[Submission] New Railgun
- colboh
- Topic Author
- Imp
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- Posts: 6
8 years 10 months ago - 8 years 10 months ago #1
by colboh
[Submission] New Railgun was created by colboh
Information:
Name: NewRailgun
Class: Level 6
Type: Hitscan...ish.
Palette: Doom
Summon: NewRailgun
Ammotype: Cell
AltFire: No
Powered Mode: No
Submitted: (The creator of the Skulltag gun)
Decorate: colBoh
Sprites: (The creator of the Skulltag railgun)
Sprite Edit: (The creator of the Skulltag railgun)
Sounds: Quake II (firing?), Quake 4 (removing/reloading cell)
ACS: No
Nothing too special. This is a modification of the Skulltag/Zandronum railgun with a few minor differences (sounds from Quake 4; it has a reload mechanism like the SSG), and one big one: it can auto-aim up and down, making it viable in standard maps that don't use freelook. To accomplish this, it fires a bullet which does no damage, leaves no puff, and costs 20 cells, and uses a monster-coded rail attack.
This is my first submission, so I submitted this incorrectly, or if I made it too strong or too weak... let me know.
Name: NewRailgun
Class: Level 6
Type: Hitscan...ish.
Palette: Doom
Summon: NewRailgun
Ammotype: Cell
AltFire: No
Powered Mode: No
Submitted: (The creator of the Skulltag gun)
Decorate: colBoh
Sprites: (The creator of the Skulltag railgun)
Sprite Edit: (The creator of the Skulltag railgun)
Sounds: Quake II (firing?), Quake 4 (removing/reloading cell)
ACS: No
Nothing too special. This is a modification of the Skulltag/Zandronum railgun with a few minor differences (sounds from Quake 4; it has a reload mechanism like the SSG), and one big one: it can auto-aim up and down, making it viable in standard maps that don't use freelook. To accomplish this, it fires a bullet which does no damage, leaves no puff, and costs 20 cells, and uses a monster-coded rail attack.
This is my first submission, so I submitted this incorrectly, or if I made it too strong or too weak... let me know.
Attachments:
Last edit: 8 years 10 months ago by colboh.
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- NourPrince
- Chaingunner
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8 years 9 months ago #2
by NourPrince
Replied by NourPrince on topic [Submission] New Railgun
I think you have just copied the fire sprites from my Railgun Enhanced. If you did so, please credit me. Thank you.
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- MagicWazard
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8 years 6 months ago - 8 years 6 months ago #3
by MagicWazard
Also, the railgun attack parameters in DECORATE throws a warning at runtime--"pufftype" is "0" in the list of parameters, which ZDoom apparently doesn't like. You can leave the empty parameters blank and you should be OK.
I do have to say that I love the autoaim, though. I did play around with the DECORATE a bit, and made a discovery--it doesn't look like the "A_FireBullets" actually has any effect on the autoaim. I commented it out just to see what happened, and it continued to autoaim using "A_CustomRailgun" alone. Someone else can correct me if there's some under-the-hood difference I'm not aware of, but it looks like "A_FireBullets" is unnecessary. (But it doesn't seem to hurt anything, either.) Regardless, I think this is brilliant; I would have never thought of using the monster attack function to get autoaim. I do use freelook, but I don't typically use a mouse (or gamepad) because I'm weird like that, so this modification is very appreciated for someone like myself.
I think the damage and ammo consumption are too high, but I always felt the same about the original Skulltag version anyways. So that's open for opinion.
Replied by MagicWazard on topic [Submission] New Railgun
The firing sprites are identical, and even have the same file size, so it looks like that's indeed the case--although, in fairness, I didn't see anything in the Railgun Enhanced WAD that credited the new muzzle flash edits, so it could have escaped his attention. colboh, could you update the submission's credits accordingly? It doesn't sound like NourPrince objects to you using the flash sprites as long as he's credited. (BTW, good job on the flash sprites, NourPrince.)NourPrince wrote: I think you have just copied the fire sprites from my Railgun Enhanced. If you did so, please credit me. Thank you.
Also, the railgun attack parameters in DECORATE throws a warning at runtime--"pufftype" is "0" in the list of parameters, which ZDoom apparently doesn't like. You can leave the empty parameters blank and you should be OK.
I do have to say that I love the autoaim, though. I did play around with the DECORATE a bit, and made a discovery--it doesn't look like the "A_FireBullets" actually has any effect on the autoaim. I commented it out just to see what happened, and it continued to autoaim using "A_CustomRailgun" alone. Someone else can correct me if there's some under-the-hood difference I'm not aware of, but it looks like "A_FireBullets" is unnecessary. (But it doesn't seem to hurt anything, either.) Regardless, I think this is brilliant; I would have never thought of using the monster attack function to get autoaim. I do use freelook, but I don't typically use a mouse (or gamepad) because I'm weird like that, so this modification is very appreciated for someone like myself.
I think the damage and ammo consumption are too high, but I always felt the same about the original Skulltag version anyways. So that's open for opinion.
Last edit: 8 years 6 months ago by MagicWazard.
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- Dreadopp
- Administrator
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8 years 2 months ago #4
by Dreadopp
Replied by Dreadopp on topic [Submission] New Railgun
Has there any update to this? I noticed that the credits in the wad are different than those mentioned on the first post. I think it could work as an alternative railgun for people, but I feel the sprites could be modified a bit to help differentiate it from Skulltag's version.
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- NourPrince
- Chaingunner
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8 years 2 months ago #5
by NourPrince
Replied by NourPrince on topic [Submission] New Railgun
No idea.
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- Blue Shadow
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7 years 9 months ago #6
by Blue Shadow
Replied by Blue Shadow on topic [Submission] New Railgun
Using the monster version instead of the weapon version for doing the attack seems fishy to me. Also, I agree with Dreadopp regarding the sprites.
However, since there hasn't been any feedback from the author, I'm closing this. A year is too long, even for an on-hold submission.
However, since there hasn't been any feedback from the author, I'm closing this. A year is too long, even for an on-hold submission.
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