The [Monster Resource Wad] NG* (Update: 11/12, Page 15)

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Postby Tormentor667 » Thu Aug 03, 2006 8:58 am

@jimmi - That looks indeed pretty cool :) And the tail idea also sounds promising :)

@njay- conc. the slime imp: I will add that one ;)
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Postby Jimmy » Thu Aug 03, 2006 9:03 am

I'm having a slight problem with the tank, tho - how do I get it to send massive chunks of shrapnel flying into the air when it explodes? I just tried A_Mushroom and A_CustomMissile but neither worked really well. :?

EDIT: I am using shrapnel that doesn't have a PROJECTILE property, but if I add that, nothing changes. :(
Last edited by Jimmy on Thu Aug 03, 2006 9:31 am, edited 1 time in total.
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Postby Shadelight » Thu Aug 03, 2006 9:27 am

Reuploaded again, :P
this time with the charging attack, warning though: it can't go up stairs when using it.
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Postby Tormentor667 » Thu Aug 03, 2006 9:35 am

@KoF - Much better :) Just 2 things left: First, test it yourself, the ScytheZombie disappears shortly at the beginning and end of the charge and second: The charge itself doesn't hurt at all but it should!
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Postby Shadelight » Thu Aug 03, 2006 9:37 am

I think I've noticed that. Not sure why it dissappears though...
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Postby Jimmy » Thu Aug 03, 2006 9:41 am

Another monster I just finished working on: Nightmare Imp. :D

It's supposed to simulate the Doom64 nightmare imp, except it changes visibility depending on which state it's in. :wink:

REMOVED CAUSE IT ATE MY UPLOAD QUOTA AND WAS CRAP AND WASN'T GOING TO BE ADDED ANYWAY, LAWL :lol:
Last edited by Jimmy on Fri Aug 04, 2006 9:05 am, edited 1 time in total.
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Postby TheDarkArchon » Thu Aug 03, 2006 9:45 am

KingofFlames wrote:I think I've noticed that. Not sure why it dissappears though...


The G sprites offset.
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Postby neoworm » Thu Aug 03, 2006 9:45 am

I have few monsters that could fit here on my pages. Imp head and Zombie tank are also uploaded on IDfiles

Also Eternity TC death imp could be easily completed Download here
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Postby Enjay » Thu Aug 03, 2006 9:45 am

Tormentor667 wrote:do you think you could make the complete upper part explode? (so that the black window completely is blown away and only the lower half of the tank is left?) :) Maybe even add a UAC logo to the back of the machine insteatd of the Nuke?! :)


OK, the upperpart explosion + a slight collapse of the bottom has been done. I don't think my skills are up to adding a convincing looking UAC logo that would have the right perspective and look good from all angles. Anyway, I know it is very "Duke", but I like the idea of the tank being nuke powered. ;)

Same link

http://www.zen64060.zen.co.uk/zombietank.zip


@Jimmy - this is how shrapnel looks on a grenade I've been messing with (some code pinched from elsewhere)

Code: Select allExpand view
Death:
   CFCF Q 1 Bright A_SetTranslucent(0.5, 1)
   CFCF Q 1 Bright A_EXPLODE
   CFCF Q 0 A_AlertMonsters
   CFCF Q 0 A_CustomMissile("Shrapnel",17,0,15+Random(-10,10), 2, random(5, 80))
   CFCF Q 0 A_CustomMissile("Shrapnel",17,0,35+Random(-10,10), 2, random(5, 80))
   CFCF Q 0 A_CustomMissile("Shrapnel",17,0,55+Random(-10,10), 2, random(5, 80))
   CFCF Q 0 A_CustomMissile("Shrapnel",17,0,75+Random(-10,10), 2, random(5, 80))
   CFCF Q 0 A_CustomMissile("Shrapnel",17,0,95+Random(-10,10), 2, random(5, 80))
   CFCF Q 0 A_CustomMissile("Shrapnel",17,0,115+Random(-10,10), 2, random(5, 80))
   CFCF Q 0 A_CustomMissile("Shrapnel",17,0,135+Random(-10,10), 2, random(5, 80))
   CFCF Q 0 A_CustomMissile("Shrapnel",17,0,155+Random(-10,10), 2, random(5, 80))
   CFCF Q 0 A_CustomMissile("Shrapnel",17,0,175+Random(-10,10), 2, random(5, 80))
   CFCF Q 0 A_CustomMissile("Shrapnel",17,0,195+Random(-10,10), 2, random(5, 80))
   CFCF Q 0 A_CustomMissile("Shrapnel",17,0,215+Random(-10,10), 2, random(5, 80))
   CFCF Q 0 A_CustomMissile("Shrapnel",17,0,235+Random(-10,10), 2, random(5, 80))
   CFCF Q 0 A_CustomMissile("Shrapnel",17,0,-15+Random(-10,10), 2, random(5, 80))
   CFCF Q 0 A_CustomMissile("Shrapnel",17,0,-35+Random(-10,10), 2, random(5, 80))
   CFCF Q 0 A_CustomMissile("Shrapnel",17,0,-55+Random(-10,10), 2, random(5, 80))
   CFCF Q 0 A_CustomMissile("Shrapnel",17,0,-75+Random(-10,10), 2, random(5, 80))
   CFCF Q 0 A_CustomMissile("Shrapnel",17,0,-95+Random(-10,10), 2, random(5, 80))
   CFCF Q 0 A_CustomMissile("Shrapnel",17,0,-115+Random(-10,10), 2, random(5, 80))
   CFCF Q 0 A_CustomMissile("Shrapnel",17,0,-135+Random(-10,10), 2, random(5, 80))
   CFCF Q 0 A_CustomMissile("Shrapnel",17,0,-155+Random(-10,10), 2, random(5, 80))
   CFCF Q 0 A_CustomMissile("Shrapnel",17,0,-175+Random(-10,10), 2, random(5, 80))
   CFCF Q 0 A_CustomMissile("Shrapnel",17,0,-195+Random(-10,10), 2, random(5, 80))
   CFCF Q 0 A_CustomMissile("Shrapnel",17,0,-215+Random(-10,10), 2, random(5, 80))
   CFCF Q 0 A_CustomMissile("Shrapnel",17,0,-235+Random(-10,10), 2, random(5, 80))

Actor Shrapnel
{
   Projectile
   ReactionTime 10
   Radius 9
   Height 7
   Speed 10
   Damage 2
   Mass 5
   -NOGRAVITY
   -ACTIVATEIMPACT
   -ACTIVATEPCROSS
   +DoomBounce
   Scale 0.2
   RenderStyle TransLucent
   Alpha 0.7
   Obituary "%o was sliced by shrapnel."
   States
   {
   Spawn:
   SHRP A 1
   SHRP B 1
   SHRP C 1
   SHRP D 1 A_Countdown
   Loop
   Death:
   SHRP A 1
   Stop
   }
}


Oh, and the tank is looking very good.
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Postby Shadelight » Thu Aug 03, 2006 9:57 am

here's another fixed version Tormentor.

The G offset is fixed.
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Postby Tormentor667 » Thu Aug 03, 2006 9:58 am

@KoF - Can you fix it?

@Jimmy - Sorry, but the nightmare imp has wether a new look nor a very special behaviour in DECORATE so won't add that one!

@neoworm - I really like the UAC Tank, the Imp-Head (Trite), the Cyberspectre and the Poison soul because they all look very cool, even the UAC Bot (also the unfinished fire imp looks awesome!) but unfortunately I can't download any of them :( Others?

@Enjay - Perfect, now it's awesome :) Added!
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Postby Tormentor667 » Thu Aug 03, 2006 10:00 am

KingofFlames wrote:here's another fixed version Tormentor.
The G offset is fixed.

Great, added!
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Postby Enjay » Thu Aug 03, 2006 10:49 am

Sorry to mees you around. Slight modification. The sound now better matches the appearance of the tank and what the code is doing - double fire sound each time it fires because 2 guns on each side.

http://www.zen64060.zen.co.uk/zombietank.zip
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Postby Jimmy » Thu Aug 03, 2006 10:57 am

Finished coding my chaingunner tank. :D

When you kill it, it shoots a huge amount of smoking shrapnel out in all directions. 8-) Thanks for the code, BTW, Enjay. :D

And T667, don't worry about not adding my nightmare imp - I'm not the best monster-maker in the world but I try. 8-)

Oh, and neoworm's sprites are amazing. :twisted:

EDIT: The summon code is "summon chaingunnertank". :lol:

REMOVED BECAUSE IT ATE MY UPLOAD QUOTA.
Last edited by Jimmy on Fri Aug 04, 2006 9:13 am, edited 2 times in total.
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Postby Tormentor667 » Thu Aug 03, 2006 11:16 am

@Enjay - Updated

@Jimmi - Will add that one in the next build!

New Build Released
Feel free to test it for missing stuff, sounds, animations and other bugs. BTW: I can't edit the monsterdemo.wad anymore because DoomBuilder always crashes when I try to edit a thing with the message "Key is already used" or something like that, just try it :( I think it has something to do with the DECORATE but I have no clue :(

http://home.arcor.de/tormentor667/mrwv3 ... Build9.zip
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