It is currently Thu Sep 09, 2010 3:45 pm

All times are UTC - 6 hours







Post new topic Reply to topic  [ 590 posts ]  Go to page Previous  1 ... 12, 13, 14, 15, 16, 17, 18 ... 30  Next
Author Message
 Post subject: Re: Shotgun Frenzy - v1.3 delayed to August/September - Update
PostPosted: Sat Aug 29, 2009 7:20 am 
Offline
User avatar

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=17425

it 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!


   
 
 Post subject: Re: Shotgun Frenzy - v1.3 delayed to August/September - Update
PostPosted: Sat Aug 29, 2009 8:45 am 
Chaingun Turret activated
Offline
User avatar

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=17425

it 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


   
 
 Post subject: Re: Shotgun Frenzy - v1.3 delayed to August/September - Update
PostPosted: 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 !


   
 
 Post subject: Re: Shotgun Frenzy - v1.3 delayed to August/September - Update
PostPosted: Sun Aug 30, 2009 8:10 pm 
Lord of Sarcasm
Offline

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.


   
 
 Post subject: Re: Shotgun Frenzy - v1.3 delayed to August/September - Update
PostPosted: Wed Sep 02, 2009 8:05 pm 
Chaingun Turret activated
Offline
User avatar

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".
[Reveal] Spoiler: Changes
-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.

   
 
 Post subject: Re: Shotgun Frenzy - v1.3 delayed to August/September - Update
PostPosted: Wed Sep 02, 2009 8:14 pm 
Pkunk
Offline
User avatar

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


   
 
 Post subject: Re: Shotgun Frenzy - v1.3 delayed to August/September - Update
PostPosted: Wed Sep 02, 2009 8:29 pm 
Chaingun Turret activated
Offline
User avatar

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


   
 
 Post subject: Re: Shotgun Frenzy - v1.3 delayed to August/September - Update
PostPosted: Thu Sep 03, 2009 6:17 am 
Pkunk
Offline
User avatar

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


   
 
 Post subject: Re: Shotgun Frenzy - v1.3 delayed to August/September - Update
PostPosted: Thu Sep 03, 2009 8:25 pm 
Chaingun Turret activated
Offline
User avatar

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


   
 
 Post subject: Re: Shotgun Frenzy - v1.3 delayed to August/September - Update
PostPosted: Thu Sep 03, 2009 9:01 pm 
Pkunk
Offline
User avatar

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


   
 
 Post subject: Re: Shotgun Frenzy - v1.3 delayed to Q4 2009
PostPosted: Sun Sep 06, 2009 5:01 am 
Chaingun Turret activated
Offline
User avatar

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


   
 
 Post subject: Re: Shotgun Frenzy - v1.3 delayed to Q4 2009
PostPosted: Sun Sep 06, 2009 6:30 am 
Sweet Jesus! Its FWATER1
Offline
User avatar

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


   
 
 Post subject: Re: Shotgun Frenzy - v1.3 delayed to Q4 2009
PostPosted: Sun Sep 06, 2009 1:28 pm 
Chaingun Turret activated
Offline
User avatar

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


   
 
 Post subject: Re: Shotgun Frenzy - v1.3 delayed to Q4 2009
PostPosted: Sat Oct 03, 2009 6:29 am 
Sweet Jesus! Its FWATER1
Offline
User avatar

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


   
 
 Post subject: Re: Shotgun Frenzy - v1.3 delayed to Q4 2009
PostPosted: Sat Oct 03, 2009 9:53 am 
Chaingun Turret activated
Offline
User avatar

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


   
 
 Post subject: Re: Shotgun Frenzy - v1.3 delayed to Q4 2009
PostPosted: Sat Oct 03, 2009 1:30 pm 
Shooting demons in a FRENZY
Offline
User avatar

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!


   
 
 Post subject: Re: Shotgun Frenzy - v1.3 delayed to Q4 2009
PostPosted: Sat Oct 03, 2009 11:07 pm 
Sweet Jesus! Its FWATER1
Offline
User avatar

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 :D

_________________
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


   
 
 Post subject: Re: Shotgun Frenzy - v1.3 Aiming for December
PostPosted: Thu Dec 03, 2009 5:39 am 
Sweet Jesus! Its FWATER1
Offline
User avatar

Joined: Fri Jan 04, 2008 9:04 pm
Posts: 359
Location: In Chaos
Hey guys, are Teslacoils still cool these days?
Image

_________________
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


   
 
 Post subject: Re: Shotgun Frenzy - v1.3 Aiming for December
PostPosted: Thu Dec 03, 2009 5:43 am 
Offline
User avatar
Retired/Inactive Staff

Joined: Wed Jun 22, 2005 3:42 am
Posts: 4001
Location: Nand of Hod

Clan: Global Defense Initiative
YES.

_________________
Actor is not a valid actor property.

Works
- Top-Down ST (TX Sapphire servs)
- C&C Renegade: Conquer (hiatus)
- Unreal: 849's Path (hiatus)
- RGA2: Ultimate (up till TR12)
- AOW2:SC (up till Sigma)

-- [TX] GemStone --


   
 
 Post subject: Re: Shotgun Frenzy - v1.3 Aiming for December
PostPosted: Thu Dec 03, 2009 1:42 pm 
Offline

Joined: Fri Sep 05, 2008 4:02 pm
Posts: 383
Location: Some server
Ooooh... I'm liking the new features.


   
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 590 posts ]  Go to page Previous  1 ... 12, 13, 14, 15, 16, 17, 18 ... 30  Next

All times are UTC - 6 hours



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

Search for:
Jump to:  
Powered by phpBB phpBB Group, Skulltag Team
Karma functions powered by Karma MOD © 2007, 2009 m157y
[ Time : 0.389s | 14 Queries | GZIP : Off ]