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

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are only for 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.
User avatar
Duducrazy
Posts: 600
Joined: Sat Aug 21, 2004 6:16 pm

Re: [WIP]DuduKrazy's Guns III

Post by Duducrazy »

Updated version is up now! see the first page for the download link.
User avatar
Matt
Posts: 9696
Joined: Sun Jan 04, 2004 5:37 pm
Preferred Pronouns: They/Them
Operating System Version (Optional): Debian Bullseye
Location: Gotham City SAR, Wyld-Lands of the Lotus People, Dominionist PetroConfederacy of Saudi Canadia

Re: [WIP]DuduKrazy's Guns III

Post by Matt »

What's the music in the second trailer?
User avatar
Duducrazy
Posts: 600
Joined: Sat Aug 21, 2004 6:16 pm

Re: [WIP]DuduKrazy's Guns III

Post by Duducrazy »

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.
User avatar
Duducrazy
Posts: 600
Joined: Sat Aug 21, 2004 6:16 pm

Re: [WIP]DuduKrazy's Guns III

Post by Duducrazy »

yet another beta version uploaded. see first page for details.
User avatar
Duducrazy
Posts: 600
Joined: Sat Aug 21, 2004 6:16 pm

Re: [WIP]DuduKrazy's Guns III

Post by Duducrazy »

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.
User avatar
Imp Hunter
Posts: 684
Joined: Sat Jul 05, 2008 6:20 am
Location: Brazil

Re: [WIP]DuduKrazy's Guns III

Post by Imp Hunter »

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 :|
User avatar
Duducrazy
Posts: 600
Joined: Sat Aug 21, 2004 6:16 pm

Re: [WIP]DuduKrazy's Guns III

Post by Duducrazy »

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!
User avatar
Nexar
Posts: 93
Joined: Thu Jul 17, 2008 3:20 am
Location: Sweden

Re: [WIP]DuduKrazy's Guns III

Post by Nexar »

I Really Love This Wad!
Good Job!
User avatar
Duducrazy
Posts: 600
Joined: Sat Aug 21, 2004 6:16 pm

Re: [WIP]DuduKrazy's Guns III

Post by Duducrazy »

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?
User avatar
Nexar
Posts: 93
Joined: Thu Jul 17, 2008 3:20 am
Location: Sweden

Re: [WIP]DuduKrazy's Guns III

Post by Nexar »

Here You Go!
You do not have the required permissions to view the files attached to this post.
User avatar
Duducrazy
Posts: 600
Joined: Sat Aug 21, 2004 6:16 pm

Re: [WIP]DuduKrazy's Guns III

Post by Duducrazy »

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.
User avatar
Duducrazy
Posts: 600
Joined: Sat Aug 21, 2004 6:16 pm

Re: [WIP]DuduKrazy's Guns III

Post by Duducrazy »

For those who downloaded the latest beta, i want to tell you a thing. What should i add on the UACRV's cockpit visors?
User avatar
Duducrazy
Posts: 600
Joined: Sat Aug 21, 2004 6:16 pm

Re: [WIP]DuduKrazy's Guns III

Post by Duducrazy »

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= ... y&start=45)

- some small bug fixes which i can't remember right now.
DrunkenMelon
Posts: 14
Joined: Mon Mar 31, 2008 9:34 pm

Re: [WIP]DuduKrazy's Guns III

Post by DrunkenMelon »

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.
User avatar
Nexar
Posts: 93
Joined: Thu Jul 17, 2008 3:20 am
Location: Sweden

Re: [WIP]DuduKrazy's Guns III

Post by Nexar »

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!

Return to “Gameplay Mods”