Zanaveth's mods (STILL ALIVE!)

Projects that have specifically been abandoned or considered "dead" get moved here, so people will quit bumping them. If your project has wound up here and it should not be, contact a moderator to have it moved back to the land of the living.
Locked
User avatar
Xim
Posts: 2094
Joined: Fri Feb 20, 2009 2:46 pm
Location: somewhere with trees

Re: Zanaveth's mods (I'M BACK!)

Post by Xim »

UBX Master wrote:Ummm... Do you think someone would actually bring firearms to a lab? :glare:

Well... Actually on second thought, maybe the security guards use guns, but not a goddamn revolver! Maybe I'll give you the opportunity to pick a glock or something from the dead hand of a guard at some part of the game with, let's say, one full clip. The problem is that the gun may be effective on humans, but on the 'things' you are going to face... I guess not. :roll:
What's wrong with a revolver? They're pretty standard weapons.
User avatar
wildweasel
Posts: 21706
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): A lot of them
Graphics Processor: Not Listed
Contact:

Re: Zanaveth's mods (I'M BACK!)

Post by wildweasel »

Why revolvers are awesome:
  • They don't jam.
  • If the weapon fails at all, the failure is usually easier to diagnose because of how simple a revolver's operation is
  • You will not find a clip-fed pistol that accepts .454 Casull, .45 Long Colt, or .410 bore shotshell.
  • Russian Roulette. 'Nuff said.
User avatar
Marisa the Magician
Banned User
Posts: 3886
Joined: Fri Feb 08, 2008 9:15 am
Preferred Pronouns: She/Her
Operating System Version (Optional): (btw I use) Arch
Graphics Processor: nVidia with Vulkan support
Location: Vigo, Galicia
Contact:

Re: Zanaveth's mods (I'M BACK!)

Post by Marisa the Magician »

Oooookay wildweasel, you convinced me. A revolver. But if it kills with one shot, only 6 bullets for the whole game!
---
Well, it will actually kill the smaller creatures with one shot, the other ones may fall with two... or three... ... ... or infinite! :twisted:
---
I guess it won't have .45 caliber bullets in it, that's pretty much non-standard for security guards don't you agree?
User avatar
Marisa the Magician
Banned User
Posts: 3886
Joined: Fri Feb 08, 2008 9:15 am
Preferred Pronouns: She/Her
Operating System Version (Optional): (btw I use) Arch
Graphics Processor: nVidia with Vulkan support
Location: Vigo, Galicia
Contact:

Re: Zanaveth's mods (I'M BACK!)

Post by Marisa the Magician »

Heh, tonight I've been checking my old mods. I remembered that Instant Action 3 was unfinished, so well, I finished it. I may release it soon.
User avatar
ZDG
Posts: 918
Joined: Sat Jan 02, 2010 12:01 pm
Location: in SlumpEd

Re: Zanaveth's mods (I'M BACK!)

Post by ZDG »

Wow, great work there!
Instant action is so good, it's hard to think it's only 30% finished.
Total madness is very funny and good too. But for some reason, gZdoom crashes EVERY time i go to another level. But using the MAP command works fine. :?
User avatar
Marisa the Magician
Banned User
Posts: 3886
Joined: Fri Feb 08, 2008 9:15 am
Preferred Pronouns: She/Her
Operating System Version (Optional): (btw I use) Arch
Graphics Processor: nVidia with Vulkan support
Location: Vigo, Galicia
Contact:

Re: Zanaveth's mods (I'M BACK!)

Post by Marisa the Magician »

Holysheetshugebump! :P

I have to update this with some news and some few screenies. IAGB is reaching it's Release Candidate phase. I crushed bugs like crazy and fixed scripts that were broken, and also I'm at full work in the bonus map.

Here are some screens of my progress:
Spoiler:
User avatar
ZDG
Posts: 918
Joined: Sat Jan 02, 2010 12:01 pm
Location: in SlumpEd

Re: Zanaveth's mods (STILL ALIVE!)

Post by ZDG »

Looks cool.
User avatar
Davidos
Posts: 329
Joined: Mon Aug 29, 2005 2:52 am

Re: Zanaveth's mods (STILL ALIVE!)

Post by Davidos »

The pictures fail to display over here.
Locked

Return to “Abandoned/Dead Projects”