Duke Nukem - Pistol
- Redxone
- Topic Author
- Visitor
Name: Duke Nukem Pistol
Class: 2
Type: Hitscan
Palette: Doom
Summon: DNPistol
AmmoType: Coustom Clip Ammo, Lewisk3 Ammunition
Credits:
Submitted: Redxone
Decorate: Redxone
Sounds: SoundBible.com / (Dont Have A Reload Sound Feel Free To Suggest One Too Me In The Comments)
Sprites: www.spriters-resource.com
Idea Base: Duke Nukem 3D Pistol
Sprite:
Floor:
Download:
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- Blue Shadow
- Administrator
- Posts: 1129
The weapon itself is mostly broken to the point that I can't provide any feedback on it, which gives me the impression that it wasn't properly tested.
Also, why are the weapon's ammo in a separate WAD, and why are they replacing existing Doom ammo?
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- Redxone
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- Visitor
Blue Shadow wrote: The sprites could do with being centered and having Doomguy's hands. It could also do without the manual reload (or having no reload at all).
The weapon itself is mostly broken to the point that I can't provide any feedback on it, which gives me the impression that it wasn't properly tested.
Also, why are the weapon's ammo in a separate WAD, and why are they replacing existing Doom ammo?
what is it with you guys and reload?, reloading adds a realistic feel to the gun and the seperate ammo is supposed to be used
with another hud so that it will display clip ammo and mags
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- Redxone
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- NeuralStunner
- Administrator
- Posts: 110
- Include the ammo in the weapon wad as a unique type that replaces nothing else.
- Remove the custom ammo and have the weapon use a default one.
Since it supposedly uses the Doom palette, it's assumed to be intended for Doom, so that's the context in which it's being judged: To be consistent with other Doom weapons, it should use the hands from Doom. Also, using the auto-reload counter like the original Duke3D pistol is fine, but requiring a manual reload is inconsistent with how other Doom weapons work. ("More realistic" is an empty argument in this case.)
You should also refrain from double-posting, use the Edit button instead. And yes, you can still retry a submission, as long as you do it properly this time.
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- Redxone
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NeuralStunner wrote: While you at least bothered to include the custom ammo in the same download this time, it cannot replace a default ammo without breaking other weapons. You need to either:
- Include the ammo in the weapon wad as a unique type that replaces nothing else.
- Remove the custom ammo and have the weapon use a default one.
Since it supposedly uses the Doom palette, it's assumed to be intended for Doom, so that's the context in which it's being judged: To be consistent with other Doom weapons, it should use the hands from Doom. Also, using the auto-reload counter like the original Duke3D pistol is fine, but requiring a manual reload is inconsistent with how other Doom weapons work. ("More realistic" is an empty argument in this case.)
You should also refrain from double-posting, use the Edit button instead. And yes, you can still retry a submission, as long as you do it properly this time.
not an artist so need someone else to put the hands on, and the thing with using default ammo is its not controllable
you cant remove it from inventory with a function
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- NeuralStunner
- Administrator
- Posts: 110
Someone on the ZDoom forum can help you, if you ask nicely.Redxone wrote: not an artist so need someone else to put the hands on
... What?Redxone wrote: and the thing with using default ammo is its not controllable
you cant remove it from inventory with a function
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- Redxone
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- Visitor
you cant remove it from inventory with a function,
EXAMPLE: when Using Weapon.AmmoType "Clip"
you cant do a_takeinventory("Clip", 1)
but with coustom ammo u can
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- wildweasel
- Dark Imp
- Posts: 11
Uh, you can do that with ANY inventory item, not just Clip. You could make the gun take away PowerInvulnerability every time you fire it if you wanted to, and there's no reason it shouldn't work. Try it anyway, you'll be surprised.Redxone wrote: and the thing with using default ammo is its not controllable
you cant remove it from inventory with a function,
EXAMPLE: when Using Weapon.AmmoType "Clip"
you cant do a_takeinventory("Clip", 1)
but with coustom ammo u can
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- Redxone
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