DuduKrazy's Guns III [IT'S OVER!]

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Re: [WIP]DuduKrazy's Guns III

Postby Duducrazy » Sun Jul 13, 2008 6:58 pm

Updates:

- One more bug fixed

- Remade the Fusion Cannon projectile and the RPG-8 hud weapon sprites. They should look much better now!
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Re: [WIP]DuduKrazy's Guns III

Postby Duducrazy » Sun Jul 13, 2008 8:27 pm

Updated beta version is up now! Redownload it!
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Re: [WIP]DuduKrazy's Guns III

Postby Nexar » Thu Jul 17, 2008 12:41 pm

SBARINFO Line2
Bad Syntax!
stupid error!
fix it!
Or atleast take that custom status bar away!
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Re: [WIP]DuduKrazy's Guns III

Postby Ryan Cordell » Thu Jul 17, 2008 5:26 pm

Or upgrade if you have an old version of ZDoom.
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Re: [WIP]DuduKrazy's Guns III

Postby Lord_Z » Fri Jul 18, 2008 1:41 am

I have the newest version and it does the same thing.
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Re: [WIP]DuduKrazy's Guns III

Postby DBThanatos » Fri Jul 18, 2008 4:31 am

Tested with r1069 and works fine. You must use the newest SVN.
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Re: [WIP]DuduKrazy's Guns III

Postby Duducrazy » Fri Jul 18, 2008 7:07 am

Updates:

- Remade the fists and added some new attacks.

- New crosshair added.

does anyone else have found any issues or something that could be improved? i just want to know.
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Re: [WIP]DuduKrazy's Guns III

Postby Nexar » Fri Jul 18, 2008 7:49 am

I Tested it on every port And All Has Different Errors!
I Tested It On:
Skulltag v097d-RC9
GZDoom-Bin-1-1-02
ZDoom-2.1.7
Doom Legacy-V1.40
Skulltag v097d-RC10
Doomsday
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Re: [WIP]DuduKrazy's Guns III

Postby Duducrazy » Fri Jul 18, 2008 9:07 am

you must have the latest svn revision of GZDoom. you can get it here:

http://nash.wanzafran.com/doomstuff/svn/
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Re: [WIP]DuduKrazy's Guns III

Postby Nexar » Fri Jul 18, 2008 11:58 am

Thanks!
Its working! COOL MOD MAN!!!!!!
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Re: [WIP]DuduKrazy's Guns III

Postby DBThanatos » Fri Jul 18, 2008 7:16 pm

Duducrazy wrote:does anyone else have found any issues or something that could be improved? i just want to know.

Well, I have been toying around with the gunfire script, and I think it looks good in the pistol when this is done:

Code: Select allExpand view
   Fire:
      DDEG B 0 A_JumpIfNoAmmo(21)
      DDEG B 0 A_JumpIfInventory("DeaglesSeq",1,11)
      DDEG B 0 A_Light1
      DDEG B 0 A_PlayWeaponSound("weapons/dualdeaglefire")
      DDEG B 1 Bright A_FireBullets(3,2,-1,5.5,"Puff2",1)
      DDEG C 0 A_Light0
      DDEG C 0 A_FireCustomMissile("BulletCasingSpawner",0,0,-16,0)
      DDEG C 0 A_FireCustomMissile("GunSmokeSpawner",0,0,-9,9)
      DDEG C 0 ACS_Execute(287,0,20,random(2,4),0)
      DDEG C 1
      DDEG D 1 ACS_Execute(287,0,-20,random(2,4),0)  //this one neutralizes the old one
      DDEG A 0 A_GiveInventory("DeaglesSeq",1)
      Goto Ready
      DDEG E 0 A_Light1
      DDEG E 0 A_PlayWeaponSound("weapons/dualdeaglefire")
      DDEG E 1 Bright A_FireBullets(3,2,-1,5.5,"Puff2",1)
      DDEG E 0 A_Light0
      DDEG E 0 A_FireCustomMissile("GunSmokeSpawner",0,0,9,9)
      DDEG E 0 A_FireCustomMissile("BulletCasingSpawner",0,0,16,0)
      DDEG E 0 ACS_Execute(287,0,20,random(2,4),0)
      DDEG F 1
      DDEG G 1 ACS_Execute(287,0,-20,random(2,4),0)    //this one neutralizes the old one
      DDEG A 0 A_TakeInventory("DeaglesSeq",1)
      Goto Ready

In this way, you get a screen shake preserving your aim. The "out of control" aiming shake is good for the heavy weapons, even for the shotgun, as the kick is pretty hard, but in the case of the pistols, while it does have a kickback, you should be able to normalize it easily as you are a trained marine or something like that :P. Still, is not so important, because that's the only weapon i see that could need it.

Also, a combination of A_Recoil (low values) plus this script, makes a good effect ;)
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Re: [WIP]DuduKrazy's Guns III

Postby Nexar » Sat Jul 19, 2008 2:13 am

it would be cool With the heart from shadow warrior!
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Re: [WIP]DuduKrazy's Guns III

Postby Duducrazy » Sat Jul 19, 2008 8:17 am

Updates:

- You'll no longer take friendly fire from the allied marines.

nexar2 wrote:it would be cool With the heart from shadow warrior!


cool idea. but what kind of attack should this weapon perform?
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Re: [WIP]DuduKrazy's Guns III

Postby Nexar » Sat Jul 19, 2008 8:37 am

When you squees that heart a lost soul comming out and kill one enemy then it disappear!
and zombies will drop his heart, so you can pick it up!
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Re: [WIP]DuduKrazy's Guns III

Postby .+:icytux:+. » Sat Jul 19, 2008 9:23 am

i likes :D

the bfg was just rad :D if you want it "more powerful" against cyberdemon's etc. try putting +ForceradiusDmg on the projectile :D
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