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

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Re: [WIP]DuduKrazy's Guns III

Postby Tubers » Sat Jul 26, 2008 5:08 am

I didn't realise you carryed on making this! I did ask permission to use your guns through email and you haven't replied. Have you changed it recently?
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Re: [WIP]DuduKrazy's Guns III

Postby Duducrazy » Sat Jul 26, 2008 6:57 am

tubers93 wrote:I didn't realise you carryed on making this! I did ask permission to use your guns through email and you haven't replied. Have you changed it recently?


as long as you credit me, and the other authors, you can use my guns with no problem.
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Re: [WIP]DuduKrazy's Guns III

Postby Tubers » Sat Jul 26, 2008 10:35 am

Duducrazy wrote:
tubers93 wrote:I didn't realise you carryed on making this! I did ask permission to use your guns through email and you haven't replied. Have you changed it recently?


as long as you credit me, and the other authors, you can use my guns with no problem.


Phew good job i credited you
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Re: [WIP]DuduKrazy's Guns III

Postby Duducrazy » Sat Jul 26, 2008 10:37 am

I made this script which unmorphs back to the modified DoomMarine class but i'm having a problem: once i run the script, the unmorph happens as it should. but when i select the UACRV Radio, i can't use it at all!

Code: Select allExpand view
script 344 (void)
{
   {
   UnMorphActor(0,1);
        SetPlayerProperty (0,0,3);
        GiveInventory("UACRVRadioPickup", 1);
   }
}
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Re: [WIP]DuduKrazy's Guns III

Postby DrunkenMelon » Sat Jul 26, 2008 11:57 am

nexar2 wrote: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!


I seriously recommend this. But what Nexar said, You don't Have to do it because we wanted you to.
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Re: [WIP]DuduKrazy's Guns III

Postby Duducrazy » Wed Jul 30, 2008 9:43 am

Updates:

- With some help from MartinHowe (Thank you very much, man!), i finally managed to fix the morph actor's teleporter beacon spawn bug.
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Re: [WIP]DuduKrazy's Guns III

Postby leileilol » Wed Jul 30, 2008 3:30 pm

pistols aim too far up to ceiling as in the sprite itself

shotgun has no real pump animation, lame to use

this wad sucks for a keyboarder doomer
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Re: [WIP]DuduKrazy's Guns III

Postby Nexar » Fri Aug 01, 2008 2:49 am

i hope you could use these guns!
Das Shotgun
Shadow Warrior Ninja Stars

Why Dont The IDKFA Cheat Working Anymore?
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Re: [WIP]DuduKrazy's Guns III

Postby Duducrazy » Fri Aug 01, 2008 7:59 am

Why Dont The IDKFA Cheat Working Anymore?


the idkfa cheat works again! i had to use the +CHEATNOTWEAPON flag to make sure you would not use another class's weapons. now that i made a powerup which makes you change between the two classes at anytime, there's no more need for using the flag, so i removed it. after all, when playing as the UACRV, picking up weapons and other things affects only the modified DoomMarine class.

example: you used the Radio and then you picked up the Railgun. When you press the Y key to exit the ship, you can switch to that weapon normally.

Now as for the weapons...

- The shotgun from Chasm: The Rift is cool but it's getting a little overused.

- I liked the Shurikens, but if i really add this weapon, i'll have to modify it. Basically i'll need to take out those "bracers" and darken the hands area to look like gloves. And i'm not very good at editing sprites, despite some nice edits like the modified Devastator Weapon.

- Sorry about this, but the fortune cookie is a no-go. That thing AFAIK is from chinese origin. Although the mod is inspired by SW, i'm trying to avoid any culture confusion like what happens in the game.
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Re: [WIP]DuduKrazy's Guns III

Postby Nexar » Fri Aug 01, 2008 11:05 am

Here Is Some Weapon Sprites With Black Gloves!
PS: The Uzi's Gloves And The Marack's(The Skull Shooter) Is Weapons I Have Edited Myself!
The Guns Are:
Scout Knife- Not Very Good But Better Then The Fists
Baretta Elite- Pretty Good, Better Then The Normal Doom Pistol
Uzi- Very Good, And Fast! But Have 160 Bullets Only
Marack, Power Of God- The Best Weapon Of These I Have! It Will Destroy Crush And Kill Everyone In A Hole Room!
Chainsaw- The Normal Doom Chainsaw But a Little Bit Stronger!

And Those Zombie Death Frames Are For The Katana!
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Re: [WIP]DuduKrazy's Guns III

Postby Duducrazy » Fri Aug 01, 2008 11:50 am

Updates:

- New weapon added: MP-10 SMGs.

This weapon is on slot 4. It's a very rare weapon which can only be found on maps that have the SS guys. (Doom 2 Map 31 and 32)
Uses Uzi firing sound from SW and MP5K sprites from Duke 64. The weapon has high rate of fire, ammo consumption and recoil. Not affected by the scroll.

- New screenshots uploaded! See the first page for more details.
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Re: [WIP]DuduKrazy's Guns III

Postby Nexar » Fri Aug 01, 2008 1:18 pm

Here Is Some More Weapons!
Spade- A Normal Digging Spade! Medium Good Weapon
MP5- A MP5 Fast And Good Weapon!
Machine Gun- A Serious Machine Gun! Slow At The Beginning But Fast When You Shoot
Strat 55- Very Strong But Also Having 160 Bullets!

Hope You Add Them!
Plus They Got Black Gloves!
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Re: [WIP]DuduKrazy's Guns III

Postby Duducrazy » Fri Aug 01, 2008 1:33 pm

I'm sorry, but i didn't like these weapons. They look dull and overused to me.
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Re: [WIP]DuduKrazy's Guns III

Postby leileilol » Fri Aug 01, 2008 1:39 pm

I'm pretty sure if he wanted to look for those other weapon sprites, he would. There's no real need to paste them here like it's yours.
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Re: [WIP]DuduKrazy's Guns III

Postby Imp Hunter » Fri Aug 01, 2008 3:00 pm

Hey the Spade isn't Overused :(
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