Lizard Squad: A cartoony ZDoom mod - Version 5.2b release!

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Re: The Exterminator: Bigger Backpack Edition (Beta14 releas

Postby lizardcommando » Sat Feb 26, 2011 6:36 pm

Alright, I think it's time that I package this wad into a .pk3 file... Every time I edit one of the DECORATE lumps (example: the ACTOR lump will end up being corrupted every time I edit it in XWE). Can someone help me out with this as I've never done this before?
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Re: The Exterminator: Bigger Backpack Edition (Beta14 releas

Postby Sodaholic » Sat Feb 26, 2011 6:40 pm

What you will want to do is read the wiki article on zip archive structuring: http://zdoom.org/wiki/Using_ZIPs_as_WAD_replacement Use Slade3, it has excellent support for pk3 editing. Just copy over the contents into a structure as outlined by the above.

Hope this helps. :)
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Re: The Exterminator: Bigger Backpack Edition (Beta14 releas

Postby lizardcommando » Sat Feb 26, 2011 7:49 pm

Ugh, I had the cast call thing working a while ago, but I accidentally deleted a more recent version of this wad with that cast call thing working. Now I can't get it to work anymore >_<. What the hell am I doing wrong here?

Code: Select allExpand view
Intermission Inter_Demonscroll
{
   Scroller
   {
      ScrollDirection = Up
      Background = "FINAL1"
      Background2 = "FINAL2"
      InitialDelay = 2
      Scrolltime = -600
   }
   Link = Exterm_Cast   
}

Intermission Exterm_Cast

{
   Image
   {
      Background = "E2END", 0, "E2PAL"
      Time = -1
      Music = "MUS_E1M1"
   }
   Link = ExterminatorCastCall
}
      
Intermission ExterminatorCastCall
{
   Cast
   {
      CastClass = "MilitaryOfficer"
      CastName = "Military Officer"
      AttackSound = "Missile", 1, "weapons/45Pistol"
   }
   
   Cast
   {
      CastClass = "SecurityGuard"
      CastName = "Security Guard"
      AttackSound = "Missile", 1, "himp/leaderattack"
   }
   
   Cast
   {
      CastClass = "Shotgunner"
      CastName = "Shotgunner"
      AttackSound = "Missile", 1, "weapons/shotgun"
   }
   
   Cast
   {
      CastClass = "SMGTrooper"
      CastName = "SMG Trooper"
      AttackSound = "Missile", 1, "weapons/smgfire"
      AttackSound = "Missile", 2, "weapons/smgfire"
      AttackSound = "Missile", 3, "weapons/smgfire"
   }
   
   Cast
   {
      CastClass = "BazookaGuy"
      CastName = "Bazooka Guy"
      AttackSound = "Missile", 1, "enemysoldier/bazooka"
   }

   Cast
   {
      CastClass = "Heli-Lizard"
      CastName = "Heli-Lizard"
      AttackSound = "Missile", 1, "enemysoldier/bazooka"
   }

   Cast
   {
      CastClass = "LSMCGrunt"
      CastName = "LSMC Grunt"
      AttackSound = "Missile", 1, "lsmclizard/m4a1"
      AttackSound = "Missile", 2, "lsmclizard/m4a1"
      AttackSound = "Missile", 3, "lsmclizard/m4a1"
   }

   Cast
   {
      CastClass = "Marksman"
      CastName = "Marksman"
      AttackSound = "Missile", 1, "weapons/infantryrifle"
   }

   Cast
   {
      CastClass = "MedicLizard"
      CastName = "Medic Lizard"
      AttackSound = "Missile", 1, "weapons/357"
   }

   Cast
   {
      CastClass = "LSMC-HMGunner"
      CastName = "LSMC Heavy MachineGunner"
      AttackSound = "Missile", 1, "weapons/hmgunshoot"
      AttackSound = "Missile", 2, "weapons/hmgunshoot"
      AttackSound = "Missile", 3, "weapons/hmgunshoot"
      AttackSound = "Missile", 4, "weapons/hmgunshoot"
   }

   Cast
   {
      CastClass = "SWATLizard1"
      CastName = "LSUTU Soldier"
      AttackSound = "Missile", 1, "weapons/spasshot"
   }

   Cast
   {
      CastClass = "SWATLizard2"
      CastName = "LSUTU Officer"
      AttackSound = "Missile", 1, "swatlizard/socom"
   }

   Cast
   {
      CastClass = "SWATLizard3"
      CastName = "LSUTU Grunt"
      AttackSound = "Missile", 1, "lsmclizard/m4a1"
      AttackSound = "Missile", 2, "lsmclizard/m4a1"
      AttackSound = "Missile", 3, "lsmclizard/m4a1"
   }

   Cast
   {
      CastClass = "CowboyLizard"
      CastName = "Cowboy Lizard"
      AttackSound = "Missile", 1, "cowboylizard/revolver"
   }

   Cast
   {
      CastClass = "MafiaLizard"
      CastName = "Mafia Lizard"
      AttackSound = "Missile", 1, "weapons/smgfire"
      AttackSound = "Missile", 2, "weapons/smgfire"
      AttackSound = "Missile", 3, "weapons/smgfire"
      AttackSound = "Missile", 4, "weapons/smgfire"
      AttackSound = "Missile", 5, "weapons/smgfire"
   }

   Cast
   {
      CastClass = "Samurai"
      CastName = "Fanatical Samurai"
      AttackSound = "Melee", 1, "wizard/attack"
   }
   
   Cast
   {
      CastClass = "WizardLizard"
      CastName = "Wizard Lizard"
   }

   Cast
   {
      CastClass = "Phantom"
      CastName = "Phantom"
      AttackSound = "Melee", 1, "wizard/attack"
   }
   
   Cast
   {
      CastClass = "Probey"
      CastName = "Probey"
      AttackSound = "Missile", 1, "snake/attack"
      AttackSound = "Missile", 2, "snake/attack"
      AttackSound = "Missile", 3, "snake/attack"
   }

   Cast
   {
      CastClass = "LVArmor"
      CastName = "LSMC Level Armor"
      AttackSound = "Missile", 1, "vanguarder/vshot"
      AttackSound = "Missile", 2, "vanguarder/vshot"
      AttackSound = "Missile", 3, "vanguarder/vshot"
      AttackSound = "Melee", 1, "lvarmor/melee"
   }
   
   Cast
   {
      CastClass = "Vanguarder"
      CastName = "Vanguarder MK3"
      AttackSound = "Missile", 1, "vanguarder/vshot"
      AttackSound = "Missile", 2, "vanguarder/vshot"
      AttackSound = "Missile", 3, "vanguarder/vshot"
      AttackSound = "Melee", 1, "vanguarder/punch"
   }
   
   Cast
   {
      CastClass = "ExterminatorPlayer"
      CastName = "You as the Hero"
      AttackSound = "Missile", 1, "weapons/exarshoot"
      AttackSound = "Missile", 2, "weapons/exarshoot"
      AttackSound = "Missile", 3, "weapons/exarshoot"
   }
   Link = ExterminatorCastCall   
}
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Re: The Exterminator: Bigger Backpack Edition (Beta14 releas

Postby TypeSaucy » Sun Feb 27, 2011 7:10 pm

what library is that on? decorate, acs..?
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Re: The Exterminator: Bigger Backpack Edition (Beta14 releas

Postby Sodaholic » Sun Feb 27, 2011 8:00 pm

Perhaps mapinfo?
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Re: The Exterminator: Bigger Backpack Edition (Beta14 releas

Postby lizardcommando » Sun Feb 27, 2011 11:16 pm

D'oh. Yeah, I forgot to mention it's MAPINFO. I copied the one from BlazingPhoenix's customcastcall example that was posted a while back. It worked the last time I messed with it. I must be missing something, but what the hell could it be? :/
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Re: The Exterminator: Bigger Backpack Edition (Beta14 releas

Postby TypeSaucy » Mon Feb 28, 2011 12:19 pm

i haven't been here for a while (about a few months, or a year), and my modding skills got rusty, so what is a cast call?
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Re: The Exterminator: Bigger Backpack Edition (Beta14 releas

Postby SoulCrow » Mon Feb 28, 2011 4:16 pm

I believe it is the list of enemies shown after MAP30 is finished in Doom II.
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Re: The Exterminator: Bigger Backpack Edition (Beta14 releas

Postby Shadelight » Mon Feb 28, 2011 4:23 pm

lizardcommando wrote:D'oh. Yeah, I forgot to mention it's MAPINFO. I copied the one from BlazingPhoenix's customcastcall example that was posted a while back. It worked the last time I messed with it. I must be missing something, but what the hell could it be? :/

Probably the fact that you have it linking to Inter_DemonScroll? :P
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Re: The Exterminator: Bigger Backpack Edition (Beta14 releas

Postby lizardcommando » Mon Feb 28, 2011 4:39 pm

Oh shit. i didn't even realize that. Damn I feel stupid... :bang:

So I change that to ExterminatorCastCall then?

Ugh... I still have no idea what's wrong with it. It's not working. :(

Code: Select allExpand view
Intermission ExterminatorCastCall
{
   Scroller
   {
      ScrollDirection = Up
      Background = "FINAL1"
      Background2 = "FINAL2"
      InitialDelay = 2
      Scrolltime = -600
   }
   Link = Exterm_Cast   
}


Intermission Exterm_Cast
{
   Image
   {
      Background = "E2END", 0, "E2PAL"
      Time = -1
      Music = "$MUSIC_EVIL"
   }
   Link = ExterminatorCastCall
}
      
Intermission ExterminatorCastCall
{
   Cast
   {
      CastClass = "MilitaryOfficer"
      CastName = "Military Officer"
      AttackSound = "Missile", 1, "weapons/45Pistol"
   }
   
   Cast
   {
      CastClass = "SecurityGuard"
      CastName = "Security Guard"
      AttackSound = "Missile", 1, "himp/leaderattack"
   }
   
   Cast
   {
      CastClass = "Shotgunner"
      CastName = "Shotgunner"
      AttackSound = "Missile", 1, "weapons/shotgun"
   }
   
   Cast
   {
      CastClass = "SMGTrooper"
      CastName = "SMG Trooper"
      AttackSound = "Missile", 1, "weapons/smgfire"
      AttackSound = "Missile", 2, "weapons/smgfire"
      AttackSound = "Missile", 3, "weapons/smgfire"
   }
   
   Cast
   {
      CastClass = "BazookaGuy"
      CastName = "Bazooka Guy"
      AttackSound = "Missile", 1, "enemysoldier/bazooka"
   }

   Cast
   {
      CastClass = "Heli-Lizard"
      CastName = "Heli-Lizard"
      AttackSound = "Missile", 1, "enemysoldier/bazooka"
   }

   Cast
   {
      CastClass = "LSMCGrunt"
      CastName = "LSMC Grunt"
      AttackSound = "Missile", 1, "lsmclizard/m4a1"
      AttackSound = "Missile", 2, "lsmclizard/m4a1"
      AttackSound = "Missile", 3, "lsmclizard/m4a1"
   }

   Cast
   {
      CastClass = "Marksman"
      CastName = "Marksman"
      AttackSound = "Missile", 1, "weapons/infantryrifle"
   }

   Cast
   {
      CastClass = "MedicLizard"
      CastName = "Medic Lizard"
      AttackSound = "Missile", 1, "weapons/357"
   }

   Cast
   {
      CastClass = "LSMC-HMGunner"
      CastName = "LSMC Heavy MachineGunner"
      AttackSound = "Missile", 1, "weapons/hmgunshoot"
      AttackSound = "Missile", 2, "weapons/hmgunshoot"
      AttackSound = "Missile", 3, "weapons/hmgunshoot"
      AttackSound = "Missile", 4, "weapons/hmgunshoot"
   }

   Cast
   {
      CastClass = "SWATLizard1"
      CastName = "LSUTU Soldier"
      AttackSound = "Missile", 1, "weapons/spasshot"
   }

   Cast
   {
      CastClass = "SWATLizard2"
      CastName = "LSUTU Officer"
      AttackSound = "Missile", 1, "swatlizard/socom"
   }

   Cast
   {
      CastClass = "SWATLizard3"
      CastName = "LSUTU Grunt"
      AttackSound = "Missile", 1, "lsmclizard/m4a1"
      AttackSound = "Missile", 2, "lsmclizard/m4a1"
      AttackSound = "Missile", 3, "lsmclizard/m4a1"
   }

   Cast
   {
      CastClass = "CowboyLizard"
      CastName = "Cowboy Lizard"
      AttackSound = "Missile", 1, "cowboylizard/revolver"
   }

   Cast
   {
      CastClass = "MafiaLizard"
      CastName = "Mafia Lizard"
      AttackSound = "Missile", 1, "weapons/smgfire"
      AttackSound = "Missile", 2, "weapons/smgfire"
      AttackSound = "Missile", 3, "weapons/smgfire"
      AttackSound = "Missile", 4, "weapons/smgfire"
      AttackSound = "Missile", 5, "weapons/smgfire"
   }

   Cast
   {
      CastClass = "Samurai"
      CastName = "Fanatical Samurai"
      AttackSound = "Melee", 1, "wizard/attack"
   }
   
   Cast
   {
      CastClass = "WizardLizard"
      CastName = "Wizard Lizard"
   }

   Cast
   {
      CastClass = "Phantom"
      CastName = "Phantom"
      AttackSound = "Melee", 1, "wizard/attack"
   }
   
   Cast
   {
      CastClass = "Probey"
      CastName = "Probey"
      AttackSound = "Missile", 1, "snake/attack"
      AttackSound = "Missile", 2, "snake/attack"
      AttackSound = "Missile", 3, "snake/attack"
   }

   Cast
   {
      CastClass = "LVArmor"
      CastName = "LSMC Level Armor"
      AttackSound = "Missile", 1, "vanguarder/vshot"
      AttackSound = "Missile", 2, "vanguarder/vshot"
      AttackSound = "Missile", 3, "vanguarder/vshot"
      AttackSound = "Melee", 1, "lvarmor/melee"
   }
   
   Cast
   {
      CastClass = "Vanguarder"
      CastName = "Vanguarder MK3"
      AttackSound = "Missile", 1, "vanguarder/vshot"
      AttackSound = "Missile", 2, "vanguarder/vshot"
      AttackSound = "Missile", 3, "vanguarder/vshot"
      AttackSound = "Melee", 1, "vanguarder/punch"
   }
   
   Cast
   {
      CastClass = "ExterminatorPlayer"
      CastName = "You as the Hero"
      AttackSound = "Missile", 1, "weapons/exarshoot"
      AttackSound = "Missile", 2, "weapons/exarshoot"
      AttackSound = "Missile", 3, "weapons/exarshoot"
   }
   Link = ExterminatorCastCall   
}
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Re: The Exterminator: Bigger Backpack Edition (Beta14 releas

Postby TypeSaucy » Tue Mar 01, 2011 8:06 pm

do u remember what part u deleted while u was working on the cast call?
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Re: The Exterminator: Bigger Backpack Edition (Beta14 releas

Postby lizardcommando » Sun Mar 06, 2011 7:10 pm

This video was long overdue.



It's a video showcasing the Spec-Ops Soldier class. The map is MAP12 from the Megawad in 2 Weeks mapset. I originally was going to make a commercial for the Beta 14 release but I had to kind of cancel that plan.
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Re: The Exterminator: Bigger Backpack Edition (Beta14 releas

Postby maxashbb » Mon Apr 04, 2011 9:12 am

its metal slug like and this super classes for you!
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Re: The Exterminator: Bigger Backpack Edition (Beta14 releas

Postby JustinC » Mon Apr 04, 2011 5:06 pm

you ever consider a full texture replacement lizard? i think it would make your graphics "pop" a little better if the environment matched the rest of your style....i almost got the urge the other day to make a map for your resource with some custom cartoony textures...
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Re: The Exterminator: Bigger Backpack Edition (Beta14 releas

Postby lizardcommando » Mon Apr 04, 2011 6:07 pm

I'm working on a full texture replacement alongside this mod now. It looks great too. Although, sometimes the textures won't look as good if you play a dark level. I sometimes use the IDBEHOLDL cheat to enable the lite-amp goggles. I could probably make another patch to go with the texture-pack that enables max brightness for all levels, that is if there's a way to do it... Anyways, progress for it has been going at a snail's pace, trying to match the cartoony textures with the original textures. The hellish textures are going to be a pain to deal with along with the STAR*** textures.

As for this mod itself, I've been making some small changes to the HUD. The Support Beacon also spawns friendly Spec-Ops Soldiers. I added a cartoony version of the default Doom bullet-puffs which look so much better now that it matches the other cartoony graphics. I'm barely starting on the ROD309 (this mod's equivalent to the ED209 from the Robocop movies). I haven't even finished the full standing rotation sprites yet. The "commercial" for it is almost done, I just need to record voices and for it and synch the voices and sounds with the movie along with coloring in some simple backgrounds.
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