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

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lizardcommando
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Re: Lizard Squad: A cartoony ZDoom mod - Version 4 release!

Post by lizardcommando »

Lava Grunt wrote:
Slax wrote:Keys, item, ammo. Well, pretty much everything could do with being about half size. Eats up way too much real estate for being at the top of the screen.
Definitely this. Half size would be ideal for a HUD that's on the upper half of the screen; or maybe even smaller, like a third of what it is now.

Hmm...how about 1/2 size mugshot and 1/3 size everything else?
This was actually the original size and concept that I wanted for the Fullscreen HUD:

Image

I do like your idea of just making the mugshot 1/2 size and 1/3 size everything else though. That seems much more reasonable.
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Ed the Bat
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Re: Lizard Squad: A cartoony ZDoom mod - Version 4 release!

Post by Ed the Bat »

Hmm... I actually wasn't going to mention this quite this early, but I had another one of my obsessive-compulsive coding binges overnight, and made a further modified version of Lizard Squad. On the surface, things should run just as well (save for a few minor tweaks and fixes that I didn't get to on my last run through -- probably nothing urgent enough to warrant a new version quite yet), but it's been given a pretty substantial overhaul, internally. I would've normally waited until I had a complete itemized list of changes before saying anything about it.

I bring it up to say that, LC, if you happen to do any major layout changes for the HUD (or any other gameplay mechanics, for that matter), you could feel free to send them to me and I'd happily roll them into what I'm stirring up. Conversely, I could sent you this package and you could add it in yourself. What I'm making will change how some things work on the inside, but the final product should be more robust, mainly in terms of avoiding compatibility issues with maps that happen to include their own resources.
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lizardcommando
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Re: Lizard Squad: A cartoony ZDoom mod - Version 4 release!

Post by lizardcommando »

When you get the chance, I'd love to see the new changes you've made to the HUD.
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Ed the Bat
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Re: Lizard Squad: A cartoony ZDoom mod - Version 4 release!

Post by Ed the Bat »

Me? For the most part, the HUD layout is the same. I did change a couple of variables in order to keep things up-to-date with the code overhaul I did (for instance, Ammo1 for weapons denotes the actual ammunition now, while Ammo2 is clip/magazine, but only where applicable), but this does fix a couple of things on the HUD. For instance, total ammo count for non-magazine weapons (hand grenades, RPG-7, etc.) will now appear under Ammo instead of Magazine (which would be more accurate, right?) and the ammo for the ChargeBlaster no longer appears under both categories. I've also begun using TEXTURES to make higher-quality HUD icons (so far just the weapon icons for the three vehicles).

I can send you over what I've got so far with my experimental build, and you can poke around in it/play it and see for yourself. In fact, I did intend to ask if you'd like to run through it (or delegate to someone else to test it for you) and see if anything got heinously broken or changed against your tastes, so I could take that into consideration. I always feel like I didn't do my job right when I don't have an itemized list of points, but I could send you the project early and work on writing the list up a little later.
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lizardcommando
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Re: Lizard Squad: A cartoony ZDoom mod - Version 4 release!

Post by lizardcommando »

Yeah, that would be a great idea if you sent me the experimental build. I could test it and then go around and delete some of the unneeded stuff in the wad (like the key graphics I originally made for the Fullscreen HUD)
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lizardcommando
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Re: Lizard Squad: A cartoony ZDoom mod - Version 4 release!

Post by lizardcommando »

So I was browsing around Youtube when I found one these... "interesting" videos. There's a couple more, but I'd rather not link the other ones.

terrible video made by some kid

What the fuck is this I don't even... I'm just, wow... I'm so confused. I don't endorse this (or any of this dude's videos) in any ways at all.
Last edited by lizardcommando on Sun Mar 31, 2013 8:07 am, edited 1 time in total.
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Ed the Bat
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Re: Lizard Squad: A cartoony ZDoom mod - Version 4 release!

Post by Ed the Bat »

The ruined palette reflects how this was not designed for Strife. That's... that's all I feel I have the sanity to discuss, in regards to what's wrong with this.
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Sgt. Shivers
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Re: Lizard Squad: A cartoony ZDoom mod - Version 4 release!

Post by Sgt. Shivers »

Oh man he recorded it with a camera and everything.
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Captain J
 
 
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Re: Lizard Squad: A cartoony ZDoom mod - Version 4 release!

Post by Captain J »

welcome to the youtube, lizard commando.
full of videos with ponies, team fortress characters, weird parts, and most important.
the KIDS.
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Slax
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Re: Lizard Squad: A cartoony ZDoom mod - Version 4 release!

Post by Slax »

Kid's gonna be cranking out even more videos now that he's gotten some attention. Or he'll shut down his account. Probably both.
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lizardcommando
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Re: Lizard Squad: A cartoony ZDoom mod - Version 4 release!

Post by lizardcommando »

Ooooh boy, I think I'll just remove that link then...
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Viscra Maelstrom
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Re: Lizard Squad: A cartoony ZDoom mod - Version 4 release!

Post by Viscra Maelstrom »

i have no idea what video that was, and i probably don't want to know, either.
anyway, i've been playing around with the latest version of the mod. it can be effectively brutal on some levels due to how fast everything fires at you. O_o

a few nitpicks:

the vehicles can get stuck at some points. for the most part it works fine, but it seems to occur in places where the ceiling-height is just a wee bit smaller than yours.
for that matter, while the vehicles got quite some firepower, i can't help but think how weak they can feel at times? like, i get kind of surprised at how much damage the Metal Slug Tank's rockets deal at your Metal Slug, while similarily, your rockets deal very little towards them. maybe they should get just a tiny bit more armor against attacks?
the vehicles are very stiff in terms of movement, too. two of them's got movement sounds now, sure, but they just kind of... float around the place. it doesn't really feel like when you're that giant strider-ish that you're actually IN the thing, clamping around. they really need some kind of view bobbing, imo.
also, the control panel for the giant vehicle blocks vision maybe a bit too much. cut it down a bit, perhaps?
lastly, i'm pretty sure i've seen at least one Doom mod featuring vehicles which restores back all your health and armor after exiting it.
oh yeah, and there's a typo with the Heavy Machine Gun's ammo. the ammo is called "Heavymachinegun ammo", which i think should be changed to "Heavy Machinegun ammo" or "Heavy Machine Gun ammo" (whatever the HMG is called when you pick up the weapon.)

other than that, i think the mod's running pretty well for me. the combat is still satisfying as ever, and the SMG tweak is neat too, makes for conserving 9MM ammo much easier.
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Captain J
 
 
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Re: Lizard Squad: A cartoony ZDoom mod - Version 4 release!

Post by Captain J »

Code: Select all

"Picked up a .45 Magazine."
"Picked up a 9mm Magazine."
"Picked up a SpeedLoader For .357 Magnum."
"Picked up some 10-Gauge Shotgun Shells."
"Picked up an 5.56mm Magazine."
"Picked up a 45-70 Gov't Magazine."
"Picked up some Chain of 12.7mm bullets for HMG."
"Picked up an Radioactive Energen Rod."
"Picked up a High-Flammable Gasoline Tank."
well bullet type pickup massage should be help.
i'm done with my verson of the wad but title screen WIP.
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Ed the Bat
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Re: Lizard Squad: A cartoony ZDoom mod - Version 4 release!

Post by Ed the Bat »

Viscra Maelstrom wrote:the vehicles... really need some kind of view bobbing, imo.
Sadly, can't be done... ZDoom's morphing system is a bit lacking in some areas. Morphed classes can't viewbob; something I've been hoping they would change for a long time.
Viscra Maelstrom wrote:...the SMG tweak is neat too, makes for conserving 9MM ammo much easier.
Glad you like my work. :)
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lizardcommando
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Re: Lizard Squad: A cartoony ZDoom mod - Version 4 release!

Post by lizardcommando »

the vehicles can get stuck at some points. for the most part it works fine, but it seems to occur in places where the ceiling-height is just a wee bit smaller than yours.
The vehicles are supposed to be bigger than the player.
for that matter, while the vehicles got quite some firepower, i can't help but think how weak they can feel at times? like, i get kind of surprised at how much damage the Metal Slug Tank's rockets deal at your Metal Slug, while similarily, your rockets deal very little towards them. maybe they should get just a tiny bit more armor against attacks?
The reason why I kind of nerfed the attack power for the vehicles was that I was afraid I'd make the players too overpowered in them. But since you've brought that up, I do feel that way with the Metal Slug's tank cannon. Perhaps I could increase the explosion radius or something? I guess giving the tank vehicle itself some kind of armor could be helpful.
the vehicles are very stiff in terms of movement, too. two of them's got movement sounds now, sure, but they just kind of... float around the place. it doesn't really feel like when you're that giant strider-ish that you're actually IN the thing, clamping around. they really need some kind of view bobbing, imo.
I thought at least the LV Armor had weapon bobbing enabled.
also, the control panel for the giant vehicle blocks vision maybe a bit too much. cut it down a bit, perhaps?
I'll definitely lower that a bit.
lastly, i'm pretty sure i've seen at least one Doom mod featuring vehicles which restores back all your health and armor after exiting it.
I've seen it too in another mod, but I'm sure that has to deal with some of that ACS stuff which is a bit out of my skill level.
oh yeah, and there's a typo with the Heavy Machine Gun's ammo. the ammo is called "Heavymachinegun ammo", which i think should be changed to "Heavy Machinegun ammo" or "Heavy Machine Gun ammo" (whatever the HMG is called when you pick up the weapon.)
Oh yeah, I gotta remember to fix that.
other than that, i think the mod's running pretty well for me. the combat is still satisfying as ever, and the SMG tweak is neat too, makes for conserving 9MM ammo much easier.
Glad you are enjoying the mod. That SMG tweak was all Ed's idea, not mine :P
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