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Posted: Wed Jun 30, 2004 7:50 am
by BouncyTEM
um, there's a problem. i ALSO already made the decorate work.

Posted: Wed Jun 30, 2004 7:52 am
by BouncyTEM
Nanami wrote:Okay... I made him identical to a normal cacodemon except: He shoots the cacolantern fireball, and is only 25% visible. The blue color and the near invisibility goes well together, so he can be used in dark places and be difficult to see.
sounds good! :D
so we have a stealth cacolord.....interesting.....oh wait.....the HORROR.....

Posted: Wed Jun 30, 2004 8:06 am
by Graf Zahl
You did, but yours fires too quickly. Don't forget, it fires Rockets!

Let's Nanami decide which to include (Why not all? They behave quite differently? ;) )

As for the chainsaw zombie, here's an improvement:

Code: Select all


ACTOR ChainsawZombie 93
{ 

    Health 65
    Radius 20
    Height 56
    Speed 13
    MeleeDamage 1
    PainChance 200
    MONSTER 
    +FLOORCLIP
    Obituary "%o was sliced by a madman zombie with a chainsaw!"
    SeeSound "grunt/sight"
    MeleeSound "weapons/sawhit"
    PainSound "grunt/pain"
    DeathSound "grunt/death"
    ActiveSound "grunt/active"
    DropItem Chainsaw
    States
    {
    Spawn:
        CHAN A 4 A_Look
        CHAN A 4 A_PlayWeaponSound("weapons/sawidle")
        CHAN A 4 A_Look
        CHAN B 4 A_PlayWeaponSound("weapons/sawidle")
        CHAN B 4 A_Look
        CHAN B 4 A_PlayWeaponSound("weapons/sawidle")
        Loop
    See:
        CHAN A 4 A_Chase
        CHAN A 4 A_Chase
        CHAN B 0 A_PlayWeaponSound("weapons/sawidle")
        CHAN B 4 A_Chase
        CHAN B 4 A_Chase
        CHAN C 0 A_PlayWeaponSound("weapons/sawidle")
        CHAN C 4 A_Chase
        CHAN C 4 A_Chase
        CHAN D 0 A_PlayWeaponSound("weapons/sawidle")
        CHAN D 4 A_Chase
        CHAN D 4 A_Chase
        CHAN A 0 A_PlayWeaponSound("weapons/sawidle")
        Loop
/* doesn't work
    Melee:
        CHAN E 1 A_FaceTarget
        CHAN F 3 A_MeleeAttack
        CHAN F 1 A_CPosRefire
        Goto Melee+1
*/
    Melee:
        CHAN E 1 A_FaceTarget
        CHAN F 3 A_MeleeAttack
        Goto See
    Pain:
        CHAN G 5
        CHAN G 3 A_Pain
        Goto See
    Death:
        CHAN H 5
        CHAN I 5 A_Scream
        CHAN J 5 A_Fall
        CHAN KLM 5
        CHAN N -1
        Stop
    Raise:
        UDM2 NMLKJIH 5
        Goto See
    }
} 

Because there is no A_CheckMeleeRange or something like that the chainsaw attack won't work properly anyway so the usefulness of a chainsaw zombie is debatable.

Posted: Wed Jun 30, 2004 8:32 am
by BouncyTEM
you might want to remove or change the following in that:
Goto Melee+1
A_Cposrefire

reason: i had those in my first version, and you would have teh zombie STUCK in the same position until you go to an obstacle or die.

Posted: Wed Jun 30, 2004 8:53 am
by Graf Zahl
That's why I commented it out again.

Posted: Wed Jun 30, 2004 8:53 am
by Espi
I think the rocket zombie really was made by The Innocent Crew.

Posted: Wed Jun 30, 2004 9:07 am
by Xaser
The rocket zombie was ripped before (By that Daniel guy for Neo Doom) and nobody complained, so I think it'll be okay. :P

Posted: Wed Jun 30, 2004 9:13 am
by Graf Zahl
Espi wrote:I think the rocket zombie really was made by The Innocent Crew.
If that is true I am really impressed. This is still one of the best looking monster sprites I have ever seen.

Regarding OBTIC, I think I create some definitions for the stealth guy as well. This is also one of my absolute favorites of all time.

Posted: Wed Jun 30, 2004 9:24 am
by Graf Zahl
Xaser wrote:The rocket zombie was ripped before (By that Daniel guy for Neo Doom) and nobody complained, so I think it'll be okay. :P

Credit Daniel for reminding me of Obtics great monsters.

But he is not the only one who ripped it. I have seen this guy at least 3 times in other WADs (mostly of shitty quality...)

Posted: Wed Jun 30, 2004 9:34 am
by David Ferstat
I'm trying to remember a wad I once played that had a chaingunner (two-headed?) riding around on the back of an Arachnotron chassis. Do enough damage and the chaingunner would come down off the wrecked arachnotron chassis and chase you on foot.

This was, of course, a Dehacked tweak whereby the original monster (mounted chaingunner) simply spawned a non-mounted chaingunner at death.

Damned if I can remember which wad it was (try saying that ten times fast) but if I do, I'll let you know.

Posted: Wed Jun 30, 2004 9:46 am
by Espi
David Ferstat wrote:I'm trying to remember a wad I once played that had a chaingunner (two-headed?) riding around on the back of an Arachnotron chassis.
Haha, I think you mean All Hell. That is some crazy stuff: http://doomworld.com/idgames/index.php?id=6480

Posted: Wed Jun 30, 2004 10:06 am
by Graf Zahl
David Ferstat wrote:I'm trying to remember a wad I once played that had a chaingunner (two-headed?) riding around on the back of an Arachnotron chassis. Do enough damage and the chaingunner would come down off the wrecked arachnotron chassis and chase you on foot.

This was, of course, a Dehacked tweak whereby the original monster (mounted chaingunner) simply spawned a non-mounted chaingunner at death.

Damned if I can remember which wad it was (try saying that ten times fast) but if I do, I'll let you know.

I have seen it recently (don't rememver the name though) and have to say it was the typical half-assed graphics hack job that we should avoid for this project!

Posted: Wed Jun 30, 2004 10:29 am
by Nanami
Enjay wrote:How about the dogs I used in "Marine Assault".
That might be useful. Or if you're interested in some editing, how about a zombie dog, like here: http://haunt.8m.com/beastiary/zombies.html

On the subject of the Beastiary, some monsters I'd like to see added are the Guardian, Sentry 1, Gladiator, Death Imp, Imp Warlock, Aqua Demon, War Knight, and Mega Baron. Unfortunately, I doubt the original artists would be willing.

Adding in those two zombies now.

Posted: Wed Jun 30, 2004 10:30 am
by Janizdreg
If you ask me, the flickering eyebrows in chainsaw zombie's frames chane1 & chanf1 look dumb: Image

Posted: Wed Jun 30, 2004 11:11 am
by Nanami
Okay people, new wad here.

There's yet more changes for the Hell Guard, the Nightmare Cacodemon (renamed from the Caco Lord), three monsters from TNT3, and the rocket and chainsaw zombies. I included the NORADIUSDMG version of the rocket zombie too.

I made a couple changes:
* I changed the rocket zombie's attack frames, so that the "fire" blast looks better than it did.
* I lowered the health on the chainsaw zombie. 65 is too much for that avatar I think.
* I fixed the weird eyebrow thing on the chainsaw zombie.

As a side note, who thinks the rocket zombie should drop a rocket launcher? His weapon doesn't look like a rocket launcher, but it does shoot rockets. Hmm.

Espi says he's working on a new monster (a Baron genie/djinn type monster), so plan to see at least one more monster before this is released!

Also, the rocket and chainsaw zombies need gib frames.