[Submission] Magnum revolver
- Deon
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3 years 1 month ago - 3 years 1 month ago #1
by Deon
[Submission] Magnum revolver was created by Deon
Information:
Name: Magnum Revolver
Class: 3
Type: Hitscan
Palette: PNG
Summon: Magnum
Ammo Type: Ammo44
Altfire: No
Powered Mode: No
Brightmaps: No
Actor modification: No
ACS: No
Credits:
Code: Deon
GLDefs: -
Sounds: Uzver, Lippeth
Sprites: Doom Nukem
Sprite Edit: Carbine Dioxide, Deon
Idea Base: -
Description:
There are three ZScript files here:
- ZScript.Magnum: One with the actual Magnum definition
- ZScript.Casings: Another one with casing definition, you can replace this one if you are already using casing in your mod
Sprite:
Various HUD sprites including a couple from reload sequence, plus a pickup sprite: Imgur: The magic of the Internet
Download Link:
https://drive.google.com/file/d/1AprzdsUK0uEHTLvMtYm6iYunVwqCskwB/view?usp=sharing
Name: Magnum Revolver
Class: 3
Type: Hitscan
Palette: PNG
Summon: Magnum
Ammo Type: Ammo44
Altfire: No
Powered Mode: No
Brightmaps: No
Actor modification: No
ACS: No
Credits:
Code: Deon
GLDefs: -
Sounds: Uzver, Lippeth
Sprites: Doom Nukem
Sprite Edit: Carbine Dioxide, Deon
Idea Base: -
Description:
There are three ZScript files here:
- ZScript.Magnum: One with the actual Magnum definition
- ZScript.Casings: Another one with casing definition, you can replace this one if you are already using casing in your mod
Sprite:
Various HUD sprites including a couple from reload sequence, plus a pickup sprite: Imgur: The magic of the Internet
Download Link:
https://drive.google.com/file/d/1AprzdsUK0uEHTLvMtYm6iYunVwqCskwB/view?usp=sharing
Last edit: 3 years 1 month ago by Deon.
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- TyrannotitanFan
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3 years 1 month ago #2
by TyrannotitanFan
Replied by TyrannotitanFan on topic [Submission] Magnum revolver
the only nitpick i have is about animations (like recoil after shooting from revolver goes left and somehow weird reload anim) but that's my personal problem
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- Deon
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3 years 1 month ago - 3 years 1 month ago #3
by Deon
Replied by Deon on topic [Submission] Magnum revolver
Hey, that's exactly why I am here, to get feedback and correct what I can.
Can you clarify what exactly seems off please?
Also what's about recoil? Pretty sure it goes RIGHT, not LEFT, unless you mean something else .
Can you explain in a bit more details what should be corrected?
P.S. For those who want to see it in action, here's the video:
[MOD] Doom 2 Magnum Revolver Mod (Download link in the description) - YouTube
Can you clarify what exactly seems off please?
Also what's about recoil? Pretty sure it goes RIGHT, not LEFT, unless you mean something else .
Can you explain in a bit more details what should be corrected?
P.S. For those who want to see it in action, here's the video:
[MOD] Doom 2 Magnum Revolver Mod (Download link in the description) - YouTube
Last edit: 3 years 1 month ago by Deon.
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- TyrannotitanFan
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3 years 1 month ago #4
by TyrannotitanFan
Replied by TyrannotitanFan on topic [Submission] Magnum revolver
"Pretty sure it goes RIGHT, not LEFT"
my bad
also the anims are good, but the looks for me weird, maybe because i played Project Brutality 3.0
anyway good weapon
my bad
also the anims are good, but the looks for me weird, maybe because i played Project Brutality 3.0
anyway good weapon
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- Gothic
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3 years 1 month ago #5
by Gothic
Replied by Gothic on topic [Submission] Magnum revolver
- Reloading it takes away all 6 of your bullets, even if you haven't fired them all.
- If you use the idfa cheat, you get 15 shots instead of 6.
- The sounds should be converted to OGG.
- There are sprites for multiple casings, not just the ones dropped by the revolver. They should go.
- Since this weapon deals more damage than a pistol shot, it should use a different ammo type.
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- Deon
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3 years 1 month ago - 3 years 1 month ago #6
by Deon
Replied by Deon on topic [Submission] Magnum revolver
Yooo, let's gooo! Thank you for taking your time to provide criticizm and corrections.
1) Reloading it takes away all 6 of your bullets, even if you haven't fired them all.
That is an intended feature, as all 6 bullets fall on the ground.
2) If you use the idfa cheat, you get 15 shots instead of 6.
Fixed
3) The sounds should be converted to OGG.
Converted
4) There are sprites for multiple casings, not just the ones dropped by the revolver. They should go.
Fixed
5) Since this weapon deals more damage than a pistol shot, it should use a different ammo type.
Fixed, added .44 ammo type
6) I think the loot table zscript should go, replacements are usually discouraged unless they're actor improvements
Fixed
7) Also I think the pickup sprite looks weird, did you upscale it, or was it like that? May I see the original sprite?
I upscaled it and then manually went over it. But it was definitely the laziest job out of all my other sprite making/edits here.
Now I went over it and repainted it to look nicer, and show all proper features.
You can see both new ammo and pickup sprite here:
https://imgur.com/a/CsRPNbg
1) Reloading it takes away all 6 of your bullets, even if you haven't fired them all.
That is an intended feature, as all 6 bullets fall on the ground.
2) If you use the idfa cheat, you get 15 shots instead of 6.
Fixed
3) The sounds should be converted to OGG.
Converted
4) There are sprites for multiple casings, not just the ones dropped by the revolver. They should go.
Fixed
5) Since this weapon deals more damage than a pistol shot, it should use a different ammo type.
Fixed, added .44 ammo type
6) I think the loot table zscript should go, replacements are usually discouraged unless they're actor improvements
Fixed
7) Also I think the pickup sprite looks weird, did you upscale it, or was it like that? May I see the original sprite?
I upscaled it and then manually went over it. But it was definitely the laziest job out of all my other sprite making/edits here.
Now I went over it and repainted it to look nicer, and show all proper features.
You can see both new ammo and pickup sprite here:
https://imgur.com/a/CsRPNbg
Last edit: 3 years 1 month ago by Deon.
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- Deon
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3 years 1 month ago - 3 years 1 month ago #7
by Deon
Replied by Deon on topic [Submission] Magnum revolver
I've noticed a white pixel on reload frames on the end of the pistol, so that's fixed.
I've also converted the images from Truecolor PNG to Doom paletted lumps, since I saw that in comments on other submissions as a possible problem.
I've also converted the images from Truecolor PNG to Doom paletted lumps, since I saw that in comments on other submissions as a possible problem.
Last edit: 3 years 1 month ago by Deon.
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- Gothic
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3 years 1 month ago - 3 years 1 month ago #8
by Gothic
Replied by Gothic on topic [Submission] Magnum revolver
It throws a bunch of errors on launch
Also
Code:
Script warning, "MagnumRevolver_by_Deon.pk3:zscript.ammo" line 10:
Icon 'HICAB0' for 'Ammo44' not found
1 warnings while compiling MagnumRevolver_by_Deon.pk3:zscript.ammo
MagnumRevolver_by_Deon.pk3:zscript.magnum, line 14: Class name Ammo44 already exists
MagnumRevolver_by_Deon.pk3:zscript.magnum, line 14: Ammo44 already has defaults
Also
This is not a very player friendly feature, nobody wants to waste ammo reloading. Half Life let the player preserve unused Magnum rounds for example.That is an intended feature, as all 6 bullets fall on the ground.
Last edit: 3 years 1 month ago by Gothic.
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- Deon
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3 years 1 month ago #9
by Deon
Replied by Deon on topic [Submission] Magnum revolver
If there are errors, I must have uploaded a wrong wip version. I am out of town during the week, but I will be sure to fix it asap.
I will also take into account the ammo comment
I will also take into account the ammo comment
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- Deon
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3 years 1 month ago - 3 years 1 month ago #10
by Deon
Replied by Deon on topic [Submission] Magnum revolver
Aand I've fixed it from my phone. I simply forgot to delete the extra ammo file I've merged into Magnum file, so there was a duplicate. No more errors should pop up.
I've also commented out the "lose all remaining ammo" string and added the following to the Readme-Howto.txt file:
If you want magnum to lose the remaining bullets you didnt spend on reload, uncomment the following string in zscript.magnum file:
//TNT1 A 0 A_Takeinventory("BPistolAmmo2",6);
Could you check for me if everything else is in order please? It's really hard to do it from the phone .
I've also commented out the "lose all remaining ammo" string and added the following to the Readme-Howto.txt file:
If you want magnum to lose the remaining bullets you didnt spend on reload, uncomment the following string in zscript.magnum file:
//TNT1 A 0 A_Takeinventory("BPistolAmmo2",6);
Could you check for me if everything else is in order please? It's really hard to do it from the phone .
Last edit: 3 years 1 month ago by Deon.
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