
[Project] Snarboo's Mod Journal
A couple screenshots on Map 01 to keep you satisfied:
Once I get the first 5 weapons (dagger, ceremonial blade, gladius, flail and axe) inserted into the mod, along with the treasure chests, I'll release the first beta to the testers. I'm still picking them, by the way. ;)
Spoiler:Oh yeah, I forgot to mention that I just added the flail. :D The axe is currently being worked on.
Once I get the first 5 weapons (dagger, ceremonial blade, gladius, flail and axe) inserted into the mod, along with the treasure chests, I'll release the first beta to the testers. I'm still picking them, by the way. ;)
No GZDoom only features as of yet. It will require the latest ZDoom SVN, but other than that, it should work with the latest version of either ZDoom or GZDoom. I'm considering doing an open beta release to speed up testing. The more people who can comment on the mod, the better.
Edit:
Screenshots of the axe in action!
Edit:
Screenshots of the axe in action!
Spoiler:
Does anyone know how to have a weapon replace/upgrade another one without using the Tome of Power effect? The ceremonial blade is supposed to be a better dagger and it should replace the old dagger as it makes it obsolete. However, I'm not sure how to get the ceremonial blade to replace the old dagger.
Also, the ceremonial blade pickup graphic has it in an altar or stand, and I want an empty altar to be put in its place when you pickup up the blade rather than have the whole altar disappear. Using a death state doesn't seem to work.
Any ideas?
Also, the ceremonial blade pickup graphic has it in an altar or stand, and I want an empty altar to be put in its place when you pickup up the blade rather than have the whole altar disappear. Using a death state doesn't seem to work.
Any ideas?
- The NUtcracker
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- Contact:
Remove all replacing and doomednums from the ceremonial blade. Define a new actor called ceremonialbladepickup and add the doomednums and replacing to that. Copy/Paste spawn state from the old blade actor to the new actor add a pickup state. Have it spawnitem the altar actor, giveinventory the cerimonial blade, and takeinventory the dagger.
- Ryan Cordell
- Posts: 4349
- Joined: Sun Feb 06, 2005 6:39 am
- Preferred Pronouns: No Preference
- Operating System Version (Optional): Windows 10
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Capital of Explodistan
- The NUtcracker
- Posts: 843
- Joined: Sun Jan 14, 2007 9:12 pm
- Location: South Dakota
- Contact:
- Ryan Cordell
- Posts: 4349
- Joined: Sun Feb 06, 2005 6:39 am
- Preferred Pronouns: No Preference
- Operating System Version (Optional): Windows 10
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Capital of Explodistan
I'm going to be honest and say that I don't like any of those monsters from M&M 6. I'm sorry. :(
I've just completed the frames for the Demon replacement. It will be a Gladius wielding monster known as the Brute! I just have to insert the frames and write up the definition and he'll be in.
On the weapon side of things, the Bow is being added next. The bow can fire regular or flaming arrows, the alt fire switching between them. The Bow will replace the chaingun, regular arrows will replace clips and boxes of bullets while the single rockets will either be flaming arrow bundles or torches to light your arrows on fire. I might require boths items to fire flaming arrows.
I've just completed the frames for the Demon replacement. It will be a Gladius wielding monster known as the Brute! I just have to insert the frames and write up the definition and he'll be in.
On the weapon side of things, the Bow is being added next. The bow can fire regular or flaming arrows, the alt fire switching between them. The Bow will replace the chaingun, regular arrows will replace clips and boxes of bullets while the single rockets will either be flaming arrow bundles or torches to light your arrows on fire. I might require boths items to fire flaming arrows.