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Automatic Shotgun

  • BadMojo
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8 years 9 months ago - 8 years 3 months ago #1 by BadMojo
Automatic Shotgun was created by BadMojo
=============
Information
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Name: Automatic Shotgun
Class: 3
Type: Hitscan
Palette: Custom
Summon: AutoShot
Ammo Type: Shells
Altfire: No
Powered Mode: No
Added States: No

=============
Credits
=============


Submitted: BadMojo
Decorate: BadMojo
Sounds: psx doom, BadMojo
Sprites: idSoftware, BadMojo
Sprite Edit: BadMojo, MagicWazard
Idea Base: ??
ACS: No

Description:
Union Aerospace standard issue automatic shotgun.

Spawn:



Idle:



Download:

https://www.dropbox.com/s/5ch1iaiobsglhur/AUTOSHOTGUNv7.2.zip?dl=0
Last edit: 8 years 3 months ago by BadMojo.

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  • MagicWazard
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8 years 9 months ago #2 by MagicWazard
Replied by MagicWazard on topic Automatic Shotgun
There doesn't seem to be anything in the .zip archive. It's empty in SLADE3, and if I try to open it with Windows, it throws an error. Too bad, because the sprites look promising.

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  • BadMojo
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8 years 9 months ago - 8 years 9 months ago #3 by BadMojo
Replied by BadMojo on topic Automatic Shotgun
Hmm that's not good at all, I'll re zip and upload in a few minutes

Edit:
It should be ok now :)
Last edit: 8 years 9 months ago by BadMojo.

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  • MagicWazard
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8 years 9 months ago #4 by MagicWazard
Replied by MagicWazard on topic Automatic Shotgun
Yeah, it works now. Here's some points of feedback:

*The stock on the pickup sprite is transparent. Since the HUD sprite has a solid stock, I assume this is an error...?
*The gun does about 2x the damage of the standard shotgun. Considering it has a much higher rate-of-fire, it should only deal about the same amount of damage, at most, and probably have a bit more recoil. Otherwise, it basically makes the original weapon kind of useless. I like the rate-of-fire; the damage just needs adjusting.
*The edges of the sprites need a bit of crisping up. They're still in 32bpp, so the edges are semi-transparent. Simply palettizing the images should fix this. The edit itself is clever, though, and looks pretty nice. I'd personally prefer a muzzle flash that's more consistent with the standard Doom flashes, but this one works well enough on its own merits.

Warning: Spoiler!

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  • BadMojo
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8 years 9 months ago - 8 years 9 months ago #5 by BadMojo
Replied by BadMojo on topic Automatic Shotgun
Cheers for the feedback, it really helps with the learning process :)

* I experimented with the look of a hollow stock... not trying to be realistic in any way, i just like the look of it... im not sure what you mean about hud sprite, im using gzdoom and zdoom to test these with the classic "face" hud so there are no weapon icons (i assume your talking about an alternate hud with weapon icons?).. if so ill try to fix it.

* yeah, your right, i forgot about that... what happened was, this is a weapon from the private mod im working on for myself, i have adjusted the original weapons to my liking, so the normal shotgun had a bit more damage and more vertical spread and a few more pellets, the auto shotgun fit well with what i was doing there, ill adjust for here though in a minute.

* Thanks for the tip, ill see what i can do :)

side note:
* you noticed that huh... good eye :) im still discovering things in photoshop, im not an artist but im quick to learn (that plasma repeater was literally my first sprite gun), yea you are absolutely right about the nearest neighbor, i did try bilinear but it was a bit too much smoothing and lost alot of quality(not that theres much to begin with XD). basically i double the size of the sprite, do my edits, then resize back down to doom quality.. but if i let it add the filtering, it loses its original "quality"...

what ill do though, as you can see with the plasma repeater now, is spend a bit of time with the ol' tablet and fix'er'up that way :) but sometimes i have commitment issues, so i shared it as it was as a functioning weapon with some unique sprites with the hope for some feedback... to which the MagicWazard comes to the rescue XD

Love the name btw... and your cocoa demon lol
Last edit: 8 years 9 months ago by BadMojo.

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  • MagicWazard
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8 years 9 months ago #6 by MagicWazard
Replied by MagicWazard on topic Automatic Shotgun
Sorry, the phrase "HUD sprite", in the context of weapons, is usually used as shorthand for "sprite you see in first-person view"; in other words, the weapon as you're holding and using it. Not specifically a sprite in the status bar ("HUD") itself. So I just meant that when you're holding the gun, the stock appears solid, but in the pickup, it's hollow.

As for the resampling, if you think there's too much smoothing when using bilinear, remember that some of that will be lost when you convert to a palettized image due to the lower color range and the removal of semi-transparency. The end result might look better than you fear. :) There's also a couple versions of bilinear; you can try bilinear sharper instead and see if that produces better results. You can also try the Sharpen filter, though you'll want to be careful not to overdo that one.

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  • Blue Shadow
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8 years 4 months ago - 8 years 4 months ago #7 by Blue Shadow
Replied by Blue Shadow on topic Automatic Shotgun
I believe this needs reloading implemented*. As it stands, it just almost completely obsoletes the normal shotgun.

Also, this is more of a personal thing, I very much dislike weapon recoil. I'm a keyboarder; weapon recoil doesn't go well with that.


* How I see it: No manual reloading. Once the "clip" empties, reloading happens automatically.


Edit: Oh! Something is horribly wrong with the zip file. I dragged and dropped it on the executable to run it, and got an error on launch. So I decided to extract the WAD and run it. The WAD loaded properly. However, I couldn't bring up the console and was unable to move or do anything in the game. I think loading the zip file corrupted my user settings or something.
Last edit: 8 years 4 months ago by Blue Shadow.

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  • MagicWazard
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8 years 4 months ago #8 by MagicWazard
Replied by MagicWazard on topic Automatic Shotgun
Yeah, there was a problem with the original .zip upload too. In that case, it was simply empty. It wasn't throwing any errors at runtime like it is now.

Also, the error thrown at runtime is rather unnerving--"Ran out of data in zlib stream"?

For what it's worth, I also can't just open the .zip file and drag the WAD out; it throws an error then too. "An unexpected error is keeping you from copying the file." "Error 0x800040005: Unspecified error"

If I extract the WAD using SLADE, then run it with GZDoom, then yes, I have the same problem where my user settings were corrupted. However, it didn't do this with regular ZDoom.

Also, how is the WAD 118KB? The sum total of all entries in the WAD only equals 37KB. There's some kind of shenanigans going on with this, that's for sure.

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  • BadMojo
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8 years 4 months ago #9 by BadMojo
Replied by BadMojo on topic Automatic Shotgun
Hmm I'm not sure what's going on with this, I've got work soon so I'll have to have a look later tonight, but I assure you I haven't added anything to this zip other than the wad containing the decorate file, sprites and sound, so I don't know why it's throwing errors or changing settings, something definitely isn't right. I think I used winrar to create the zip, but definitely slade for the wad, I don't know if that may have affected the zip at all?

As for your suggestion, I'd usually say no to reload, but I totally agree with you for this, I don't mind the "duke nukem 3d pistol" style reload, where it just happens after so many shots.

I can't remember how bad the recoil is on this, but I'm pretty sure that if you set zdoom's mouse look setting to off it will prevent your view from looking up, but still give the feeling of a bit of recoil. But I'll look into refining it so it's not so bad.

I'll also look into reducing the file size.

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  • Blue Shadow
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8 years 4 months ago #10 by Blue Shadow
Replied by Blue Shadow on topic Automatic Shotgun

badmojo91 wrote: As for your suggestion, I'd usually say no to reload, but I totally agree with you for this, I don't mind the "duke nukem 3d pistol" style reload, where it just happens after so many shots.

Increasing the spread is another option, if you want to go that route.

I can't remember how bad the recoil is on this, but I'm pretty sure that if you set zdoom's mouse look setting to off it will prevent your view from looking up, but still give the feeling of a bit of recoil.

Whether you have mouse look on or off is of no effect.

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