[WIP] West Side Story Monsters v12 (clean)

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RV-007
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Re: [WIP/NSFW] West Side Story Monsters v09

Post by RV-007 »

Hey, does anybody know the info on Gangsta Grossse's dual weapons? I just want an info summary in the following written standard.
Spoiler: Example Info Specifics Summary
I'm going to make some skins in case I think if I can't get things done in a day (skins are easier to make + I got 2 get it going).
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Sgt. Shivers
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Re: [WIP/NSFW] West Side Story Monsters v09

Post by Sgt. Shivers »

You'd probably have to write it yourself. Just refer to it as some "experimental ww2 chaingun"and use similar specifications to the mg42 or something.
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Re: [WIP/NSFW] West Side Story Monsters v09

Post by RV-007 »

The skins are in (only gangstas skins, nothing else [come on, let's be civil about it, hurhurhur :)]). I think there's some audio mishaps being either too soft or too loud. Whatevers. Anyways, I will be adding the final skin fix for Gangsta Grosse once the Gangsta Grosse comes in final draft.

I can't wait for the vehicles, maybe I'll make player usable vehicles for Twisted Metal, GTA, or whatevers emulation. For now, it's just a combo. Never thought to make maps or even a total conversion, which might ask a hell lot of me!
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Re: [WIP/NSFW] West Side Story Monsters v09

Post by RV-007 »

v09+: Gangsta Grosse, "I don't remember asking you a god damn thing!", "Hurr!"
-Gangsta_Grosse is here, don't underestimate him or you soon be dead (yes, Lo_Wang will have his ass beat too).
-Skin fixes updated.
-Hurr!
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RV-007
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Re: [WIP/NSFW] West Side Story Monsters v09

Post by RV-007 »

Below are 3 things that I should let people know. It's a post that not many people care to look into, nor need update-wise.

-Announce that Blursphere now spawns Elegant_Street_Vendor_Generator_00 (inherits Elegant_Street_Vendor_Generator [sample normal curve? lol]).
-Announce that elegant street vendors now sell Durandal Orb (item so damn useful that it could tip the balance of difficulty in your favor [available as long the vendors are alive {finally a real incentive to keep them alive! (there was no auto invulnerability item so yeah)}]).
-Announce that test of smokes item cost will run after all actor are created.
Need to remove the doom item default image in order to be verified to idgames (use marathon resources [don't worry, it's freeware]).
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RV-007
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Re: [WIP/NSFW] West Side Story Monsters v10

Post by RV-007 »

v10+: Station_Wagon rollin' in da hood!
-Station_Wagon (in name only, it's more of a notchback sedan) sedans are here rollin' round the UAC (screenshots included)!
-It's some real shit surviving map07, I will find a find to implement some means to protect against damage in the map start (open ACS script to determine unique aspects of map07, "Dead Simple", and it will give an InvulnerabilitySphere).
-Working on Taxi_Cab sedan (also a notchback variant), it will be a race to waste all the bad rides.
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Re: [WIP/NSFW] West Side Story Monsters v11

Post by RV-007 »

v11+: Trashing the Taxi!
-Taxi_Cab is here (also a notchback sedan [screenshots included])!
-It ain't looking to pick up people and take them to safety.
-It's some real shit surviving map07, I will find a find to implement some means to protect against damage in the map start (open ACS script to determine unique aspects of map07, "Dead Simple", and it will give an InvulnerabilitySphere).
-I don't know what to do right after.

EDIT (28/12/2014):
-Okay, I fixed how the bullet attack of each car would be.
-Now deciding whether to instill some use of original BlurSphere item and (have decided) opening the Arachnotron doors on face button activation in map07 (it's a lot chaotic that way).
-Looking over map07, I can see there is some default scripts and I wanted to follow up on scripts other than the enter parameter. I believe this block would require some peer discussion, which will take time since it would be a new work around challenge for me!

EDIT (30/12/2014):
-Just fixed on the design of map07 (and I just found out that getting the bfg9k is a "just-in-time" puzzle.
-I believe that the automatic lowering of walls is a bit short and pushy into the action, but any longer will almost feel like a drag.
-Now, there 2 people in each car (as long permitted to show), and map07 is one nice short semi-drive by fight.
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Re: [WIP/NSFW] West Side Story Monsters v11

Post by RV-007 »

A weird update!

west_side_story_ally_thug_items_acs_enter_scriptv00 is a script that gives any DoomPlayer player class 4 Ally_AK-47_Thug_Kits for every map entry. That's some arsenal. I also finally made an ACS version of random music play just for kicks b/c that's a g thing.

I probably need some feedback regarding the NoiseAlert test of the ally monsters. Need some testing out on the new random music player and its script. It should be more smoother than my first (DECORATE-based) random music player. This is a good time to show what I mean when I tried to use non-map ACS lumps together (use monsters + ally thug items files [I think it's an enter script conflict]) among ThingID compatibility in Thing_Hate and NoiseAlert (file works well enough with basic monster templates). Holy hell!, I might have to reconsider working w/ the cooperation between monsters and (inherited) items. I guess I have to fix that to specific class names in all projects too. +NOBLOCKMONST actor flags needs to be on some friendly monsters. Looking forward for help. If you hate to post feedback on this topic, just pm me.
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Re: [WIP/NSFW] West Side Story Monsters v11

Post by RV-007 »

Hello everybody!

I am currently applying named scripts and learning the use of directives for ACS lumps. They would be very vital towards the modding combo compatibility of my ally monster items projects (split into its own theme). I despite the fact that another (naming d) project has started the ACS enter script use of ally monster items, it's the wws theme that has its own stand-alone capabilities with the main focus for modding combo compatibility (and I have to say that somehow, the bullet spraying monsters are wholly easier to make and test than melee/projectile monsters). The naming of ACS scripts for the applied projects will go unannounced, but I would certainly make announcements (with as much edit of post as possible) for any compatible success/failure for each ally monster item project (including this one).

As for the DIALOG##, I am afraid that the variable value required for my getup of random conversations is still in integer type. That's a conflict that cannot be resolved @ the moment.

What wss_ati can currently handle are:
-diablo_monsters
-west_side_story_monsters
-more to come (4 or 5 more files to go [a total of 6 or 7 files to review])!
-OH YEAH, I WILL PUT MORE ALLY MONSTERS SO PATIENCE.

Possible themes of ally monster items are:
-gangstas (which is this topic)
-the mujahideens
-da soujas (counter-terrorism?)
-damage_incorporated cultists
-diablo factions (yes, split into multiple factions)
-blood3d cultists!
-zeonic units
-hell, maybe even pokemon, pokemon!

Yeah, I know there's already a coop-like ally marine project out there and this is not considered something of an original idea, but hey, ideas are ideas. I still have the problem of NoiseAlert versus Thing_Hate, and TIDs. Probably be useful if the parameters allow string type values. These DECORATE problems should be resolved asap.
Last edited by RV-007 on Mon Feb 09, 2015 7:55 pm, edited 1 time in total.
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Re: [WIP/NSFW] West Side Story Monsters v11

Post by wildweasel »

!! WARNING !!

It has come to the attention of the staff that this mod contains many, many high-resolution photographs of REAL DEAD PEOPLE and other material that is in violation of ZDoom forum rules. If I may quote the exact section:
Ick factor barrier - everything below this line is strictly against the rules:
  • "Real" gore derived from photographs of dead people. (The implication is that they did NOT give permission to use them.)
  • Depictions of sex acts, especially hardcore pornography.
All download links to your mod have been removed as a result. Please REMOVE all such content from the mod before attempting to reupload or there will be warnings or bans in the future.
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