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Temporary Logo/Titlepic (at least until i make something better)
Trailer:
Spoiler:
No longer available (for now).
Description:
After a long break, i've decided to announce a new weapons mod: DuduKrazy's Guns 4. I started the development shortly after finishing DuduKrazy's Guns III as an experiment with 16/32 bit PNG images in my spare time. Eventually, after learning about the TEXTURES lump and it's scale function, i ripped some sprites from weapons models, added them all into the wad, scaled them down and aligned it's offsets. The end result are scaled sprites with lossless detail. it's a long and rather tedious process (depending on the number of frames) but the results are nice.
The mod itself is inspired by Counter-Strike with some influences from Duke Nukem 3D and possibly Doom. This reflects on the arsenal itself: mostly modern-day weapons with very few futuristic ones. As for the gameplay, my idea is to stick with an arcade-orientated one while adding new elements that could add to the fun factor.
Screenshots:
Spoiler:
Updates:
Spoiler:
September, 5, 2010
- Added a new system for the Fists. A red bar will appear above the ammo counter once you select the weapon.
when you punch/kill an enemy, you are given 1 or 2 of a dummy item which fills up the bar. once you reach the maximum amount, the screen will flash red, and every attack afterwards will be temporarily twice as strong, as well as regenerating your health. in addition, a countdown timer will appear in the same place as the red bar, representing how much time is left until the effects wears off.
September, 4, 2010
- Added a new altfire mode for the XM586. Basically it shoots a powerful plasma beam that rips through monsters. But it uses
5 cells, and with a very high ROF, they will run out pretty quickly. (subject to change)
- Smoothened the recoil on most weapons.
- Replaced the USP with the Glock 19. In addition, it's no longer fully automatic.
- XM586 is now a recolored railgun from Quake 2.
June, 18, 2010
- Removed the gibbable corpses. They broke certain behaviors like the arch-vile resurrection, for example.
- Fixed the pump sound desync
- Fixed wrong pickup and hud icon for the Colt M4A1
- Fixed a typo which made the imp fireballs not spawn fire trails when it was supposed to.
- Flamethrower projectiles now leave decals. (Imp Fireball scorch)
- Tweaked the G3SG/1 zoom function.
June, 17, 2010
- Zombieman, Shotgun Guy, Chaingunner and Imp can now be gibbed after being killed.
- Prisoners and Slime Babes can be killed. Like in Duke3D, doing so, causes a monster to be spawned.
(watch your fire)
- Ripper Cannon smoke is more subtler now.
- New weapon added: Flamethrower. (it's on Slot 1, but i will change it)
- Tweaked the XM1014's damage and accuracy. Also, you can now hold the fire button
as opposed to clicking it repeatedly. Same goes for the USP pistol.
- Replaced the XM8 with the Colt M4A1.
- Health bonuses add 2 health, instead of one. It no longer cast dynamic lights, so as to not slow down
the framerate when there are lots of such things visible.
- Tweaked the Mossberg 590 cruiser's accuracy.
May, 16, 2010
- Quick kick now works with the HK G3/SG-1, but only when not in zoom mode.
- New weapon added: Benelli XM1014. (bye, jackhammer)
May, 13, 2010
- Re-added the Mossberg 590 Cruiser.
- Added a Duke3D-like quick kick system.
January, 28, 2010
- Tweaked the damage of the XM586 alternate fire.
- Added better sounds for the said weapon's alternate fire. (Plasma cannon from Duke 64)
January, 27, 2010
- Shotgun guys now drop four shotgun shells when dead. They still drop a Jackhammer, but it's less likely to happen.
- Tweaked the Jackhammer's damage.
- Added "Weapon.SelectionOrder" to all weapons.
January, 25, 2010
- Removed the barrel explosion effects.
January, 24, 2010
- Tweaked the fists offsets.
- Added a new shotgun pump sound.
- Added better quality bullet decals.
January, 22, 2010
- Added a flashlight alternate fire for the Benelli M3 Super 90.
- Added a homing missile alternate fire mode for the Stinger Missile Launcher.
January, 20, 2010
- New Weapon Added: Benelli M3 Super 90
- Added the hudscreen blood and pain recoil from the Doom 3 Damage mod.
December, 2, 2009
- Reduced the color depth of most weapons and other sprites to 256 color using pngquant. As a result, the unpacked filesize is now about 15MB as opposed to 20MB. i'm still converting the other sprites as of this typing.
- Modified the fullscreen status bar to look right on 16:9 and 16:10 aspect ratios.
November, 21, 2009
- Bugfix: enemies still entered in their pain states while the player was firing next to them. Most likely related to the 0-damage projectile bug.
- Slightly modified the Ripper Cannon*'s sprites.
*still needs a better name
November, 20, 2009
- Slightly redesigned the hud. Health and armor bars removed; Armor icon and counter moved to the right of the Health one.
- New Weapon Added: A35 MGL Grenade Launcher (Slot 5 shared with the Stinger missile launcher); replaces Chainsaw.
November, 18, 2009
- Bugfix: an enemy could enter it's pain state while the player was walking next to them.
- Replaced the Glock 18C and it's akimbo version with the USP Tactical.
October, 20, 2009
- Toned down the damage for the XM586 Plasma Rifle's alternate attack.
Should still be slightly stronger than the BFG9000 but no longer overpowered.
October, 18, 2009
- Added "Radius_Quake" to the Stinger missile explosion state.
- Increased recoil for the Ripper Cannon.
- Added a selected weapon icon on the hud.
- Moved the selected inventory icon next to the health and armor bars.
October, 17, 2009
- Removed the MP5A5 and the AK-47; XM8 moved to Slot 4.
- New Weapon Added: "Ripper Cannon" (temporary name until i can come up with a more inspired one). It's on Slot 7.
October, 9, 2009
- Remade the Jackhammer's animations
October, 5, 2009
- Tweaked the damage for the Jackhammer and the MP5A5.
- Added the slime babes from Duke Nukem 64 and two other hanging guys sprites.
Credits:
Please let me know if i have forgotten to credit someone.
Isle - Radar Script
3D Realms - A few graphics from Duke 3D
The Duke HRP Team - Bullet and shell casings and other effects
Ritual Entertainment - Models from Counter-Strike Condition Zero
Novalogic - FIM-92A Stinger Missile Launcher model
Ryan Cordell - Secret Place Script
Vaecrius - Muzzle Climb Code
unknownna - Coop Marines resource
Agent ME - Double Jump script
Enjay - Rechargeable Night Vision Goggles script
Cutmanmike - Walljump script
Eurocom - Duke 64 Slime Babes, Plasma Cannon sounds
ID Software - Hanging Doomguy
KD Zero - Hudscreen blood and pain recoil
ok,ok
this look totally awesome , the hi-res sprite look very nice ! im looking forward to play this, really ! :D
do this mod will have a reload function ?
Heh. Either you (or your source) has flipped the weapon graphics for the walkie-talkie/remote unit in the third-last screenie, or or you've managed to flip the whole screenshot. How do I know this? Because the model number on the unit, and the text on it's display, are reversed.
here's the first update: i've added some prisoners and slime babes. they work like in duke 64, except that they drop an item when rescued. just press the use key while next to them.