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

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Re: [WIP]DuduKrazy's Guns III

Postby Nexar » Sat Aug 02, 2008 12:23 am

Its Okey!
But The Barreta And Knife Have Only Been Seen In One Wad Called Goodguys!
But Now The Goodguys Is Not Working!
And The Uzi And Marack Have Never Been Used Becouse I Have edit them!
If There Is A Weapon Sprite You Want, Just Ask Me!
Or PM Me!
Im Going To Do A Wad With All Those Sprites! :D :D
Can I Get Permission To Use The Katana? I Have No Weapon That Can Do Those Death Frames!
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Re: [WIP]DuduKrazy's Guns III

Postby wildweasel » Sat Aug 02, 2008 12:45 am

The scoped weapon at the bottom of the last picture is a Xaser edit. Might want to ask his permission before you use it.
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Re: [WIP]DuduKrazy's Guns III

Postby MartinHowe » Sat Aug 02, 2008 2:52 am

nexar2 wrote:But The Barreta And Knife Have Only Been Seen In One Wad Called Goodguys!
But Now The Goodguys Is Not Working!

Hey, that's news to me :)

The knife animation was reworked - looks different from that now - and the pistols were ripped - legally - from Espi's GunsPC, an old EDGE weapon mod. Most of the low-tech weapons are a straight port of GunsPC (and Kaiser's mini-mod of it, "RealGuns") to DECORATE.

As to it not working, well what was I playing the whole of ZPack E1 with, then :P What's holding it up are two things, mostly: the need to make all the hands consistent (I'm a programmer, but suck at spriting) and make a sensible morph powerup for the black magic subset.

OK, enough derailing Dudu's thread, already :)
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Re: [WIP]DuduKrazy's Guns III

Postby Duducrazy » Sun Aug 03, 2008 9:14 am

Updates:

- New weapon added: C-37 Minelayer.

    - Based on Cutmanmike's minelayer.

    - Shoots some proximity grenades.
    They are detonated when an enemy
    gets close to them.

    - Sprites: Modified Shredder from Turok 2

    - Sounds: Immoral Conduct (Grenade Launcher mode),
    Shadow Warrior (Minelayer mode)
    Duke3d (Mine bounce)

    - Slot: 6

    - Scroll-affected version will be a grenade launcher.
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Re: [WIP]DuduKrazy's Guns III

Postby Duducrazy » Sun Aug 03, 2008 1:10 pm

Updates:

- Remade the M800 Chaingun sprites and animations.

- Remade the M870 combat shotgun's animations. On both weapons, the animations
are more smoother now.
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Re: [WIP]DuduKrazy's Guns III

Postby Tubers » Tue Aug 05, 2008 5:28 am

Hopefully the final version is released at doomworld :wink:
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Re: [WIP]DuduKrazy's Guns III

Postby Duducrazy » Tue Aug 12, 2008 8:44 pm

Updates:

- Remade the Laser Assault Rifle. I decided to use a modified Hunting Rifle sprite from Redneck Rampage.

I'm also planning to either replace the Halo 2 Battle Rifle with the Pulse Rifle from Aliens Vs. Predator (the first one on the PC) or just leave the current weapon as-is. I even made a poll at the Editing section.
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Re: [WIP]DuduKrazy's Guns III

Postby Orangewaggs » Tue Aug 12, 2008 9:11 pm

when is the next release update :D ?
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Re: [WIP]DuduKrazy's Guns III

Postby leileilol » Tue Aug 12, 2008 9:24 pm

This mod runs slow on Pentium :(
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Re: [WIP]DuduKrazy's Guns III

Postby chronoteeth » Wed Aug 13, 2008 6:37 am

Aww, you changed the laser rifle? That gun looked good.
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Re: [WIP]DuduKrazy's Guns III

Postby Duducrazy » Wed Aug 13, 2008 6:57 am

Updates:

- Re-added the original Laser Assault Rifle. the modified RR Hunting Rifle was more of a proof-of-concept weapon. i mean, i thought some sort of futuristic AK-47 would look better but i felt the sprite was badly detailed compared to my Assault Rifle rip from Shogo: Mobile Armor DIvision.
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Re: [WIP]DuduKrazy's Guns III

Postby wolf00 » Fri Aug 22, 2008 5:28 am

from ninja weapons to modern weapons... i think i found something

Image
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Re: [WIP]DuduKrazy's Guns III

Postby Mortarion » Fri Aug 22, 2008 10:40 am

uuuummm... at the risk of sounding like a complete clod, has anyone noticed that shells dont lower with lifts?
i was playing using original doom for the iwad, and noticed after I iced some imps with the dbsg that the shells did'nt lower with the lift I was on after they stopped spinning.(?) and in such a fashion, when a lift goes up, it leaves the shells at ground level when the lift goes up. would the +noclip flag have somthing to do with this? cheers, :cheers: I should be working on things :D
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Re: [WIP]DuduKrazy's Guns III

Postby Duducrazy » Fri Aug 22, 2008 11:22 am

I already fixed that bug.
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Re: [WIP]DuduKrazy's Guns III

Postby Eisenfaust1986 » Sun Aug 24, 2008 6:13 am

Hello, Dudukrazy:

I've just recently tested your mod and, so far, I am liking what I see in the game. There's just one thing that I think needs some work (and maybe you might want to do this in a "non-beta" release, depending on circumstances): getting rid of the "me-too syndrome" that the item pickups sounds have in the game. Take my word for it, it's just a very small thing that made weapon mods like Doom Enhanced, and the ever-so-great Immoral Conduct among others very successful that you might want to consider doing for this one. I hope you find this suggestion helpful. Oh, and good luck making your changes. :wink:
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