Lizard Squad: A cartoony ZDoom mod - Version 5.2b release!
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.
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.
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- Posts: 931
- Joined: Sun Jun 03, 2007 7:25 am
- Location: SPAIN
Re: The Exterminator: Bigger Backpack Edition (Need some help)
*ahem* See it yourself:
http://es.youtube.com/watch?v=-3j8BAHphQ0
http://es.youtube.com/watch?v=-3j8BAHphQ0
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- Location: in "the darkness that lurks in our mind"
Re: The Exterminator: Bigger Backpack Edition (Need some help)
@juan: man, if you want that monster to appear somewhere, you either make it serious, or drop it into your mods, because as is, it's only a ego feeder for you (no offence).
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- Posts: 1489
- Joined: Thu Sep 07, 2006 12:24 pm
- Location: Boringland, California
Re: The Exterminator: Bigger Backpack Edition (Need some help)
I've seen that thing before and quite honestly, I don't want that monster anywhere near my mod, if that's what you're trying to imply.
EDIT: Ok, this is pretty cool. The Custom HUD works now in the latest SVN version of ZDoom (R908). The Statusbar HUD is still really fugly looking, but it's somewhat functional.
EDIT: Ok, this is pretty cool. The Custom HUD works now in the latest SVN version of ZDoom (R908). The Statusbar HUD is still really fugly looking, but it's somewhat functional.
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- Posts: 976
- Joined: Sat Dec 01, 2007 6:28 pm
Re: The Exterminator: Bigger Backpack Edition (Need some help)
Now with the "aspectratio" option, the fullscreen sbarinfo looks good on whatever resolution you use. Modify as you see fit.
statusbar fullscreen
{
aspectratio "16:9"
{
drawimage "MEDIA0", -32, 198;
drawnumber 3, HUDFONT_DOOM, red, health, 29, 181;
drawimage armoricon, -32, 175;
drawnumber 3, HUDFONT_DOOM, red, armor, 29, 159;
drawimage ammoicon1, 358, 197;
drawnumber 3, HUDFONT_DOOM, red, ammo1, 347, 181;
drawimage ammoicon2, 358, 175;
drawnumber 3, HUDFONT_DOOM, red, ammo2, 347, 159;
drawmugshot "STF", 5, 31, 166;
gamemode deathmatch, teamgame
{
drawnumber 2, HUDFONT_DOOM, red, frags, 276, 1;
}
gamemode cooperative, singleplayer
{
drawswitchableimage BlueCard, "nullimage", "STKEYS0", 360, 2;
drawswitchableimage YellowCard, "nullimage", "STKEYS1", 360, 12;
drawswitchableimage RedCard, "nullimage", "STKEYS2", 360, 22;
drawswitchableimage BlueSkull, "nullimage", "STKEYS3", 350, 2;
drawswitchableimage YellowSkull, "nullimage", "STKEYS4", 350, 12;
drawswitchableimage RedSkull, "nullimage", "STKEYS5", 350, 22;
}
drawselectedinventory INDEXFON, 306, 148;
}
aspectratio "16:10"
{
drawimage "MEDIA0", -15, 196;
drawnumber 3, HUDFONT_DOOM, red, health, 45, 180;
drawimage armoricon, -15, 172;
drawnumber 3, HUDFONT_DOOM, red, armor, 45, 156;
drawimage ammoicon1, 341, 196;
drawnumber 3, HUDFONT_DOOM, red, ammo1, 330, 180;
drawimage ammoicon2, 341, 172;
drawnumber 3, HUDFONT_DOOM, red, ammo2, 330, 156;
drawmugshot "STF", 5, 48, 166;
gamemode deathmatch, teamgame
{
drawnumber 2, HUDFONT_DOOM, red, frags, 276, 1;
}
gamemode cooperative, singleplayer
{
drawswitchableimage BlueCard, "nullimage", "STKEYS0", 343, 2;
drawswitchableimage YellowCard, "nullimage", "STKEYS1", 343, 12;
drawswitchableimage RedCard, "nullimage", "STKEYS2", 343, 22;
drawswitchableimage BlueSkull, "nullimage", "STKEYS3", 333, 2;
drawswitchableimage YellowSkull, "nullimage", "STKEYS4", 333, 12;
drawswitchableimage RedSkull, "nullimage", "STKEYS5", 333, 22;
}
drawselectedinventory INDEXFON, 306, 148;
}
aspectratio "4:3"
{
drawimage "MEDIA0", 20, 196;
drawnumber 3, HUDFONT_DOOM, red, health, 80, 180;
drawimage armoricon, 20, 172;
drawnumber 3, HUDFONT_DOOM, red, armor, 80, 156;
drawimage ammoicon1, 306, 196;
drawnumber 3, HUDFONT_DOOM, red, ammo1, 295, 180;
drawimage ammoicon2, 306, 172;
drawnumber 3, HUDFONT_DOOM, red, ammo2, 295, 156;
drawmugshot "STF", 5, 83, 166;
gamemode deathmatch, teamgame
{
drawnumber 2, HUDFONT_DOOM, red, frags, 276, 1;
}
gamemode cooperative, singleplayer
{
drawswitchableimage BlueCard, "nullimage", "STKEYS0", 308, 2;
drawswitchableimage YellowCard, "nullimage", "STKEYS1", 308, 12;
drawswitchableimage RedCard, "nullimage", "STKEYS2", 308, 22;
drawswitchableimage BlueSkull, "nullimage", "STKEYS3", 298, 2;
drawswitchableimage YellowSkull, "nullimage", "STKEYS4", 298, 12;
drawswitchableimage RedSkull, "nullimage", "STKEYS5", 298, 22;
}
drawselectedinventory INDEXFON, 306, 148;
}
}
statusbar fullscreen
{
aspectratio "16:9"
{
drawimage "MEDIA0", -32, 198;
drawnumber 3, HUDFONT_DOOM, red, health, 29, 181;
drawimage armoricon, -32, 175;
drawnumber 3, HUDFONT_DOOM, red, armor, 29, 159;
drawimage ammoicon1, 358, 197;
drawnumber 3, HUDFONT_DOOM, red, ammo1, 347, 181;
drawimage ammoicon2, 358, 175;
drawnumber 3, HUDFONT_DOOM, red, ammo2, 347, 159;
drawmugshot "STF", 5, 31, 166;
gamemode deathmatch, teamgame
{
drawnumber 2, HUDFONT_DOOM, red, frags, 276, 1;
}
gamemode cooperative, singleplayer
{
drawswitchableimage BlueCard, "nullimage", "STKEYS0", 360, 2;
drawswitchableimage YellowCard, "nullimage", "STKEYS1", 360, 12;
drawswitchableimage RedCard, "nullimage", "STKEYS2", 360, 22;
drawswitchableimage BlueSkull, "nullimage", "STKEYS3", 350, 2;
drawswitchableimage YellowSkull, "nullimage", "STKEYS4", 350, 12;
drawswitchableimage RedSkull, "nullimage", "STKEYS5", 350, 22;
}
drawselectedinventory INDEXFON, 306, 148;
}
aspectratio "16:10"
{
drawimage "MEDIA0", -15, 196;
drawnumber 3, HUDFONT_DOOM, red, health, 45, 180;
drawimage armoricon, -15, 172;
drawnumber 3, HUDFONT_DOOM, red, armor, 45, 156;
drawimage ammoicon1, 341, 196;
drawnumber 3, HUDFONT_DOOM, red, ammo1, 330, 180;
drawimage ammoicon2, 341, 172;
drawnumber 3, HUDFONT_DOOM, red, ammo2, 330, 156;
drawmugshot "STF", 5, 48, 166;
gamemode deathmatch, teamgame
{
drawnumber 2, HUDFONT_DOOM, red, frags, 276, 1;
}
gamemode cooperative, singleplayer
{
drawswitchableimage BlueCard, "nullimage", "STKEYS0", 343, 2;
drawswitchableimage YellowCard, "nullimage", "STKEYS1", 343, 12;
drawswitchableimage RedCard, "nullimage", "STKEYS2", 343, 22;
drawswitchableimage BlueSkull, "nullimage", "STKEYS3", 333, 2;
drawswitchableimage YellowSkull, "nullimage", "STKEYS4", 333, 12;
drawswitchableimage RedSkull, "nullimage", "STKEYS5", 333, 22;
}
drawselectedinventory INDEXFON, 306, 148;
}
aspectratio "4:3"
{
drawimage "MEDIA0", 20, 196;
drawnumber 3, HUDFONT_DOOM, red, health, 80, 180;
drawimage armoricon, 20, 172;
drawnumber 3, HUDFONT_DOOM, red, armor, 80, 156;
drawimage ammoicon1, 306, 196;
drawnumber 3, HUDFONT_DOOM, red, ammo1, 295, 180;
drawimage ammoicon2, 306, 172;
drawnumber 3, HUDFONT_DOOM, red, ammo2, 295, 156;
drawmugshot "STF", 5, 83, 166;
gamemode deathmatch, teamgame
{
drawnumber 2, HUDFONT_DOOM, red, frags, 276, 1;
}
gamemode cooperative, singleplayer
{
drawswitchableimage BlueCard, "nullimage", "STKEYS0", 308, 2;
drawswitchableimage YellowCard, "nullimage", "STKEYS1", 308, 12;
drawswitchableimage RedCard, "nullimage", "STKEYS2", 308, 22;
drawswitchableimage BlueSkull, "nullimage", "STKEYS3", 298, 2;
drawswitchableimage YellowSkull, "nullimage", "STKEYS4", 298, 12;
drawswitchableimage RedSkull, "nullimage", "STKEYS5", 298, 22;
}
drawselectedinventory INDEXFON, 306, 148;
}
}
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- Posts: 1489
- Joined: Thu Sep 07, 2006 12:24 pm
- Location: Boringland, California
Re: The Exterminator: Bigger Backpack Edition (Need some help)
I'm not working on the HUD right now so I'm going to concentrate on working to ejecting shell casings and magazines. Unfortunately, I have no idea on how to do this. Can someone help me out with this? I have shell casings and magazines defined in the coding, but I haven't the slightest clue as to how to put them into the game.
Help me out please?
Help me out please?
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Re: The Exterminator: Bigger Backpack Edition (Need some help)
The way I did it:lizardcommando wrote:I'm not working on the HUD right now so I'm going to concentrate on working to ejecting shell casings and magazines. Unfortunately, I have no idea on how to do this. Can someone help me out with this? I have shell casings and magazines defined in the coding, but I haven't the slightest clue as to how to put them into the game.
Help me out please?
- make a shell casing actor that consists of a tiny bouncing projectile with +bounceonactors. On death the casing changes its flags so that it is no longer a projectile and (depending on your taste) eventually disappears.
- make a dummy projectile that is shot out of your weapon when you need the casing.
- when that dummy projectile spawns, have it immediately call A_SpawnItemEx to generate a casing a few inches in front of it, moving roughly perpendicular to its own direction. Once that casing has spawned, have the dummy projectile disappear.
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- Posts: 1489
- Joined: Thu Sep 07, 2006 12:24 pm
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Re: The Exterminator: Bigger Backpack Edition (New Demo Release)
Hey guys, sorry for the gigantic bump, but here's the last demo for now. I was going to make a new video for this mod, but I couldn't think of what I would do in it... Anyways, here's the link:
http://www.megaupload.com/?d=RRHQ6YE7
So here's what's new with this version:
So tell me what you guys think of it.
http://www.megaupload.com/?d=RRHQ6YE7
So here's what's new with this version:
- *The LV Armor now spawns debris when it dies.
*Brand new enemy, the Medic Lizard!
*Remade the Barney Calhoun Lizard sprites!
*Placed the Silenced Machine Pistol back in the mod, but with a totally new look to it!
*There's a brand new Fullscreen HUD!
*Ejecting shell casings and dropped magazines are now in this mod!
So tell me what you guys think of it.
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- Posts: 216
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- Location: kladno czech republic
Re: The Exterminator: Bigger Backpack Edition (New Demo Release)
weapons system: found new weapon & reload before combat is nice .... so where is spas 12 ?
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- Posts: 1489
- Joined: Thu Sep 07, 2006 12:24 pm
- Location: Boringland, California
Re: The Exterminator: Bigger Backpack Edition (New Demo Release)
I got rid of the Assault Shotgun because I didn't like how it looked and it was a cheap gun.
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- Location: kladno czech republic
Re: The Exterminator: Bigger Backpack Edition (New Demo Release)
in original icd-lizard exist weapon like fn p90 smg ...
so i have idea,this mod have bc lizard i think it is time intructing otis on scene ...
http://images.google.cz/images?client=f ... 1zky&gbv=2
so i have idea,this mod have bc lizard i think it is time intructing otis on scene ...
http://images.google.cz/images?client=f ... 1zky&gbv=2
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- Posts: 1489
- Joined: Thu Sep 07, 2006 12:24 pm
- Location: Boringland, California
Re: The Exterminator: Bigger Backpack Edition (New Demo Release)
You know, I was actually going to make an Otis Lizard, but that was for an old EDGE mod I was planning on making, but it was scrapped. I don't think it would be necessary for him to make an appearance in this mod. I'm not going to add in any more weapons. If I did though, the only thing coming back would be the Molotov Cocktails. The coding is totally fucked up for it unfortunately. That's why I got rid of it.
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- Posts: 1000
- Joined: Wed Sep 17, 2008 9:31 am
Re: The Exterminator: Bigger Backpack Edition (New Demo Release)
hey liz-commando, wat about da akimbo SMG reloading thing, i say it should reload like dis:
1. If its empty, both da SMG's ammunition are taken out.
2. Just reload dem both each to make it quick.
Well, unless ur leavin da reloadin u have now. just givin some ideas.
1. If its empty, both da SMG's ammunition are taken out.
2. Just reload dem both each to make it quick.
Well, unless ur leavin da reloadin u have now. just givin some ideas.
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Re: The Exterminator: Bigger Backpack Edition (New Demo Release)
@lizardcommando:Hell it's better than what I can do.You should see the ppsh I tried drawing up for my wolf tc...Terrible.
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Re: The Exterminator: Bigger Backpack Edition (New Demo Release)
Really? Like how terreble? u can show me.
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