Lizard Squad: A cartoony ZDoom mod - Version 5.2b release!

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armymen12002003
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Re: Lizard Squad: A cartoony ZDoom mod - Version 3 release!

Post by armymen12002003 »

very nice
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Matt
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Re: Lizard Squad: A cartoony ZDoom mod - Version 3 release!

Post by Matt »

okay maybe i'm out of it but lol when did the pokemon come to fill in for the nazis
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RikohZX
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Re: Lizard Squad: A cartoony ZDoom mod - Version 3 release!

Post by RikohZX »

Vaecrius wrote:okay maybe i'm out of it but lol when did the pokemon come to fill in for the nazis
It's a reference towards one of LC's older / first mods, I think, where you fought Nazi Pokemon.
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lizardcommando
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Re: Lizard Squad: A cartoony ZDoom mod - Version 3 release!

Post by lizardcommando »

Yeah, that's exactly right. It's a reference to my really old Wolfenstein 3D mod.
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TheLightBad96
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Re: Lizard Squad: A cartoony ZDoom mod - Version 3 release!

Post by TheLightBad96 »

lizardcommando wrote:Yeah, that's exactly right. It's a reference to my really old Wolfenstein 3D mod.
I played that mod at my friends house a month ago.
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Kate
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Re: Lizard Squad: A cartoony ZDoom mod - Version 3 release!

Post by Kate »

Dude, that is Maro-whack.





...I'm sorry.
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Captain J
 
 
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Re: Lizard Squad: A cartoony ZDoom mod - Version 3 release!

Post by Captain J »

lizardcommando wrote:hey guys, I'm not dead. i've just been slowly (VERY slowly) replacing the default Doom 2 textures:
[image]
Oh Crap, Pokesteins! my ol' times!
you know, all of my classic modded fps games in my childhood is always founded at this forum.
and that's really how i love it. :wub:
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lizardcommando
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Re: Lizard Squad: A cartoony ZDoom mod - Version 3 release!

Post by lizardcommando »

Kate wrote:Dude, that is Maro-whack.





...I'm sorry.
What's that mean?
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Ed the Bat
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Re: Lizard Squad: A cartoony ZDoom mod - Version 3 release!

Post by Ed the Bat »

A pun on Marowak, the evolved form of Cubone.
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lizardcommando
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Re: Lizard Squad: A cartoony ZDoom mod - Version 3 release!

Post by lizardcommando »

Oooh haha. I can't believe I didn't see that. I read that as Mario Wack for some reason.
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Re: Lizard Squad: A cartoony ZDoom mod - Version 3 release!

Post by Captain J »

Image
Image
finished part of custom sprites when my 1 bottle of caffeines is gone.
got any news about your texture pack LC?
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Sgt. Shivers
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Re: Lizard Squad: A cartoony ZDoom mod - Version 3 release!

Post by Sgt. Shivers »

Woah Captain J, those look awesome. You gotta finish them!
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Re: Lizard Squad: A cartoony ZDoom mod - Version 3 release!

Post by Captain J »

gah, i'd love to but 1 bottle of caffeines and request drewing! :(
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lizardcommando
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Re: Lizard Squad: A cartoony ZDoom mod - Version 4 release!

Post by lizardcommando »

Captain J wrote:Image
Image
finished part of custom sprites when my 1 bottle of caffeines is gone.
got any news about your texture pack LC?
Oh my god! Those are awesome! I can't believe I didn't see them until now!

Oooh, I've got better news than that my friend! ...I've got a new version of Lizard Squad available now!

I have to give a huge shoutout to Ed the Bat for going through and fixing a lot of the major bugs in this mod. Thanks dude, you rock!

Here are the changes and bugfixes in this mod:
  • -The Rideable ROD-309 and LV Armor now have stepping sounds!
    -There are few additional tweaks to some of the weapons (increased the explosion radius for the player ARMOR PIERCER! rounds for the Metal Slug Tank and the Player Micro Missiles' explosion radius for the ROD-309)

    *MAJOR BUGFIXES!*

    -Weapons have been given nametags. Useful in case someone wants to do HUD stuff.
    -HUD icons for keys now use TEXTURES for better quality icons that will reflect whatever key graphics the IWAD/PWAD uses (for example, keys in Freedoom).
    -Token for checking presence of Akimbo SMG now inherits from Ammo, so IDFA cheaters will receive it.
    -Machine Pistol can now fire one bullet at a time. With an odd-sized magazine, there was no way to empty it cleanly; firing at one round would initiate reload, which may not always be desired.
    -The Charge Blaster altfire accounts for available ammo, and will not shoot a bigger shot than the ammo pool can afford.
    -Shotgunners now use A_SPosAttackUseAtkSound to enforce the defined AttackSound -- should function the same in normal conditions.
    -Revised player's ROD-309 to animate more like the enemy variant.
    -Minor visual bugs in cast call (caused by engine's inability to handle Jump states properly) fixed.
    -Having a mech destroyed while driving it will eject the player safely, like in Metal Slug games, instead of killing the player driving.
    -Mech weapons now restricted to mechs, to prevent IDFA from giving them to players.

    There are also some bugs listed in the Readme that no longer seem to apply:
    -GL scaling seems to work correctly; I presume this bug references an older version of the GL renderer
    -IDFA no longer gives default Doom weapons, so the Plasma Gun would not appear when running out of ammo
    -Weapons and items from random spawnpoints now respawn properly in multiplayer
    -Charge Blaster no longer shoots charged shots without ammo (as mentioned above)
So what are you waiting for?! Download the mod and check it out!
http://files.drdteam.org/index.php/file ... uad-v4.zip
Last edited by lizardcommando on Mon Mar 25, 2013 1:08 pm, edited 1 time in total.
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Ed the Bat
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Re: Lizard Squad: A cartoony ZDoom mod - Version 3 release!

Post by Ed the Bat »

Glad you're happy with the revisions. As always, I'm happy to contribute! :D

By the way, this one's just some real quick food-for-thought: Depending on how strongly you feel auto-aim and auto-switch-on-pickup should be disabled, have you considered giving the weapons the corresponding DECORATE flags to enforce those? I know it can be a touchy area, when it comes to overriding user preferences, but when they're deemed necessary/appropriate, I see no problem with it. It's your call.

EDIT: Whoop! Got a little conflict there. Looks like v4 has foregone the auto-eject for destroyed player vehicles, but the feature list advertises it.
Last edited by Ed the Bat on Mon Mar 25, 2013 12:59 pm, edited 1 time in total.
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