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pilottobombadier
PostPosted: Mon 12 Nov 2007 12:45 am    Post subject: Lock and Load 5 Reply with quote



Joined: 20 Jul 2007
Posts: 127

As some of you might know for the Doom Armory Forums, I've been working on the 5th and final outing of Lock and Load (as a weapon mod). It's nearly ready for a first beta.

I've signed on Wild Weasel and Chronoteeth so far as beta testers, if any of you would like to join them, please let me know. The beta will be all weapons unlocked with no pickups or powerups other than standard Doom. It's just for the testers to play around with the weapons - no music will be added either.

I'm hoping to have this ready by the upcoming Friday, and the following Monday at the latest.

So, who wants in?
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Nick_Perrin
PostPosted: Mon 12 Nov 2007 6:48 am    Post subject: Reply with quote



Joined: 15 May 2007
Posts: 210
Location: Canada

Hey, if you need unbridled criticism from someone who loves doom and loves weapons, I'm your guy.

nick.perrin at (hotmail) dot com.


Last edited by Nick_Perrin on Mon 12 Nov 2007 9:57 am; edited 1 time in total
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Dartmerc
PostPosted: Mon 12 Nov 2007 8:26 am    Post subject: Reply with quote



Joined: 21 Aug 2007
Posts: 570
Location: Sydney

Very interested to see what you've been upto.
dean.longmore at gmail.com
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Corbin
PostPosted: Mon 12 Nov 2007 8:35 am    Post subject: Reply with quote

Site Admin

Joined: 09 Jul 2007
Posts: 657
Location: vice city, california

Interested as well.

Corbin(@)3dfxdev(.)net
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pilottobombadier
PostPosted: Mon 12 Nov 2007 12:32 pm    Post subject: Reply with quote



Joined: 20 Jul 2007
Posts: 127

Nothing spectacular, but it works Razz Depending on if I get my personal web server working or not will depend on if I e-mail you a link or a file Razz
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BaronOfStuff
PostPosted: Tue 13 Nov 2007 10:45 am    Post subject: Reply with quote



Joined: 25 Oct 2007
Posts: 217
Location: Over the horizon somewhere in England

Yo, I'll take a look;

deimos-coma-black at hotmail dot com

Chances are I won't be that harsh in my views, but then again...

Heh, all the same, send away.
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pilottobombadier
PostPosted: Sun 18 Nov 2007 1:57 pm    Post subject: Reply with quote



Joined: 20 Jul 2007
Posts: 127

Okay, running a little behind. I still have to do the alt deaths and some stuff didn't go quite as planned, and I've been krutzing aorund because I can't focus.

Had a a death in the family. One of the dogs, but the little pischers are still family...So, yeah, I've been trying to stay away from stressful things.

I should have the alt deaths done by this afternoon, though. After I...umm...import the graphics. Yeah. Anyway, will keep you all posted.

*edit* I have to rerip/redo the graphics for the railgun spiral, they got corrupted...oh yeah, fun times
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pilottobombadier
PostPosted: Wed 05 Dec 2007 1:33 pm    Post subject: Help with screenshots in EDGE Reply with quote



Joined: 20 Jul 2007
Posts: 127

I forgot the bloody screenshot function (and I couldn't find it in the Readme); as you know, I'm way behind schedule (I blame school and my personal life), and I think it's about time I have something to show for my work.
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Lobo
PostPosted: Wed 05 Dec 2007 6:20 pm    Post subject: Reply with quote



Joined: 09 May 2007
Posts: 347
Location: Spain

To take screenies you just hit the "PrtScr" key or whatever it's called on your keyboard (Print Screen over near the "Scroll Lock" key)
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pilottobombadier
PostPosted: Thu 17 Apr 2008 12:12 pm    Post subject: Reply with quote



Joined: 20 Jul 2007
Posts: 127

Okay, it's been awhile...no thanks to school. Anyway, I'm scaling things back to I think 11 weapons (as opposed to 20 or so), making some pretty big changes, although the scatterbombs and such will still be there in a different form and there'll be some real super weapons for once Razz
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BaronOfStuff
PostPosted: Fri 18 Apr 2008 10:13 am    Post subject: Reply with quote



Joined: 25 Oct 2007
Posts: 217
Location: Over the horizon somewhere in England

>_>

<_<

Yay! The topic didn't die!
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pilottobombadier
PostPosted: Fri 18 Apr 2008 1:13 pm    Post subject: Reply with quote



Joined: 20 Jul 2007
Posts: 127

No, not yet. What I've decided to do is tighten it up, make it adaptable to the original Doom formula, then go from there. I am nixing the shotgun pistol. Sort of.

Anyway, that's all for now. It'll be done when it's done and then sent out for beta testing Razz I'm trying to do one weapon a day, and being that about half are done, it should be done pretty soon. I hope...
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pilottobombadier
PostPosted: Wed 18 Jun 2008 9:04 pm    Post subject: Reply with quote



Joined: 20 Jul 2007
Posts: 127

LnL5 is being furhter simplified. I'm going to start off replacing the weapons in Doom. I need a springboard project, which is what this is. After it's done, I can use it as a base for the "main event".

So, it's just weapons.

What's finished:

-Knife

-Desert Eagles

-Pump Shotgun (hitscan spread attack/single powerful slug)

-Improved Pulse Rifle (overpenetrating projectile that explodes upon strinking walls and floors/grenade launcher)

Desert Eagles and shotgun both eject shells.
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Visplane Overflow
PostPosted: Wed 18 Jun 2008 9:47 pm    Post subject: Reply with quote



Joined: 15 May 2007
Posts: 178
Location: We can't stop here, this is maple syrup country.

I wonder if the shotgun slugs will be hyper accurate like in Soldier's Stockpile... =p
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pilottobombadier
PostPosted: Wed 18 Jun 2008 9:59 pm    Post subject: Reply with quote



Joined: 20 Jul 2007
Posts: 127

They are, although for good reason. Takes a long time to fire the damned thing, although it is sped up a bit Razz Still takes ~1 second to fire a slug Razz

Anyway, I've finished the minigun, assault rifle and flamethrower. Might be finished with the rocket launcher as well. I just have to add the burning alt-deaths and the test build will be ready.
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Visplane Overflow
PostPosted: Thu 19 Jun 2008 2:54 am    Post subject: Reply with quote



Joined: 15 May 2007
Posts: 178
Location: We can't stop here, this is maple syrup country.

Shotgun slugs are a bugger to aim, they don't fly very far or straight either, being of too high a caliber =p Oh well, it is a game, after all :P
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pilottobombadier
PostPosted: Thu 19 Jun 2008 11:24 am    Post subject: Reply with quote



Joined: 20 Jul 2007
Posts: 127

Oh, I have something completely different planned for the shotgun when I have time to make it work - that being an air-burst slug.


However, I want this shit working first. Speaking of which, I'll have a release ready within the next 48 hours.

The wadfile will be fairly large because it's got far more resources than are being used - because each one has potential use - and that said, you'll know why so you won't have any questions to ask Razz

Anyway, there's a couple things I want to tighten up, and then I'll be putting the ddfs in the wad.

The wapons are mostly generic save for the Flechette Rifle (what the Aliens Pulse Rifle has become).

Really pissed off with what I had to do with the flamethrower, though.
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Visplane Overflow
PostPosted: Thu 19 Jun 2008 7:24 pm    Post subject: Reply with quote



Joined: 15 May 2007
Posts: 178
Location: We can't stop here, this is maple syrup country.

48 hours, eh? Make sure it's polished =p
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pilottobombadier
PostPosted: Fri 20 Jun 2008 5:01 pm    Post subject: Reply with quote



Joined: 20 Jul 2007
Posts: 127

Most of the bugs are ironed out. This is a WIP build. It's basically a resource file with a few weapons working; all but one is available in Doom and no special powerups have been overwritten.

The point is so you guys have something tangible and I have a testbase Razz

But yes, it's stable and working relatively well. The only thing I haven't figured out is why my double desert eagles don't dump the remainder of a magazine on a forced reload; hopefully that gives you an idea as to its level of polish.

Also, there's currently no readme, but then again, the credits and debits doesn't seem to need an update...although if it does (refer to Lock and Load 4's readme), please let me know for the final release.

*edit* Whoops, forgot the link:

http://www.geocities.com/pilottobombadier/lnl5w.zip

Anyway, the weapons will be rebalanced as I go along (the flamethrower is insanely powerful, but it does replace the BFG, enough said), although I like how the shotguns and the magnums are performing, and I very much like the results I've gotten with the Flechette Rifle, although I think the grenade launcher might need to go. We'll see.
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Visplane Overflow
PostPosted: Fri 20 Jun 2008 7:37 pm    Post subject: Reply with quote



Joined: 15 May 2007
Posts: 178
Location: We can't stop here, this is maple syrup country.

I think your pulse rifle grenade launcher may need some viagra.
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pilottobombadier
PostPosted: Fri 20 Jun 2008 8:27 pm    Post subject: Reply with quote



Joined: 20 Jul 2007
Posts: 127

Oh, I agree. It needs more bouncage and splash damage, so far as I can tell.

What do you think?
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Visplane Overflow
PostPosted: Fri 20 Jun 2008 10:14 pm    Post subject: Reply with quote



Joined: 15 May 2007
Posts: 178
Location: We can't stop here, this is maple syrup country.

Well, the projectile can hardly find its way all the way down a short hallway, and yeah, the splash damage could stand to be increased, as well as the velocity.
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pilottobombadier
PostPosted: Fri 20 Jun 2008 10:41 pm    Post subject: Reply with quote



Joined: 20 Jul 2007
Posts: 127

I think I have the speed set for 25, I'll have to check, although it is deliberate.I need ot look into the bounce speed loss, too. I won't be doing any of that tonight, though. I need ot give my hands a rest, my carpal tunnel's really been acting up this week, and in between modding and learning CCNA, it has not exactly been helping me.

*edit* I lied, it was bothering me enough that I did some tweaking. New release, same link.
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Dartmerc
PostPosted: Sat 21 Jun 2008 9:48 am    Post subject: Reply with quote



Joined: 21 Aug 2007
Posts: 570
Location: Sydney

Yeah that grenade seriously needs some more legs. I also think it can have it's bounce/fuse reduced. Currently you have to wait an almost stupid amount of time before the grenade detonates.
I'd suggest implementing an explode on impact script too so you don't have to fire it and hope your enemy just stands still.
Also, when the minigun is spinning down you currently have to wait for it to stop before refiring, it seems a little weird, maybe allow the player to refire.
Umm, I think thats all i've got, I like your secondary fire on the shotgun, mind if I use something similar to that on mine?

EDIT: fyi, I downloaded this AFTER you made the post about having made the changes.
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pilottobombadier
PostPosted: Sat 21 Jun 2008 12:00 pm    Post subject: Reply with quote



Joined: 20 Jul 2007
Posts: 127

Then the grenade should move a lot farther Neutral

I'll have to doublecheck the zip then to make sure the overwrite was successful.

Regarding the secondary attack of the shotgun: It's hardly revolutionary, go wild.

Also, how do i make it so a player can fire the minigun when it's in its spin-down frames?
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Dartmerc
PostPosted: Sun 22 Jun 2008 12:38 am    Post subject: Reply with quote



Joined: 21 Aug 2007
Posts: 570
Location: Sydney

make the frame actions ready instead of nothing. Check out gom.wad, i've used this to allow weapons to have longer animations after shooting, but still fire fast if required.
Also, while answering this question I've thought of a solution for the shotgun releoad issue Smile Thanks!
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pilottobombadier
PostPosted: Sun 22 Jun 2008 1:15 am    Post subject: Reply with quote



Joined: 20 Jul 2007
Posts: 127

I'm downloading it now, I'll take a look at it tomorrow. I think I'll start working on the air-burst shell (what will replace the slug as the pump-action shotgun's secondary) next. The slug really is getting old.
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pilottobombadier
PostPosted: Sun 22 Jun 2008 4:06 pm    Post subject: Reply with quote



Joined: 20 Jul 2007
Posts: 127

New version uploaded with fixed minigun and Air-burst shell (detonates in mid-air and sprays shrapnel all over the place - 100 hitscan umm...hits) attack that replaces the Slug for the pump-action shotgun.

So far as I can tell, animation and sprite placement are fine, wondering what you guys think of the attach itself. Is it too weak, or do you think it's even too powerful?

Anyway, link hasn't changed, but I'll repost:

http://www.geocities.com/pilottobombadier/lnl5w.zip
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Dartmerc
PostPosted: Mon 23 Jun 2008 8:36 am    Post subject: Reply with quote



Joined: 21 Aug 2007
Posts: 570
Location: Sydney

lol, didnt even realise the secondary fire on the sg was a slug, I thought it was an option to reload 1 shot and fire it rather than reload fully.
The grenade launcher seems a lot better, personally I still feel there is too much momentum kept after the bouncing, it's like if you shoot at an enemy and miss, the grenade somehow finds it's way beside you before it detonates. Just try playing through MAP01 using the grenade launcher only.

I think that blast radius on the air-burst is a little too large, i seemed to damage myself with every shot. The attack would be far more useful without such a long delay before firing too, maybe put the delay after the shot is fired to stop it from firing too rapidly.

Either way, good job.
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pilottobombadier
PostPosted: Mon 23 Jun 2008 10:55 am    Post subject: Reply with quote



Joined: 20 Jul 2007
Posts: 127

The real issue that I see with the grenade launcher is that sometimes it won't detonate, and I assume this is because it's striking a creature right in the middle of the bounce sequence. I'll definitely look at the bouncing, though, I'm well aware of that - obviously I've been playing with it all weekend Razz

In regards to blast radius on the airburst shell...that's not a blast radius - well, there is one, but it's rally small.

What you think is a blast radius is a 360 degree hitscan attack that basically fires off 100 shots, and I made it that way to balance it out.

If you can master it, you can annihilate anything with up to 800 HP, I do believe. If you screw around with it, it'll kill them and you.

Anyway, the general idea is to aim it at a group of enemies, fire it through them, and then when it goes off, they effectively become living shields.

Anyway, my own build is more recent than the one that was uploaded because I removed the "free" command from the Pump-Action Shotgun (it was still there from testing for bugginess and functionality), so now it's gone and I can play the games normally Razz

Anyway, I'll look into the grenade launcher, I'm bringing this stuff to school to demo it to my classmates and I'm bringing XWE with me.
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