts of damage against Arachnotrons or Cyberdemons? (Mancubi, despite having cybernetic limbs, would probably be completely immune to the tranq gun due to the darts not penetrating far enough past the immense layers of fat to be worth anything.)
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Re: Magnum Opus (it lives...again!)

Postby DoomRater » Tue Aug 19, 2008 11:55 pm

on a unrelated note, is it possible to make monsters that you can't vamp health from? I think it would make little sense to be able to steal life from a rock or barrel...
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