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

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Re: [WIP]DuduKrazy's Guns III

Postby Duducrazy » Sun Jul 20, 2008 3:52 pm

Updated version is up now! see the first page for the download link.
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Re: [WIP]DuduKrazy's Guns III

Postby Matt » Tue Jul 22, 2008 12:24 am

What's the music in the second trailer?
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Re: [WIP]DuduKrazy's Guns III

Postby Duducrazy » Tue Jul 22, 2008 2:08 pm

Vaecrius wrote:What's the music in the second trailer?


the song is "Murakumo". from a japanese rock band called "Kagrra,".
i chose this song because it's all about traditional japanese instruments and i think
it fits well with the mod's theme.
after all, it's something like a futuristic feudal Japan.

Updates:

- i decided to scrap the jetpack and reimplement the UACRV* from the early versions of the mod. This time it will be a new player class rather than just a summonable "weapon".

º This new class cannot pickup and/or use any other weapons aside from the starting one. I will give this starting weapon infinite ammo and an alternate fire mode.

º Using the IDKFA/IDFA cheats, as well as the "give weapons" console command will no longer give all the weapons as i used the +CHEATNOTWEAPON flag on most of the weapons. I had to do this because i could still use the other weapons when using the codes while playing as the ship.

* stands for UAC Reconaissance Vehicle. Uses a modified Recon Car sprite from Duke Nukem 3D and the cockpit from Battlecruiser 3000AD. (the ship's cockpit is the only good thing about this game.)
Last edited by Duducrazy on Fri Jul 25, 2008 5:09 pm, edited 1 time in total.
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Re: [WIP]DuduKrazy's Guns III

Postby Duducrazy » Wed Jul 23, 2008 11:05 am

yet another beta version uploaded. see first page for details.
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Re: [WIP]DuduKrazy's Guns III

Postby Duducrazy » Thu Jul 24, 2008 12:31 pm

did anyone find any issues regarding the new player class? oh, and i want to know what should i add on the cockpit's visors.
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Re: [WIP]DuduKrazy's Guns III

Postby Imp Hunter » Thu Jul 24, 2008 2:05 pm

Duducrazy wrote:did anyone find any issues regarding the new player class? oh, and i want to know what should i add on the cockpit's visors.


Yes, if you use the cheat IDKFA, can you select the first :|
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Re: [WIP]DuduKrazy's Guns III

Postby Duducrazy » Thu Jul 24, 2008 2:46 pm

Imp Hunter wrote:
Duducrazy wrote:did anyone find any issues regarding the new player class? oh, and i want to know what should i add on the cockpit's visors.


Yes, if you use the cheat IDKFA, can you select the first :|


fixed!
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Re: [WIP]DuduKrazy's Guns III

Postby Nexar » Fri Jul 25, 2008 12:16 am

I Really Love This Wad!
Good Job!
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Re: [WIP]DuduKrazy's Guns III

Postby Duducrazy » Fri Jul 25, 2008 6:36 am

Updates:

- I finally found a way to switch to a player class at any time. I made a powerup based on the
Kittylator that when used, you'll immediately switch to the UACRV. In an early stage of the mod
development, i already had such idea but i found it too hard to implement and then i decided to
scrap it.

Implementing the basic part was easy, but half the battle. I soon came across some heavy bugs:
when the powerup runned out or you had exited a level while still transformed, you could still
fly and had the other class's weapon. And when you runned out of ammo, the other class's weapon
was automatically switched to.

Then i decided to make a script that takes away this weapon once you transform into the modified
DoomMarine class again. I just tested the new powerup this morning and so far, i succeeded on
implementing this new concept.

The reason why i decided to do it is simple: i felt it was strange to fly a ship on the original Doom levels,
given that most of these levels are all about indoor areas and tight hallways.

Now, does anyone have a radio transmitter pickup sprite so i can use it as the UACRV Radio pickup?
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Re: [WIP]DuduKrazy's Guns III

Postby Nexar » Fri Jul 25, 2008 12:33 pm

Here You Go!
You do not have the required permissions to view the files attached to this post.
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Re: [WIP]DuduKrazy's Guns III

Postby Duducrazy » Fri Jul 25, 2008 5:05 pm

The sprite looks good. However, i think i'm going to modify it a little, because it looks more like a detonator than a radio.
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Re: [WIP]DuduKrazy's Guns III

Postby Duducrazy » Fri Jul 25, 2008 5:54 pm

For those who downloaded the latest beta, i want to tell you a thing. What should i add on the UACRV's cockpit visors?
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Re: [WIP]DuduKrazy's Guns III

Postby Duducrazy » Fri Jul 25, 2008 9:15 pm

Updated beta version is out. see first page for more details

Updates:

- New Powerup Added: UACRV Radio.

- Changed one of the allied marines sprites. Male version
now uses the Commando sprite. (i'm not sure about where the sprite came from. i think it's from LameDuke.
i saw it in this thread: http://forum.zdoom.org/viewtopic.php?f=19&t=16125&st=0&sk=t&sd=a&hilit=community+beastiary&start=45)

- some small bug fixes which i can't remember right now.
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Re: [WIP]DuduKrazy's Guns III

Postby DrunkenMelon » Fri Jul 25, 2008 10:25 pm

Excellent work on the mod! :D Just a suggestion: replace some of the monsters with new ones from the Beastiary or something. The same old boring demons get kinda tedious. Again, just a suggestion. You're the creator and you can do whatever you want.
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Re: [WIP]DuduKrazy's Guns III

Postby Nexar » Sat Jul 26, 2008 1:57 am

You Should create another wad or pk3, and call it Duducrazy's Monsters!
And In That Wad You Have Multimonsters!
Like The Zombieman:
Zombieman
Suicide Bomber
Duke Nukem Trooper
Shotgun Marine
Pistol Marine
Zombie Marine
Heretic Gargyle
Hexen Ettin
And More!

PS: You Dont Have To Do It Becouse I Wanted You To!
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