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

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are ONLY for YOUR PROJECTS! If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.

Re: Lizard Squad: A cartoony ZDoom mod - Version 5.2a releas

Postby Gideon020 » Sat Sep 23, 2017 11:15 pm

Uh, little problem, the full-screen HUD is stuck in the middle of the screen for me. Dunno why.

EDIT: Screenshot of the problem.

Image
Gideon020
Fanboy
 
Joined: 28 Sep 2015

Re: Lizard Squad: A cartoony ZDoom mod - Version 5.2a releas

Postby lizardcommando » Mon Sep 25, 2017 9:09 pm

Oh yeah, I've noticed that with the latest version of GZDoom a little while ago. I think the last official version of ZDoom works just fine though. I'm not entirely sure how to fix this though.
User avatar
lizardcommando
Thread killer
 
Joined: 07 Sep 2006
Location: Boringland, California

Re: Lizard Squad: A cartoony ZDoom mod - Version 5.2a releas

Postby Matt » Mon Sep 25, 2017 11:45 pm

Adding forcescaled to the status bar fixes it, or at least moves it back to the top.

Without forcescaled, fullscreenoffsets also does the trick, but all the x values have to be adjusted:
Spoiler:
User avatar
Matt
Putting the XD into *xdeath since 2007
 
Joined: 04 Jan 2004
Location: Gotham City SAR, Wyld-Lands of the Lotus People, Dominionist PetroConfederacy of Saudi Canadia

Lizard Squad: A cartoony ZDoom mod - Version 5.2b releas

Postby lizardcommando » Tue Sep 26, 2017 8:44 pm

Thanks Vaecrius! Adding forcedscale to the fullscreen HUD did the trick. I could have sworn it had been in there the whole time...

EDIT: Here's the newest (and last, for now) version.

https://www.mediafire.com/file/ow953j38 ... adv52b.zip

Nothing super special gameplay-wise. The fullscreen HUD bug is now fixed.
User avatar
lizardcommando
Thread killer
 
Joined: 07 Sep 2006
Location: Boringland, California

Re: Lizard Squad: A cartoony ZDoom mod - Version 5.2b releas

Postby Outtagum » Wed Sep 27, 2017 3:05 am

^
Thank you. :)
User avatar
Outtagum
 
Joined: 16 Aug 2017

Re: Lizard Squad: A cartoony ZDoom mod - Version 5.2b releas

Postby Ed the Bat » Mon Dec 11, 2017 8:00 am

I've been out of the loop for a long time so please forgive me for coming to this so many months late, but I notice a change I can't understand... the Trooper playerclass is now named 'Default' and uses the same sprites and voice as the Exterminator class, so basically there are two Exterminator's except one doesn't have the EXAR-1 or body armor to begin.
User avatar
Ed the Bat
I'm tired. I want to go home.
 
Joined: 03 May 2012
Location: Maryland, US

Re: Lizard Squad: A cartoony ZDoom mod - Version 5.2b releas

Postby Captain J » Mon Dec 11, 2017 8:26 am

For Doomplayer/Playerpawn-replacement, maybe? Some map packs has scripted marines and such. Also good to see this thread is still kicking!
User avatar
Captain J
That's Amoreee
 
 
 
Joined: 02 Oct 2012
Location: A Year old Pizza Box
Discord: DiscussJ#3128

Re: Lizard Squad: A cartoony ZDoom mod - Version 5.2b releas

Postby lizardcommando » Mon Dec 11, 2017 12:07 pm

It was an intentional decision.

It was either explained in the text file or somewhere buried in this thread but the default class is just as the name implies. No special weapons, items and stats. It's as if you're playing as regular vanilla Doomguy. That's why I he's just an Exterminator with just his sidearm and the clothes on his back. I didn't see the need to have the heli-lizard pilot be designated as that class.
User avatar
lizardcommando
Thread killer
 
Joined: 07 Sep 2006
Location: Boringland, California

Re: Lizard Squad: A cartoony ZDoom mod - Version 5.2b releas

Postby Ed the Bat » Mon Dec 11, 2017 12:23 pm

Fair enough.
User avatar
Ed the Bat
I'm tired. I want to go home.
 
Joined: 03 May 2012
Location: Maryland, US

Re: Lizard Squad: A cartoony ZDoom mod - Version 5.2b releas

Postby Mere_Duke » Fri Dec 29, 2017 11:00 pm

The minor "bug": when you shoot one barrel of the SSG and reload, the load animation shows another loaded barrel as empty for no reason :)
User avatar
Mere_Duke
Code Inspector
 
Joined: 28 Aug 2016
Location: Russia

Re: Lizard Squad: A cartoony ZDoom mod - Version 5.2b releas

Postby Crudux Cruo » Mon Jan 01, 2018 12:03 pm

Just was playing through this again... a classic.
Could use a little love though, a sprite tweak there, a balance here, ect. for instance, some guns are held at the side, some held at 12 doom style; and the balance is perhaps a little off here or there, IDK.
User avatar
Crudux Cruo
"It's howdy doody time kiddies, the bad man is here."
 
Joined: 10 Apr 2006
Location: California

Re: Lizard Squad: A cartoony ZDoom mod - Version 5.2b releas

Postby ScooT9 » Wed Jan 03, 2018 4:48 pm

4 days and this mod is going to be 10 years old!
Is there going to be a 10th year anniversary or something?
User avatar
ScooT9
 
Joined: 20 Apr 2017
Location: m corporation

Re: Lizard Squad: A cartoony ZDoom mod - Version 5.2b releas

Postby lizardcommando » Thu Jan 04, 2018 9:15 pm

I still find it amazing that this mod is nearly 10 years old. It makes me happy there are still people out there playing this mod, despite its many flaws, lol. To anyone still playing this mod and enjoying it, thank you very much for your support and thank you for playing my mod.

Sadly, no there won't be anything to commemorate the 10 year anniversary. If there ever will be remaster or re-release of this mod, there would be a lot of changes. Most obviously would be the weapon sprites themselves. They were always in need of redoing. I'd probably remove some of the weapons. Classes would be removed as well.
User avatar
lizardcommando
Thread killer
 
Joined: 07 Sep 2006
Location: Boringland, California

Re: Lizard Squad: A cartoony ZDoom mod - Version 5.2b releas

Postby Mere_Duke » Fri Jan 05, 2018 12:26 pm

I must say that I was hating cartoonish mods (since times I've seen some ugly ones) but played Wool-Balls and then this one and surprisingly found them very well-made and enjoyable to play with some pwads. And now I'm surprised that this mod is so old, I was thinking it's a year or two old one.
User avatar
Mere_Duke
Code Inspector
 
Joined: 28 Aug 2016
Location: Russia

Re: Lizard Squad: A cartoony ZDoom mod - Version 5.2b releas

Postby lizardcommando » Wed Jan 10, 2018 9:47 pm

Well, I had nothing planned for the 10th anniversary of Lizard Squad (holy crap, has it really been 10 years?!), but I managed to dig this old video up that compared the old ICD-Lizard add of the super old Lizard War mod with Lizard Squad released back in 2010!



Now, the last time I checked, ICD-Lizard doesn't really work anymore with the last version of EDGE. I think reloading is completely bugged and the sword freezes the game.

Oh and if you guys are really curious, here are some old, old concept art dating back to around the year 2000 (well only one pic is, anyways)! Most of the old pics I have are of the Vanguarder MK3 and some random Exterminator stuff. I'll try to find some more old stuff to show you guys.

https://imgur.com/a/M1Z6P
User avatar
lizardcommando
Thread killer
 
Joined: 07 Sep 2006
Location: Boringland, California

PreviousNext

Return to Gameplay Mods

Who is online

Users browsing this forum: friendly_iceman:), jetstrange, MentzWolf, TDRR and 9 guests