DragonDoomZ new hotfix version!

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Discount Ninja
 
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RE: DragonDoomZ BIG UPDATE! Super Saiyans arrive!

#61

Post by Discount Ninja » Tue Apr 08, 2014 3:25 pm

This mod has a lot of potential.

I could help you with the ki regeneration thing. You would have to edit all of the weapons but it's entirely possible. I've done something similar with a mod I'm working on.

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RE: DragonDoomZ BIG UPDATE! Super Saiyans arrive!

#62

Post by Virtue » Tue Apr 08, 2014 4:08 pm

Discount Ninja wrote: This mod has a lot of potential.

I could help you with the ki regeneration thing. You would have to edit all of the weapons but it's entirely possible. I've done something similar with a mod I'm working on.
I can easily add auto-ki regeneration, but it would make the charging up state/weapon pointless. The whole idea was you're vulnerable whilst charging up (the irony being in the show, the characters wernt!)

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RE: DragonDoomZ BIG UPDATE! Super Saiyans arrive!

#63

Post by Discount Ninja » Wed Apr 09, 2014 2:55 am

Yea, like a toggle. You press a button and you start powering up. Press it again to move. Simple enough.

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RE: DragonDoomZ BIG UPDATE! Super Saiyans arrive!

#64

Post by Virtue » Wed Apr 09, 2014 10:10 am

er, it is that at the moment, its bound to weapon 0 and also the E key. However its done via decorate, I dont know ACS so I cant do it without defining a weapon first. Eventually i'd like it to be its own little entity, I also want to encorporate the Zanzoken teleport move but again ill need ACS for that.
Last edited by Virtue on Wed Apr 09, 2014 10:10 am, edited 1 time in total.

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RE: DragonDoomZ BIG UPDATE! Super Saiyans arrive!

#65

Post by Discount Ninja » Wed Apr 09, 2014 6:57 pm

I mean you don't have to switch weapons to recharge, every weapon can just activate it by holding it down.

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RE: DragonDoomZ BIG UPDATE! Super Saiyans arrive!

#66

Post by Virtue » Wed Apr 09, 2014 8:47 pm

Discount Ninja wrote: I mean you don't have to switch weapons to recharge, every weapon can just activate it by holding it down.
I'd need ACS for that.

many weapons have secondary fire so it would be impossible to use that.

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RE: DragonDoomZ BIG UPDATE! Super Saiyans arrive!

#67

Post by Discount Ninja » Wed Apr 09, 2014 9:06 pm

Maybe you need ACS, I can do it via decorate only.

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RE: DragonDoomZ BIG UPDATE! Super Saiyans arrive!

#68

Post by Virtue » Wed Apr 09, 2014 10:10 pm

how? via inventory items?

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RE: DragonDoomZ BIG UPDATE! Super Saiyans arrive!

#69

Post by Lollipop » Thu Apr 10, 2014 5:47 am

I might give this mod a spin sometime when I get home today, I might forget though, as I also have an assignmnt with a group in biology.

If you need someone you can ask for a few things about ACS, then I might be able to help you, but do not expect much, my code is usually a mess :razz:
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RE: DragonDoomZ BIG UPDATE! Super Saiyans arrive!

#70

Post by Catastrophe » Fri Apr 11, 2014 1:58 am

Imo if you're standing still it should just charge you

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RE: DragonDoomZ BIG UPDATE! Super Saiyans arrive!

#71

Post by AkumaKing » Fri Apr 11, 2014 2:21 am

Virtue wrote: how? via inventory items?

Each weapon would have it charge in the state where the usually charge, I think. Like, make several lines for each charge ammo type and it would sorta loop for that moment. Sorry for the rather vague concept, I'm just not sure if it's an actual weapon charge or if it's charging ammo for attacks to use. (since I actually haven't played it and only saw these few posts in the thread)

Anyways, try that and it should work. If not, resort to inventory items or ACS. Not that there's anything wrong with either of those, except for the fact that you'd end up charging at times you probably shouldn't.
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RE: DragonDoomZ BIG UPDATE! Super Saiyans arrive!

#72

Post by Virtue » Fri Apr 11, 2014 5:52 pm

i dont know what you mean? Play my mod and see how the weapons work.

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RE: DragonDoomZ BIG UPDATE! Super Saiyans arrive!

#73

Post by MotorWülf » Sat Apr 12, 2014 10:25 pm

Maybe I'm committing high treason saying this, but I don't care too much for DBZ.
I do have some nostalgia for that Quake 3 DBZ mod though, so I'll give this a shot

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RE: DragonDoomZ BIG UPDATE! Super Saiyans arrive!

#74

Post by Virtue » Sat Apr 12, 2014 10:35 pm

MotorWülf wrote: Maybe I'm committing high treason saying this, but I don't care too much for DBZ.
I do have some nostalgia for that Quake 3 DBZ mod though, so I'll give this a shot
I see what you did there :D

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RE: DragonDoomZ BIG UPDATE! Super Saiyans arrive!

#75

Post by MotorWülf » Sat Apr 12, 2014 10:48 pm

That pun was my only reason for posting, but this seems like it could be pretty cool deathmatch if it had some appropriately themed levels and I could figure out what the hell was going on.
Cool avatar/name/title though, hah

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RE: DragonDoomZ BIG UPDATE! Super Saiyans arrive!

#76

Post by Virtue » Sat Apr 12, 2014 11:07 pm

yeah I love Virtue, I used to run the official myspace page for them. Also, yeah this is primarily for a deathmatch themed mod and evenutually single-coop play as i have loads of enemies coded and a few already in

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RE: DragonDoomZ BIG UPDATE! Super Saiyans arrive!

#77

Post by Virtue » Sun Apr 13, 2014 10:09 pm

I know I said i'd start using different names, but there really is no need to keep the old versions of this, I don't, anyway, a little hotfix before the next major version:

http://www.sendspace.com/file/a1eykl

Changes:

Vegeta's skin didnt change when selecting the Big Bang Attack, it does now.
Both Goku and Vegeta get unique transforming sounds/taunts.
Goku shouts Kaio-ken! when he gets it.
A few of Vegeta's attack sounds have been changed/added.
The Turtle School students now have blue ki blasts.
Nappa has white ki blasts.
A few other little fixes and changes.

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RE: DragonDoomZ new hotfix version!

#78

Post by OtakuKoni » Mon Apr 14, 2014 2:14 am

Holy baloney cannoli, I want this to succeed in all the things.

Uh, anyway, wouldn't it make more sense for you to be able to cancel those charging attacks? I'm sure that Goku has stopped mid-kamehameha at least once, and I know he's never accidentally summoned a spirit bomb with no way to stop it in an enclosed space, thus killing himself very, very quickly. (Unlike myself. lol) It shouldn't be too hard to do if you made use of the hold state and dummy items. Then if you wanted to stop charging up you could just let go of the attack button. A system like that would also have the benefit of making attacks with varying degrees of charge, so you can choose to throw the spirit bomb early, or just keep waiting and waiting and waiting for a couple episodes to pass and then BOOM, delicious (and probably suicidal) carnage.

Also, keeping old versions is important for getting into servers that aren't updated, and also seeing if they finally have updated. It would also be bad for newcomers if wadseeker/doomseeker saw the file name and downloaded/used the wrong version of the mod, since every version has the same file name.

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RE: DragonDoomZ new hotfix version!

#79

Post by Slim » Mon Apr 14, 2014 5:04 am

Updated the Best-Ever link.

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"Your childish antics grow tiring. If you dare to fight me, then I accept your challenge: Anytime, anywhere." - Zero, Megaman X5
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5:54 PM - Slim: you're complaining about something so small that
5:54 PM - Lance: so? we do that all the time
5:55 PM - Lance: we're a bunch of losers complaining at a bar minus the bar
Spoiler: Galactus tried evading (Open)
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RE: DragonDoomZ new hotfix version!

#80

Post by Virtue » Mon Apr 14, 2014 8:08 am

OtakuKoni wrote: Holy baloney cannoli, I want this to succeed in all the things.

Uh, anyway, wouldn't it make more sense for you to be able to cancel those charging attacks? I'm sure that Goku has stopped mid-kamehameha at least once, and I know he's never accidentally summoned a spirit bomb with no way to stop it in an enclosed space, thus killing himself very, very quickly. (Unlike myself. lol) It shouldn't be too hard to do if you made use of the hold state and dummy items. Then if you wanted to stop charging up you could just let go of the attack button. A system like that would also have the benefit of making attacks with varying degrees of charge, so you can choose to throw the spirit bomb early, or just keep waiting and waiting and waiting for a couple episodes to pass and then BOOM, delicious (and probably suicidal) carnage.

Also, keeping old versions is important for getting into servers that aren't updated, and also seeing if they finally have updated. It would also be bad for newcomers if wadseeker/doomseeker saw the file name and downloaded/used the wrong version of the mod, since every version has the same file name.
Okedoke, thats a good point I will do different names next time.

As for charging your attacks.....yeah thats something ive noticed I can work on, I think I need a way be able to cancel it, within the next few versions this will be addressed.

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