Yeah, finally. Don't think I haven't been working on the mod during this time... because you'd be completely wrong. The mod now is much better than ever... And I hope it'll just get even better.
If you're a bit lost, long time ago I've done a new ammunition type for the Cyber Rifle, which are the Nemesis Rounds. I think I never posted a picture of it, so here it goes.
And then, I wondered "why not make a lot of ammunition types???" That's what I've done... of course, it's very hard to do this, not just because coding is hard or something like that, but because it's hard to have a big set of weapons, all of them balanced and useful. So, that's the challenge, isn't it?
I've played a mod called "Psi Weapon Dreams", and I saw a cool Lightning weapon. Unfortunately, it was nearly useless... so, as its creator copied some codes from my mod, why not "exchange" some information???
A big part of the code was copied, but of course, I've upgraded it... so, what now? It's a strong lightning, with some secret uses... I won't tell you what happens when a lightning cross another... hehehe. But it's just great. That's the Secondary Ammunition for the Phoenix - Electrical. The Secondary Fire features a cool Chain Lightning, a fast and powerful projectile which collides with almost every visible target... unless you can dodge it!
Right after that, I created a new set of bullets for the Shredder: Plasma bullets. They really remind the PulseGun projectile, but: first of all, they're a bit faster and... aren't green (hehehe); ok, they have a small explosion radius, too... and also, when you use the secondary fire, it makes a lot of difference from the original PulseGun, featuring the cool Shredder's ShotGun style.
Of course, the "old" weapons were updated... as you can see, the Phoenix (FlameThrower version) looks perfect... a very realistic (and powerful, if I can say that) flame effect. Other projectiles were recoded, so some bugs were fixed, and the things work much better now.
But the biggest update you probably won't see... but was a bit hard to do. The Multiple Item was recoded. It means that it won't have any bugs (believe me, it has a lot of them in Beta 9, but you usually don't see them, minor things you know), and it helped me to allow the Arena Mutator to use the Respawn Types featured by the Mod. Also, it now supports the UT Weapon Stay... so it's very complete.
That's it. As you can see, the progress is going very fast, and is growing each day. I don't have idea of when the next version is going to be released... but I just can say that it'll be twice as fun as Beta 9 is. And... I couldn't finish this without asking for your help. As I said, almost every weapon will feature a new ammunition type... so, if you have any ideas for them, visit our forums. See ya there.
...amazing...OMG tELL ME DA REALEASE dATE!
Its Darkness, so you'll never get a release date. ;)
Yeah, something like that... ;)
i thought so.... :lol:
but man is this thing gonna own!
/me drools over the flame pic
It'll take some time do be finished... I mean, I still have to create the rest of multiple ammunitions, update the existing pickups/mutators, etc... so, I really can't say how much time it's going to take.
:O
I think the smilie pretty sums up how I feel
great work, can't wait :D
I've done a few fixes today... mainly related to the Multiple Item support. I mean, it's hard to do an item which spawns other items randomly, adding some options such as weaponstay... hehehe. But it's done ;) No more bugs!!!
Some one needs to make a programming fly spray....