Search found 61 matches

by Greenmarine
Fri Dec 28, 2012 7:28 pm
Forum: Abandoned/Dead Projects
Topic: Fat cacos
Replies: 90
Views: 9698

Re: Fat cacos

New screenshot of bonus round gameplay just to prove that this is still being developed.




Image
by Greenmarine
Wed Dec 26, 2012 9:24 pm
Forum: Abandoned/Dead Projects
Topic: Hideous Destructor 4.10.0b
Replies: 8564
Views: 1095424

Re: Hideous Destructor [last update dated December 10, 2012]

Like I said, simplicity comes at the price of continuity, I mean in my version of the mod it certainly feels unnecessarily dickish at times for all weapons to be unloaded when you pick them up - but on the other hand, it's another tactical consideration that I kinda like honestly - Grabbing that ...
by Greenmarine
Wed Dec 26, 2012 6:09 pm
Forum: Abandoned/Dead Projects
Topic: Hideous Destructor 4.10.0b
Replies: 8564
Views: 1095424

Re: Hideous Destructor [last update dated December 10, 2012]

I didn't want to make anything more complex than it absolutely had to be, and for that reason I've forgone tracking individual rounds in individual magazines (largely due to laziness than anything else) unlike you. I found that in HD I didn't care enough about a single round of ammo with how ...
by Greenmarine
Wed Dec 26, 2012 2:47 pm
Forum: Abandoned/Dead Projects
Topic: Hideous Destructor 4.10.0b
Replies: 8564
Views: 1095424

Re: Hideous Destructor [last update dated December 10, 2012]

I experimented with dropping items in a personal version of HD - mostly with functionality given towards weapon dropping and trading. It's not impossible, the only real obstacle is that the default ZDoom behaviour would duplicate Medikits which give 2 ammo points per spawn. Everything else would ...
by Greenmarine
Mon Dec 24, 2012 12:39 pm
Forum: Abandoned/Dead Projects
Topic: Hideous Destructor 4.10.0b
Replies: 8564
Views: 1095424

Re: Hideous Destructor [last update dated December 10, 2012]

At this point my intention is definitely not to aim for a true Zandronum "port" of HD, but a dedicated multiplayer mod that lets me do things I won't be able to do here - limited weapons, increased player lethality, not going for a 1:1 correspondence with the canonical Doom weapons. Very ...
by Greenmarine
Wed Dec 19, 2012 4:32 pm
Forum: Abandoned/Dead Projects
Topic: Hideous Destructor 4.10.0b
Replies: 8564
Views: 1095424

Re: Hideous Destructor [last update dated December 10, 2012]

Medikits reduce your "WoundCount" - if this is a non-zero positive number, you will take damage randomly every tic. If the number is particularly high, you take proportionally more damage. This "Wound Counter" stacks with consecutive enemy attacks. It takes a few seconds for the medikits to work ...
by Greenmarine
Sun Dec 09, 2012 6:54 pm
Forum: Gameplay Mods
Topic: "Sword and Board: The other white meat" v0.6
Replies: 9
Views: 2054

Re: Sword and Board: The other white meat [as yet unnamed mo

Meanwhile, there is apparently no term for a directly hori2ontal slash in the historical manuals other than the contemporary equivalent of "nub move", so those are out.
I would like to know more.
by Greenmarine
Fri Dec 07, 2012 2:39 pm
Forum: Gameplay Mods
Topic: Lizard Squad: A cartoony ZDoom mod - Version 5.2b release!
Replies: 900
Views: 99205

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

I'm really starting to like this Captain J guy :P That's some good work!
by Greenmarine
Mon Oct 08, 2012 7:05 pm
Forum: Requests
Topic: [REQUEST] M1911 Sprites.
Replies: 12
Views: 1494

Re: [REQUEST] M1911 Sprites.

I made some sprites for a centered 1911, with iron sight aiming, but they're not perfect, there's a couple of mistakes. http://imgur.com/22gC9,PZ2qW Those are some pics of it. I used the hands from JoeyTD's Glock - the rest is mine. You can use it, edit it (needs a lot of touching up anyway ...
by Greenmarine
Sat Oct 06, 2012 10:25 pm
Forum: Abandoned/Dead Projects
Topic: Hideous Destructor 4.10.0b
Replies: 8564
Views: 1095424

Re: Hideous Destructor [last update dated October 1, 2012]

No, they don't tend to jam. The main issues with the AA12 and the reason why it's not been adopted anywhere yet is because it's extremely expensive, large, maintenance is difficult, it goes through ammo like water and it doesn't yet do anything that other more practical weapons don't already do ...
by Greenmarine
Sat Oct 06, 2012 8:57 pm
Forum: Abandoned/Dead Projects
Topic: Hideous Destructor 4.10.0b
Replies: 8564
Views: 1095424

Re: Hideous Destructor [last update dated October 1, 2012]

Talking about the AA-12? Popular among Call of Duty players and...nobody else. With that said, I'm not sure how anyone can watch FPS Russia and not get extremely offended at his fake accent and stereotypical characterization... Anyway, that video was supposed to be humourous more than informative ...
by Greenmarine
Sat Oct 06, 2012 5:12 pm
Forum: Abandoned/Dead Projects
Topic: Hideous Destructor 4.10.0b
Replies: 8564
Views: 1095424

Re: Hideous Destructor [last update dated October 1, 2012]

If you don't have that kind of stamina, then you certainly aren't going to make it very far as a soldier let me tell you.
by Greenmarine
Sat Oct 06, 2012 3:54 pm
Forum: Abandoned/Dead Projects
Topic: Hideous Destructor 4.10.0b
Replies: 8564
Views: 1095424

Re: Hideous Destructor [last update dated October 1, 2012]

Pump-action shotguns can have a pretty high rate of fire.



Who needs an auto shotgun? ;p
by Greenmarine
Tue Sep 11, 2012 4:07 am
Forum: Abandoned/Dead Projects
Topic: Hideous Destructor 4.10.0b
Replies: 8564
Views: 1095424

Re: Hideous Destructor [last update dated September 10, 2012

They have a theoretically pretty-damn-long-but-not-unlimited range in real life though. Training manuals mention that secondary fragments even from concussion grenades can strike targets at up to 200 metres away, which is a distance rarely exceeded in your average Doom map.
by Greenmarine
Sat Aug 25, 2012 8:28 pm
Forum: Gameplay Mods
Topic: Special Operations: Action Tactical mod [Beta 2 Release!]
Replies: 122
Views: 20725

Re: Special Operations: Action Tactical mod [Beta 1 Release!

The grenade is dependent on the primary weapon's ammo, because in the projectile spawn code you set the "UseAmmo" flag to 1. It needs to be set to zero. GREN G 2 A_FireCustomMissile("GrenadeObj",-1, 1 ,3,2) The bolded number needs to be set to zero. After that, you need to tell the animation to ...

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