|
It is currently Thu Sep 09, 2010 3:45 pm
|
View unanswered posts | View active topics
| Author |
Message |
|
Mikk-
|
Post subject: Re: Shotgun Frenzy - v1.3 delayed to August/September - Update Posted: Sat Aug 29, 2009 7:20 am |
|
Joined: Sat Sep 20, 2008 3:57 pm Posts: 1435 Location: Blackpool, England
|
Doomsphere wrote: lord_of_hell wrote: i be finded something useful for the wad: http://forum.zdoom.org/viewtopic.php?f=19&t=17425it contain 2 guns what can work very well here, a ion cannon gun whit high quality sprites(it seems to dont lag) and a nuke explosion whit too high quality sprites. I don't think he wants weapons that have been in 1000 other wads. Lets keep shotgun frenzy cool and straight please. I'm really sure that in the older versions, he had a nuke that you could place, Now, its the Nuclear Missile Silo, which you have to buy, I think you should play it before you say something stupid.
_________________ viewtopic.php?t=23270 Heretic++; Beta out soon!
http://www.skulltag.net/forum/viewtopic.php?f=12&t=25829 ^Jurassic Rift, Go play it. NOW!
|
|
| |
|
 |
|
<Minigunner>
|
Post subject: Re: Shotgun Frenzy - v1.3 delayed to August/September - Update Posted: Sat Aug 29, 2009 8:45 am |
|
Chaingun Turret activated
 |
 |
Joined: Mon Oct 27, 2008 4:07 pm Posts: 665 Location: Fresno,CA
|
-[Mikk]- wrote: Doomsphere wrote: lord_of_hell wrote: i be finded something useful for the wad: http://forum.zdoom.org/viewtopic.php?f=19&t=17425it contain 2 guns what can work very well here, a ion cannon gun whit high quality sprites(it seems to dont lag) and a nuke explosion whit too high quality sprites. I don't think he wants weapons that have been in 1000 other wads. Lets keep shotgun frenzy cool and straight please. I'm really sure that in the older versions, he had a nuke that you could place, Now, its the Nuclear Missile Silo, which you have to buy, I think you should play it before you say something stupid. We really don't need high-quality because it would make all other sprites look like shit, although they naturally do (because of their 320x200 res).
_________________ Projects: (Stalled)AOW2 Omega NLOWZSP (Slow) Battlegrounds Skulltag "Refreshment" mod (Stalled) Jailbreak (continuation from latest version)
Green = self-projects
|
|
| |
|
 |
|
Owten
|
Post subject: Re: Shotgun Frenzy - v1.3 delayed to August/September - Update Posted: Sun Aug 30, 2009 2:52 pm |
|
|
|
|
I have played this mod and it is sooo creative. I like the mix of strategy and DooM. Good job wad'aholic !
|
|
| |
|
 |
|
MasterKnives
|
Post subject: Re: Shotgun Frenzy - v1.3 delayed to August/September - Update Posted: Sun Aug 30, 2009 8:10 pm |
|
Lord of Sarcasm
 |
Joined: Sat Nov 17, 2007 10:14 pm Posts: 165
|
|
I am anticipating this release, I hope it's much harder then the current version, I can solo it most of the time without breaking a sweat.
|
|
| |
|
 |
|
<Minigunner>
|
Post subject: Re: Shotgun Frenzy - v1.3 delayed to August/September - Update Posted: Wed Sep 02, 2009 8:05 pm |
|
Chaingun Turret activated
 |
 |
Joined: Mon Oct 27, 2008 4:07 pm Posts: 665 Location: Fresno,CA
|
I am making a few changes to the DECORATE and sprites of "main.wad". -Shell ammo increased to 120 backpack max via DEHACKED -All shotguns do 7 damage per puff -SSG shoots 14 puffs (14 x 7 = 98, compared to 20 x 5 = 100) -Quadshot shoots 28 puffs at the cost of 4 ammo -All weapons are given some vertical spread -APR spread plasma fades after 5 seconds to reduce FPS lag -Rockets fly at a more realistic speed of 32 (A speed of 20 looks lazy. Also, the rocket was just a little bit faster than you when you run.) -Grenades are given a larger bounce factor. -The tank gun no longer has a *fap fap* fire sequence. The button is now held down. -The tank's extreme fire shouldn't rape the screens of those around you. -The marine core is now bright and translucent. It also has a small shock instead of a blood spatter. -Chainsaw doesn't damage marine core. -Some sprites are recolored and repositioned. -Demon Turrets fire less missiles than the core it protects. -Marine Core has 4,000 health, and the Demon Core has 100,000! Both take 80% damage from attacks. -Turrets make robotic sounds now! -Tank spawns explosions upon death. The sudden loss of parts and the player looks silly. I will upload it soon for Wad'a'Holic to look at. EDIT: More changes. Look in spoiler.
_________________ Projects: (Stalled)AOW2 Omega NLOWZSP (Slow) Battlegrounds Skulltag "Refreshment" mod (Stalled) Jailbreak (continuation from latest version)
Green = self-projects
Last edited by <Minigunner> on Thu Sep 03, 2009 8:39 pm, edited 2 times in total.
|
|
| |
|
 |
|
(MLK)
Qent
|
Post subject: Re: Shotgun Frenzy - v1.3 delayed to August/September - Update Posted: Wed Sep 02, 2009 8:14 pm |
|
Pkunk
 |
 |
Joined: Tue May 26, 2009 1:43 pm Posts: 507
Clan: Moon Light Killers
|
minigunner wrote: -Chainsaw doesn't damage marine core. It does still damage sandbags and turrets though, right? Otherwise that's just one more way to break the map.
_________________ Key config as of Feb. 23, '10
|
|
| |
|
 |
|
<Minigunner>
|
Post subject: Re: Shotgun Frenzy - v1.3 delayed to August/September - Update Posted: Wed Sep 02, 2009 8:29 pm |
|
Chaingun Turret activated
 |
 |
Joined: Mon Oct 27, 2008 4:07 pm Posts: 665 Location: Fresno,CA
|
|
Nope. Not anymore.
_________________ Projects: (Stalled)AOW2 Omega NLOWZSP (Slow) Battlegrounds Skulltag "Refreshment" mod (Stalled) Jailbreak (continuation from latest version)
Green = self-projects
|
|
| |
|
 |
|
(MLK)
Qent
|
Post subject: Re: Shotgun Frenzy - v1.3 delayed to August/September - Update Posted: Thu Sep 03, 2009 6:17 am |
|
Pkunk
 |
 |
Joined: Tue May 26, 2009 1:43 pm Posts: 507
Clan: Moon Light Killers
|
|
Well it might have to if, say, an entire passage is blocked by sandbags. Not likely I know, but it doesn't hurt to consider situations like that.
_________________ Key config as of Feb. 23, '10
|
|
| |
|
 |
|
<Minigunner>
|
Post subject: Re: Shotgun Frenzy - v1.3 delayed to August/September - Update Posted: Thu Sep 03, 2009 8:25 pm |
|
Chaingun Turret activated
 |
 |
Joined: Mon Oct 27, 2008 4:07 pm Posts: 665 Location: Fresno,CA
|
|
Ok, 0.1x damage. The sandbags will still last long that way.
_________________ Projects: (Stalled)AOW2 Omega NLOWZSP (Slow) Battlegrounds Skulltag "Refreshment" mod (Stalled) Jailbreak (continuation from latest version)
Green = self-projects
|
|
| |
|
 |
|
(MLK)
Qent
|
Post subject: Re: Shotgun Frenzy - v1.3 delayed to August/September - Update Posted: Thu Sep 03, 2009 9:01 pm |
|
Pkunk
 |
 |
Joined: Tue May 26, 2009 1:43 pm Posts: 507
Clan: Moon Light Killers
|
|
Okay, that sounds cool. I just thought of a situation though: a troll could pile sandbags against the teleporter (either in the base or on the other side) either preventing players from going through or getting them telefragged. It shouldn't be too bad as long as chainsaws can clear sandbags a little bit.
_________________ Key config as of Feb. 23, '10
|
|
| |
|
 |
|
<Minigunner>
|
Post subject: Re: Shotgun Frenzy - v1.3 delayed to Q4 2009 Posted: Sun Sep 06, 2009 5:01 am |
|
Chaingun Turret activated
 |
 |
Joined: Mon Oct 27, 2008 4:07 pm Posts: 665 Location: Fresno,CA
|
|
I kinda did a special credit drop system for all the monsters (including in beast.wad). -For every monster above 200 health, one credit is dropped for every 50 HP the monster has total. -For every monster below 200 health, credit amount is based on skill (health, attack power, ect.). -For every monster above 1000 health, one credit is dropped for every 100 HP the monster has total. -One extra credit is dropped if you gib the monster. -Every monster drops at least one credit (even imp heads).
For example: -Cyberdemon now drops 40 credits (4000/100 = 40) -Zombieman drops one credit upon death, and two upon gib death -Annihilator, now with 8000 health, drops 80 credits -Demolisher, now with 6000 health, drops 60 credits -Arachnotron drops 12 credits -Baron of Hell drops 10 credits (so does Hell Knight) And so on and so forth...
I might give most small monsters burst deaths (destroying the body completely), but they still drop the same number of credits as in the gib deaths. The health in which they burst is -2x their initial health (i.e. Zombieman needs to be at -40 HP or lower at death to burst).
_________________ Projects: (Stalled)AOW2 Omega NLOWZSP (Slow) Battlegrounds Skulltag "Refreshment" mod (Stalled) Jailbreak (continuation from latest version)
Green = self-projects
|
|
| |
|
 |
|
Wad'a'Holic
|
Post subject: Re: Shotgun Frenzy - v1.3 delayed to Q4 2009 Posted: Sun Sep 06, 2009 6:30 am |
|
Sweet Jesus! Its FWATER1
 |
 |
Joined: Fri Jan 04, 2008 9:04 pm Posts: 359 Location: In Chaos
|
Most of these new features will sadly be obsolete when the new version comes out, as most of the code has been rewritten. However, feel free to release this as the update won't be out for a while. I will consider implementing some of the changes into the new version 
_________________ Shotgun Frenzy v1.3 CF Beta 2 - viewtopic.php?f=12&t=18963&p=232063#p232063 SDK & Version 1.3 coming mid 2010 Total Chaos - 2011
|
|
| |
|
 |
|
<Minigunner>
|
Post subject: Re: Shotgun Frenzy - v1.3 delayed to Q4 2009 Posted: Sun Sep 06, 2009 1:28 pm |
|
Chaingun Turret activated
 |
 |
Joined: Mon Oct 27, 2008 4:07 pm Posts: 665 Location: Fresno,CA
|
OK. I did this because apparently most of the work was put into the ACS. EDIT: I have my modded file uploaded! There's one problem, though. It lags heavily for some reason, perhaps when monsters are crushed. Otherwise, it's OK. http://www.filefront.com/14482083/sfrenzy---.pk3
_________________ Projects: (Stalled)AOW2 Omega NLOWZSP (Slow) Battlegrounds Skulltag "Refreshment" mod (Stalled) Jailbreak (continuation from latest version)
Green = self-projects
|
|
| |
|
 |
|
Wad'a'Holic
|
Post subject: Re: Shotgun Frenzy - v1.3 delayed to Q4 2009 Posted: Sat Oct 03, 2009 6:29 am |
|
Sweet Jesus! Its FWATER1
 |
 |
Joined: Fri Jan 04, 2008 9:04 pm Posts: 359 Location: In Chaos
|
|
Hey guys, I'm thinking of booting a couple of features in the upcoming version of Shotgun Frenzy. Let me know what y'all think:
Removal of pre-stocking This seems like a useless feature at the moment. Instead I am thinking of replacing this with the ability for the commander to donate credits to certain players, allowing them to buy stock themselves. This could also be good for rewarding players for good teamsmanship.
Commanders can only build turrets I know this may seem drastic, but I think it would give the Commander a bit more to do. Right now it seems the Commander does nothing but upgrade and build structures and I think doing this would give the mod a bit more of a 'teamwork' aspect than everyone free-roaming and doing their own thing. I will upgrade the camera system to allow SF01 to work properly with this.
_________________ Shotgun Frenzy v1.3 CF Beta 2 - viewtopic.php?f=12&t=18963&p=232063#p232063 SDK & Version 1.3 coming mid 2010 Total Chaos - 2011
|
|
| |
|
 |
|
<Minigunner>
|
Post subject: Re: Shotgun Frenzy - v1.3 delayed to Q4 2009 Posted: Sat Oct 03, 2009 9:53 am |
|
Chaingun Turret activated
 |
 |
Joined: Mon Oct 27, 2008 4:07 pm Posts: 665 Location: Fresno,CA
|
I think I found the problem in my edited WAD. Apparently, the lag is caused by the Hell Knights' death. I'll fix that. EDIT: Fixed. New wad has more features: -Invisible ice vapor projectiles now spawn ice clouds. Doesn't affect FPS... until you see a lot. -Arch-Vile has darker blood. Looks better to me. Uhh, that's it. Link: http://www.filefront.com/14649163/sfrenzy-v1.1.5.pk3
_________________ Projects: (Stalled)AOW2 Omega NLOWZSP (Slow) Battlegrounds Skulltag "Refreshment" mod (Stalled) Jailbreak (continuation from latest version)
Green = self-projects
|
|
| |
|
 |
|
DoomRater
|
Post subject: Re: Shotgun Frenzy - v1.3 delayed to Q4 2009 Posted: Sat Oct 03, 2009 1:30 pm |
|
Shooting demons in a FRENZY
 |
 |
Joined: Sun May 08, 2005 2:54 pm Posts: 17 Location: Hell Island
|
Wad'a'Holic wrote: Hey guys, I'm thinking of booting a couple of features in the upcoming version of Shotgun Frenzy. Let me know what y'all think:
Removal of pre-stocking This seems like a useless feature at the moment. Instead I am thinking of replacing this with the ability for the commander to donate credits to certain players, allowing them to buy stock themselves. This could also be good for rewarding players for good teamsmanship.
Commanders can only build turrets I know this may seem drastic, but I think it would give the Commander a bit more to do. Right now it seems the Commander does nothing but upgrade and build structures and I think doing this would give the mod a bit more of a 'teamwork' aspect than everyone free-roaming and doing their own thing. I will upgrade the camera system to allow SF01 to work properly with this. Yeah, see right now all I do is do commander stuff at the start then jump out and fight with everyone else. And then constantly bum-rush with the railguns. If there was a point for the commander to stay in the seat and actually contribute to the fight, that would help a lot. How about allowing the commander to make visible waypoints/pings for players to follow? "Defend here"/"Attack here"/"Follow this path" kinda stuff.
_________________ 'impse' is not recognized as an internal or external command, operable program or batch file. Oh, they're gonna hafta glue YOU back together.... IN HELL!
|
|
| |
|
 |
|
Wad'a'Holic
|
Post subject: Re: Shotgun Frenzy - v1.3 delayed to Q4 2009 Posted: Sat Oct 03, 2009 11:07 pm |
|
Sweet Jesus! Its FWATER1
 |
 |
Joined: Fri Jan 04, 2008 9:04 pm Posts: 359 Location: In Chaos
|
DoomRater wrote: Wad'a'Holic wrote: Hey guys, I'm thinking of booting a couple of features in the upcoming version of Shotgun Frenzy. Let me know what y'all think:
Removal of pre-stocking This seems like a useless feature at the moment. Instead I am thinking of replacing this with the ability for the commander to donate credits to certain players, allowing them to buy stock themselves. This could also be good for rewarding players for good teamsmanship.
Commanders can only build turrets I know this may seem drastic, but I think it would give the Commander a bit more to do. Right now it seems the Commander does nothing but upgrade and build structures and I think doing this would give the mod a bit more of a 'teamwork' aspect than everyone free-roaming and doing their own thing. I will upgrade the camera system to allow SF01 to work properly with this. Yeah, see right now all I do is do commander stuff at the start then jump out and fight with everyone else. And then constantly bum-rush with the railguns. If there was a point for the commander to stay in the seat and actually contribute to the fight, that would help a lot. How about allowing the commander to make visible waypoints/pings for players to follow? "Defend here"/"Attack here"/"Follow this path" kinda stuff. I was thinking about adding that too. Make them give orders. Maybe add in money bags too which will make players want to go to that point to get some credits 
_________________ Shotgun Frenzy v1.3 CF Beta 2 - viewtopic.php?f=12&t=18963&p=232063#p232063 SDK & Version 1.3 coming mid 2010 Total Chaos - 2011
|
|
| |
|
 |
|
Wad'a'Holic
|
Post subject: Re: Shotgun Frenzy - v1.3 Aiming for December Posted: Thu Dec 03, 2009 5:39 am |
|
Sweet Jesus! Its FWATER1
 |
 |
Joined: Fri Jan 04, 2008 9:04 pm Posts: 359 Location: In Chaos
|
|
| |
|
 |
|
Mr.
VoltlocK
|
Post subject: Re: Shotgun Frenzy - v1.3 Aiming for December Posted: Thu Dec 03, 2009 5:43 am |
|
 |
 |
| Retired/Inactive Staff |
Joined: Wed Jun 22, 2005 3:42 am Posts: 4001 Location: Nand of Hod
Clan: Global Defense Initiative
|
|
| |
|
 |
|
Yellowtail
|
Post subject: Re: Shotgun Frenzy - v1.3 Aiming for December Posted: Thu Dec 03, 2009 1:42 pm |
|
Joined: Fri Sep 05, 2008 4:02 pm Posts: 383 Location: Some server
|
|
Ooooh... I'm liking the new features.
|
|
| |
|
 |
Who is online |
Users browsing this forum: ALMN and 2 guests |
|
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot post attachments in this forum
|
|