scalliano's 667 Shuffle! - IT'S BACK!!

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scalliano
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Location: Ireland

Re: scalliano's 667 Shuffle! - NEW VERSION

Post by scalliano »

@Vader: I couldn't NOT have him in there. He's too damn cool :P

Anyway, another update, primarily for bugfixes and testing out the new ammo drop setup:

- Fixed a crash issue where the Netherworld Queen wasn't being called properly
- All cybernetic monsters now drop ammo upon death, and zombies drop fewer medium ammo kits
- A few new enemies, including the NailBorg and Quad Shotgun Guy (had to, really :P)
- Fixed a sprite clash issue with the Pyro Imp and Incubus
- Sniper Rifle now shares its slot with the regular Rifle

Let me know what you think of the changes, and any issues, as always.
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paradox_tn
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Re: scalliano's 667 Shuffle! - NEW VERSION

Post by paradox_tn »

Thank you scalliano. Its was a one day of me to figure it that out. I'm experimenting some things of your mod and I actually combine with Perkristan's Smoother Weapon Animations! My goal is to make more zombie enemies uses all the other weapons can be true for them to fire the same way as the player does! It will take some time and I will try to make it happen for ya scalliano... :)
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scalliano
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Re: scalliano's 667 Shuffle! - NEW VERSION

Post by scalliano »

Another update! Changes are as follows:

- MOAR STUFFZ!!11
- After discovering a number of spawning issues, the Moloch has been put back on the Spider Mastermind's roster. This is because of his sheer size - on some maps (usually ones with teleport containers) he will get stuck in his spawn spot unable to move. Because of this I've also moved the Source Guardian on to the Cyberdemon's roster and given him more health to compensate.
- The Guard Sphere should now appear without any problems.
- The Armour Sphere will now randomly spawn in place of the Mega Armour. This should stop you getting fucked over when you're at death's door expecting a Megasphere.

Enjoy, and you know the drill!
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supergoofy
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Re: scalliano's 667 Shuffle! - NEW VERSION

Post by supergoofy »

WOW! The mod has been improved greatly! Nice work, thanks :D
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Recurracy
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Re: scalliano's 667 Shuffle! - NEW VERSION

Post by Recurracy »

[quote]- MOAR STUFFZ!!11/quote][
does that improve the quality of the wad? |Unles s you want this wad to be like Plague or Aow, then it does.
Nightmare Doom
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Re: scalliano's 667 Shuffle! - NEW VERSION

Post by Nightmare Doom »

Here's a suggestion...

Why not add everysingle enemy/weapon/item/etc from Tormentor's667 site?
Gez
 
 
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Re: scalliano's 667 Shuffle! - NEW VERSION

Post by Gez »

Because it would be lame?
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scalliano
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Re: scalliano's 667 Shuffle! - NEW VERSION

Post by scalliano »

Gez wrote:Because it would be lame?
QFT.

@Recurracy: The joke is obviously lost on you :P

EDIT: Or, maybe not...
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scalliano
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Re: scalliano's 667 Shuffle! - NEW VERSION

Post by scalliano »

BUMP

Quick interim bugfix release which addresses a couple of issues:

- Machete now spawns properly
- Blue Armor was permanently replaced by Green Armour - fixed

New version coming soon. Keep 'em peeled!
Nightmare Doom
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Re: scalliano's 667 Shuffle! - NEW VERSION

Post by Nightmare Doom »

Gez wrote:Because it would be lame?
I think you may have a point which mostly the stationary monsters like the hanging ceiling monsters, turrents, plant pods, etc wouldn't work too much but I don't see why the others couldn't...
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scalliano
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Re: scalliano's 667 Shuffle! - BUGFIX RELEASE

Post by scalliano »

With the exception of this little bugfix, the mod is growing with every new version. Adding stuff in chunks allows me to work out any conflicts which may occur more easily. Throwing everything in from the start is only ever going to cause problems.
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paradox_tn
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Re: scalliano's 667 Shuffle! - I'm still here...sortof

Post by paradox_tn »

Im sorry for being soo late of my works, I'm been really busy in life and I have a opportunity to make some decorate stuff, but I have no sprites though, I decorate same accuracy as a minigun does for the zombie version and the railgun of ItsNatureToDie version of that too. I gots that one ready, but I'm still testing though. I've changed the railgun of skulltag that ItsNatureToDie of his own version to make the zombierailgunner.wad to be the same, I can't figure out how to make it shoot one at a time then have him to reload after five shots fired...I'm stuck on that, for now I made him rapid fire five shots then reloads for now, err I don't like that though, I need help if anyone can then I can continue on my status, still learning in spare time for me.... :)
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scalliano
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Re: scalliano's 667 Shuffle! - BUGFIX RELEASE

Post by scalliano »

You could give his DECORATE code a dummy ammo item which checks how many shots are fired/remain before jumping to his reload state. There are a couple of examples of this you could use for reference, for example the ZSec from the Bestiary or the Quad Shotgun Guy in HardDoom.

And no need to apologize, the mod's not going anywhere just yet ;) I already have a collection of new stuff in place for the next release, but there's always room for more. There's no rush.
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paradox_tn
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Re: scalliano's 667 Shuffle! - BUGFIX RELEASE

Post by paradox_tn »

Thank you! I've figure it out and it worked perfectly! Now I can continue on, but now I need is the minigun zombie sprites.... :(
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paradox_tn
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Re: scalliano's 667 Shuffle! - BUGFIX RELEASE

Post by paradox_tn »

I've got two zombies for you if you want to add to your mod scalliano. http://forum.zdoom.org/viewtopic.php?f= ... 68#p494368
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