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

Projects that alter game functions but do not include new maps belong here.
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Juan "JacKThERiPPeR
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Re: The Exterminator: Bigger Backpack Edition (Need some help)

Post by Juan "JacKThERiPPeR »

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DBThanatos
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Re: The Exterminator: Bigger Backpack Edition (Need some help)

Post by DBThanatos »

@juan: man, if you want that monster to appear somewhere, you either make it serious, or drop it into your mods, because as is, it's only a ego feeder for you (no offence).
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lizardcommando
Posts: 1489
Joined: Thu Sep 07, 2006 12:24 pm
Location: Boringland, California

Re: The Exterminator: Bigger Backpack Edition (Need some help)

Post by lizardcommando »

I've seen that thing before and quite honestly, I don't want that monster anywhere near my mod, if that's what you're trying to imply.

EDIT: Ok, this is pretty cool. The Custom HUD works now in the latest SVN version of ZDoom (R908). The Statusbar HUD is still really fugly looking, but it's somewhat functional.
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phi108
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Re: The Exterminator: Bigger Backpack Edition (Need some help)

Post by phi108 »

Now with the "aspectratio" option, the fullscreen sbarinfo looks good on whatever resolution you use. Modify as you see fit.

statusbar fullscreen
{
aspectratio "16:9"
{
drawimage "MEDIA0", -32, 198;
drawnumber 3, HUDFONT_DOOM, red, health, 29, 181;
drawimage armoricon, -32, 175;
drawnumber 3, HUDFONT_DOOM, red, armor, 29, 159;
drawimage ammoicon1, 358, 197;
drawnumber 3, HUDFONT_DOOM, red, ammo1, 347, 181;
drawimage ammoicon2, 358, 175;
drawnumber 3, HUDFONT_DOOM, red, ammo2, 347, 159;
drawmugshot "STF", 5, 31, 166;
gamemode deathmatch, teamgame
{
drawnumber 2, HUDFONT_DOOM, red, frags, 276, 1;
}
gamemode cooperative, singleplayer
{
drawswitchableimage BlueCard, "nullimage", "STKEYS0", 360, 2;
drawswitchableimage YellowCard, "nullimage", "STKEYS1", 360, 12;
drawswitchableimage RedCard, "nullimage", "STKEYS2", 360, 22;
drawswitchableimage BlueSkull, "nullimage", "STKEYS3", 350, 2;
drawswitchableimage YellowSkull, "nullimage", "STKEYS4", 350, 12;
drawswitchableimage RedSkull, "nullimage", "STKEYS5", 350, 22;
}
drawselectedinventory INDEXFON, 306, 148;
}
aspectratio "16:10"
{
drawimage "MEDIA0", -15, 196;
drawnumber 3, HUDFONT_DOOM, red, health, 45, 180;
drawimage armoricon, -15, 172;
drawnumber 3, HUDFONT_DOOM, red, armor, 45, 156;
drawimage ammoicon1, 341, 196;
drawnumber 3, HUDFONT_DOOM, red, ammo1, 330, 180;
drawimage ammoicon2, 341, 172;
drawnumber 3, HUDFONT_DOOM, red, ammo2, 330, 156;
drawmugshot "STF", 5, 48, 166;
gamemode deathmatch, teamgame
{
drawnumber 2, HUDFONT_DOOM, red, frags, 276, 1;
}
gamemode cooperative, singleplayer
{
drawswitchableimage BlueCard, "nullimage", "STKEYS0", 343, 2;
drawswitchableimage YellowCard, "nullimage", "STKEYS1", 343, 12;
drawswitchableimage RedCard, "nullimage", "STKEYS2", 343, 22;
drawswitchableimage BlueSkull, "nullimage", "STKEYS3", 333, 2;
drawswitchableimage YellowSkull, "nullimage", "STKEYS4", 333, 12;
drawswitchableimage RedSkull, "nullimage", "STKEYS5", 333, 22;
}
drawselectedinventory INDEXFON, 306, 148;
}
aspectratio "4:3"
{
drawimage "MEDIA0", 20, 196;
drawnumber 3, HUDFONT_DOOM, red, health, 80, 180;
drawimage armoricon, 20, 172;
drawnumber 3, HUDFONT_DOOM, red, armor, 80, 156;
drawimage ammoicon1, 306, 196;
drawnumber 3, HUDFONT_DOOM, red, ammo1, 295, 180;
drawimage ammoicon2, 306, 172;
drawnumber 3, HUDFONT_DOOM, red, ammo2, 295, 156;
drawmugshot "STF", 5, 83, 166;
gamemode deathmatch, teamgame
{
drawnumber 2, HUDFONT_DOOM, red, frags, 276, 1;
}
gamemode cooperative, singleplayer
{
drawswitchableimage BlueCard, "nullimage", "STKEYS0", 308, 2;
drawswitchableimage YellowCard, "nullimage", "STKEYS1", 308, 12;
drawswitchableimage RedCard, "nullimage", "STKEYS2", 308, 22;
drawswitchableimage BlueSkull, "nullimage", "STKEYS3", 298, 2;
drawswitchableimage YellowSkull, "nullimage", "STKEYS4", 298, 12;
drawswitchableimage RedSkull, "nullimage", "STKEYS5", 298, 22;
}
drawselectedinventory INDEXFON, 306, 148;
}
}
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lizardcommando
Posts: 1489
Joined: Thu Sep 07, 2006 12:24 pm
Location: Boringland, California

Re: The Exterminator: Bigger Backpack Edition (Need some help)

Post by lizardcommando »

I'm not working on the HUD right now so I'm going to concentrate on working to ejecting shell casings and magazines. Unfortunately, I have no idea on how to do this. Can someone help me out with this? I have shell casings and magazines defined in the coding, but I haven't the slightest clue as to how to put them into the game.

Help me out please? :(
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Matt
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Re: The Exterminator: Bigger Backpack Edition (Need some help)

Post by Matt »

lizardcommando wrote:I'm not working on the HUD right now so I'm going to concentrate on working to ejecting shell casings and magazines. Unfortunately, I have no idea on how to do this. Can someone help me out with this? I have shell casings and magazines defined in the coding, but I haven't the slightest clue as to how to put them into the game.

Help me out please? :(
The way I did it:

- make a shell casing actor that consists of a tiny bouncing projectile with +bounceonactors. On death the casing changes its flags so that it is no longer a projectile and (depending on your taste) eventually disappears.
- make a dummy projectile that is shot out of your weapon when you need the casing.
- when that dummy projectile spawns, have it immediately call A_SpawnItemEx to generate a casing a few inches in front of it, moving roughly perpendicular to its own direction. Once that casing has spawned, have the dummy projectile disappear.
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lizardcommando
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Joined: Thu Sep 07, 2006 12:24 pm
Location: Boringland, California

Re: The Exterminator: Bigger Backpack Edition (New Demo Release)

Post by lizardcommando »

Hey guys, sorry for the gigantic bump, but here's the last demo for now. I was going to make a new video for this mod, but I couldn't think of what I would do in it... Anyways, here's the link:

http://www.megaupload.com/?d=RRHQ6YE7

So here's what's new with this version:
  • *The LV Armor now spawns debris when it dies.
    *Brand new enemy, the Medic Lizard!
    *Remade the Barney Calhoun Lizard sprites!
    *Placed the Silenced Machine Pistol back in the mod, but with a totally new look to it!
    *There's a brand new Fullscreen HUD!
    *Ejecting shell casings and dropped magazines are now in this mod!
The mod's still a little buggy and the Classic HUD has not been implemented, but the mod's fully playable. I was going to release this when I remake the Trenchcoat Lizard's sprites and put my Vanguarder Robot into this mod, but I don't think I'll have alot of time to work on this mod for some time...

So tell me what you guys think of it.
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wolf00
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Location: kladno czech republic

Re: The Exterminator: Bigger Backpack Edition (New Demo Release)

Post by wolf00 »

weapons system: found new weapon & reload before combat is nice .... :mrgreen: so where is spas 12 ? ():)
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lizardcommando
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Location: Boringland, California

Re: The Exterminator: Bigger Backpack Edition (New Demo Release)

Post by lizardcommando »

I got rid of the Assault Shotgun because I didn't like how it looked and it was a cheap gun.
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wolf00
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Location: kladno czech republic

Re: The Exterminator: Bigger Backpack Edition (New Demo Release)

Post by wolf00 »

in original icd-lizard exist weapon like fn p90 smg ...
so i have idea,this mod have bc lizard i think it is time intructing otis on scene ... :)

http://images.google.cz/images?client=f ... 1zky&gbv=2
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lizardcommando
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Location: Boringland, California

Re: The Exterminator: Bigger Backpack Edition (New Demo Release)

Post by lizardcommando »

You know, I was actually going to make an Otis Lizard, but that was for an old EDGE mod I was planning on making, but it was scrapped. I don't think it would be necessary for him to make an appearance in this mod. I'm not going to add in any more weapons. If I did though, the only thing coming back would be the Molotov Cocktails. The coding is totally fucked up for it unfortunately. That's why I got rid of it.
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TypeSaucy
Posts: 1000
Joined: Wed Sep 17, 2008 9:31 am

Re: The Exterminator: Bigger Backpack Edition (New Demo Release)

Post by TypeSaucy »

hey liz-commando, wat about da akimbo SMG reloading thing, i say it should reload like dis:

1. If its empty, both da SMG's ammunition are taken out.

2. Just reload dem both each to make it quick.

Well, unless ur leavin da reloadin u have now. just givin some ideas.
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Captain Proof
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Re: The Exterminator: Bigger Backpack Edition (New Demo Release)

Post by Captain Proof »

@lizardcommando:Hell it's better than what I can do.You should see the ppsh I tried drawing up for my wolf tc...Terrible.
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TypeSaucy
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Re: The Exterminator: Bigger Backpack Edition (New Demo Release)

Post by TypeSaucy »

Really? Like how terreble? u can show me. :?
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Captain Proof
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Location: Henderson

Re: The Exterminator: Bigger Backpack Edition (New Demo Release)

Post by Captain Proof »

Image

That terrible

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