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 5.2a releas

Post by Ed the Bat »

If you do, you have my support. I can even help out if you need anything tweaked. I usually know what I'm doing. Go ahead and ask LC! :P
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Captain J
 
 
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Re: Lizard Squad: A cartoony ZDoom mod - Version 5.2a releas

Post by Captain J »

hope for shivers didn't forgot some glitches from his addon too, such as;

-i can still use the nail gun even it's out of ammo. and nail projectiles has no decals or death frames at all.
-morita has no recoils at all, either it's shotgun. also muzzle flashes are not so creative and does looks like a flash.

and i just fixed those things right up at my version, it's from page 55. and i hope my resources helps.
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mrwan
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Re: Lizard Squad: A cartoony ZDoom mod - Version 5.2a releas

Post by mrwan »

can you please make a multiplayer Version for Zandronum :D
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Ed the Bat
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Re: Lizard Squad: A cartoony ZDoom mod - Version 5.2a releas

Post by Ed the Bat »

It already is multiplayer.
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mrwan
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Re: Lizard Squad: A cartoony ZDoom mod - Version 5.2a releas

Post by mrwan »

but how can i play it in Multiplayer ?
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Ed the Bat
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Re: Lizard Squad: A cartoony ZDoom mod - Version 5.2a releas

Post by Ed the Bat »

The same way you would play any ZDoom session in multiplayer. There are numerous tutorials and instructions on the matter.
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mrwan
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Re: Lizard Squad: A cartoony ZDoom mod - Version 5.2a releas

Post by mrwan »

thanks buddy :D
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Average
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Re: Lizard Squad: A cartoony ZDoom mod - Version 5.2a releas

Post by Average »

Since the post has had a bump I'd just like to reiterate that playing Lizard Squad in Chex Quest is still one of my favourite games to play and has a permanent shortcut on my desktop. So, thank you Lizardcommando and Ed the Bat for your hard work. :)

PS: I tried to make a texture replacement pack that would replace the CQ ads and the Digital Cafe photos with Lizard Squad art but it failed miserably! Still, maybe one day I'll grow some talent. :P
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Ed the Bat
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Re: Lizard Squad: A cartoony ZDoom mod - Version 5.2a releas

Post by Ed the Bat »

I was very happy to have had the opportunity to contribute to this project.

And, in all honesty, if it ever got some kind of continuation or sequel, I'd be happy to contribute again.
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Crudux Cruo
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Re: Lizard Squad: A cartoony ZDoom mod - Version 5.2a releas

Post by Crudux Cruo »

Well it was a good run. I've had some great times playing this. thanks so much for making this, i'll keep an eye peeled on the project threads for your name to pop up.
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Re: Lizard Squad: A cartoony ZDoom mod - Version 5.2a releas

Post by lizardcommando »

Hey guys, so I'm trying to update the mod. I'm not really sure how to word this correctly, but I'm trying to fix the Molotov Cocktail item so that the flames stop moving after a short time after spawning. I'm also trying to have some of the extra flames that are supposed to be stationary after being spawned by the molotov's explosion stay around longer than the moving flames. How exactly do that? Do i need to do any major overhaul of the coding? I'm trying to basically emulate the flame barrel behavior from Immoral Conduct: SE.

Here's the coding so far.

Code: Select all

ACTOR MolotovCocktails : Grenades
{
	Tag "Molotov Cocktails"
	Inventory.PickupMessage "Molotov Cocktails! Burn 'em all!"
	Obituary "%o burned to death from %k's molotov cocktail."
	Inventory.PickupSound "weapons/molotovpickup"
	Weapon.SelectionOrder 440
	inventory.icon "STWEAP18"
	Weapon.AmmoGive 3
	Weapon.AmmoType "MOLOTOVS"
	States
	{
	Fire:
		TNT1 A 11 A_PlaySound("weapons/lighterclose",CHAN_WEAPON)
		TNT1 A 8 A_PlaySound("weapons/lighterflick",CHAN_WEAPON)
		TNT1 A 5 A_PlaySound("weapons/lighterflick",CHAN_WEAPON)
		TNT1 A 3 A_Light1
		MOLI BC 2 BRIGHT
		MOLF ABC 2 BRIGHT
		MOLF D 2 BRIGHT A_PlaySound("weapons/firestart",CHAN_WEAPON)
		MOLF EFGHIJKL 2 BRIGHT
		GREN G 0 A_Light0
		GREN G 1 A_PlaySound("weapons/grenthrow",CHAN_WEAPON)
		GREN H 1 A_FireCustomMissile("Cocktail",-1,1,3,2)
		GREN I 2
		TNT1 A 4
		Goto Ready
	AltFire:
		TNT1 A 11 A_PlaySound("weapons/lighterclose",CHAN_WEAPON)
		TNT1 A 8 A_PlaySound("weapons/lighterflick",CHAN_WEAPON)
		TNT1 A 5 A_PlaySound("weapons/lighterflick",CHAN_WEAPON)
		TNT1 A 3 A_Light1
		LITR A 3 BRIGHT
		LITR ABCDBCDBCDBCDEF 2 BRIGHT
		LITR G 2 A_Light0
		LITR G 2 A_PlaySound("weapons/lighterclose",CHAN_WEAPON)
		LITR H 2
		Goto Ready
	Spawn:
		MOLO A -1
		Stop
	}
}

ACTOR Cocktail
{
	Obituary "%o burned to death from %k's molotov cocktail."
	height 8
	radius 10
	damage 8
	speed 25
	deathsound "weapons/molotovexplode"
	PROJECTILE
	+GRENADETRAIL
	DamageType Fire
	+RANDOMIZE
	-NOGRAVITY
	states
	{
	Spawn:
		MCCK A 0 ThrustThingZ(0,5,0,1)
		MCCK ABCDE 2 BRIGHT
		loop
	Death:
		EXPL A 0 A_AlertMonsters
		EXPL A 0 A_Explode(50,80)
		FIRD AAAAAA 0 A_SpawnItemEx("MolotovFire1",0,0,0,3,3,0,frandom(-180,180))
		FIRD BB 0 A_SpawnItemEx("FireFrag",0,0,32,random(5,10),random(20,4),random(8,-8),frandom(-180,180),0,128)
		FIRD BBBBBBBBBBBB 0 A_SpawnItemEx("FireFragSmall",0,0,32,random(5,10),random(20,4),random(8,-8),frandom(-180,180))
		FIRD BBBBBBBB 0 A_SpawnItemEx("FireFrag",0,0,32,random(5,10),random(20,4),random(8,-8),frandom(-180,180))
		FIRD A 0 A_CustomMissile("MolotovFire2",0,random(-80,80),0)
		FIRD AA 0 A_CustomMissile("MolotovFire2",0,random(-60,60),0)
		FIRD AAA 0 A_CustomMissile("MolotovFire2",0,random(-40,40),0)
		FIRD AA 0 A_CustomMissile("MolotovFire2",0,random(-20,20),0)
		EXPL ABCDEFGHIJKL 1 BRIGHT A_Explode(50,80)
		EXPL MNOP 1 BRIGHT
		EXPL QRSTUVW 1
		stop
	}
}

ACTOR Cocktail
{
	Obituary "%o burned to death from %k's molotov cocktail."
	height 8
	radius 10
	damage 8
	speed 25
	deathsound "weapons/molotovexplode"
	PROJECTILE
	+GRENADETRAIL
	DamageType Fire
	+RANDOMIZE
	-NOGRAVITY
	states
	{
	Spawn:
		MCCK A 0 ThrustThingZ(0,5,0,1)
		MCCK ABCDE 2 BRIGHT
		loop
	Death:
		EXPL A 0 A_AlertMonsters
		EXPL A 0 A_Explode(50,80)
		FIRD AAAAAA 0 A_SpawnItemEx("MolotovFire2",0,0,0,3,3,0,frandom(-180,180))
		FIRD BB 0 A_SpawnItemEx("FireFrag",0,0,32,random(5,10),random(20,4),random(8,-8),frandom(-180,180),0,128)
		FIRD BBBBBBBBBBBB 0 A_SpawnItemEx("FireFragSmall",0,0,32,random(5,10),random(20,4),random(8,-8),frandom(-180,180))
		FIRD BBBBBBBB 0 A_SpawnItemEx("FireFrag",0,0,32,random(5,10),random(20,4),random(8,-8),frandom(-180,180))
		FIRD A 0 A_CustomMissile("MolotovFire",0,random(-80,80),0)
		FIRD AA 0 A_CustomMissile("MolotovFire",0,random(-60,60),0)
		FIRD AAA 0 A_CustomMissile("MolotovFire",0,random(-40,40),0)
		FIRD AA 0 A_CustomMissile("MolotovFire",0,random(-20,20),0)
		EXPL ABCDEFGHIJKL 1 BRIGHT A_Explode(50,80)
		EXPL MNOP 1 BRIGHT
		EXPL QRSTUVW 1
		stop
	}
}

ACTOR MolotovFire
//this fire stays still
{
	Obituary "%o got too close to %k's flames."
	height 10
	radius 20
	damage 15
	Speed 0
	Scale .7
	reactiontime 35
	seesound "weapons/fire"
	PROJECTILE
	DamageType Fire
	+RANDOMIZE
	-NOGRAVITY
	states
	{
	Spawn:
		FIRD A 0
		FIRD ABCDEFG 2 BRIGHT A_Explode(10,35)
		FIRD ABCDEFG 2 BRIGHT A_Explode(10,35)
		FIRD ABCDEFG 2 BRIGHT A_Explode(10,35)
		FIRD ABCDEFG 2 BRIGHT A_Explode(10,35)
		FIRD A 0 A_Countdown
	Death:
		FIRD DEFGHIJKL 2 BRIGHT A_Explode(10,35)
		FIRD MNO 2 BRIGHT
		stop
	}
}
ACTOR MolotovFire2
//this is supposed to be the fire that moves for a short time after spawning
{
	Obituary "%o got too close to %k's flames."
	height 10
	radius 20
	damage 15
	Scale .7
	reactiontime 65
	seesound "weapons/fire"
	PROJECTILE
	DamageType Fire
	+RANDOMIZE
	-NOGRAVITY
	states
	{
	Spawn:
		FIRD A 0
		FIRD ABCDEFG 2 BRIGHT A_Explode(10,35)
		FIRD ABCDEFG 2 BRIGHT A_Explode(10,35)
		FIRD ABCDEFG 2 BRIGHT A_Explode(10,35)
		FIRD ABCDEFG 2 BRIGHT A_Explode(10,35)
		FIRD A 0 A_Countdown
	Death:
		FIRD DEFGHIJKL 2 BRIGHT A_Explode(10,35)
		FIRD MNO 2 BRIGHT
		stop
	}
}
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Ed the Bat
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Re: Lizard Squad: A cartoony ZDoom mod - Version 5.2a releas

Post by Ed the Bat »

If you want MolotovFire2 to move around, you can try some calls to http://zdoom.org/wiki/A_ChangeVelocity to push it around a bit. And both of your flames feed directly into their Death state after one iteration of the Spawn state. Given that they both have ReactionTime and call A_CountDown, I would assume you want the Spawn states to loop so that they stay in play for a while.

If you're planning on making updates to the project, I'm always happy to pitch in, as usual. In fact, with ZDoom's new filtering system, you could fully integrate my Chex Quest 3 patch without any warnings or conflicts!
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lizardcommando
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Re: Lizard Squad: A cartoony ZDoom mod - Version 5.2a releas

Post by lizardcommando »

If you would be able to help with the molotov cocktail coding, that would be awesome. :D

I did make a few small changes on my own by making the Sentry Turret a little more responsive to enemies and I changed the default "trooper" class's sprites back to the Exterminator sprites. It's supposed to be like since, well, it's the default class. It's not supposed to be anything super special.
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Ed the Bat
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Re: Lizard Squad: A cartoony ZDoom mod - Version 5.2a releas

Post by Ed the Bat »

I'd be happy to help. :)

So does that mean the Trooper class is removed, and Exterminator is now the default? Does he still start with the EXAR?
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lizardcommando
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Re: Lizard Squad: A cartoony ZDoom mod - Version 5.2a releas

Post by lizardcommando »

The Trooper class is renamed to default since it's just a default class. I want people to have the option of just starting a new game fresh with only the pistol and your knife to start with. The Exterminator class is still there.
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