Automatic Shotgun
- BadMojo
- Topic Author
- Wicked
- Posts: 224
I guess I'll have to get rid of that recoil... The saying is "you can't please everyone".. but I can try damn it
I appreciate the feedback
Update:
Well.. I did what i could... I created reload animations, figured out how to make it reload "duke style" in decorate and refined the recoil to a more "keyboard friendly" way.
Hope ya like it
Oh and i re-zipped and lowered the file size... slightly... I don't know what else to do to get it smaller, but it should work fine now.
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- MagicWazard
- Moderator
- Posts: 808
To me, instead, I would change the performance of the attack function to compensate. For example, the Smasher has increased spread over the standard Shotgun, so it can't "snipe" as effectively. The AA-12 has a higher rate of fire than either this or the Smasher, but has reduced pellet count, so it deals less damage per shot, in exchange for letting you bushwhack an enemy much more quickly. WWMWD (What Would MagicWazard Do)? My suggestion would be to take a mix of both--exaggerate the spread over the standard shotgun, and decrease the pellet count to, say, 6. That way, you lose both range and a bit of ammo effectiveness for the ability to kill something more quickly.
As for the .zip format, I always just use Windows; right-click > New > Compressed (zipped) Folder and dropped my WAD in there. It's never done me wrong. I only use Winrar to unpack stuff. But as it is, SLADE can also create .zip files; perhaps you can create one there and just copy your WAD to it.
EDIT: This version ALSO fucks up the player's configuration file--at least in GZDoom. Specifically, the section [Doom.Bindings]. This needs to be resolved before we can accept this.
EDIT 2: I shortened the WAD name from AUTOSHOTGUN to AUTOSHOT, and it seems to work fine in GZDoom now--it doesn't screw up the player's bindings. Apparently new versions of GZDoom don't handle long WAD filenames now...? (To clarify, I'm using the last official release, 2-1-1-x64, OpenGL 3.0 for 64-bit OS.)
EDIT 3: Using the newest unofficial release, x64-g2.2pre-1958-g8f06299, the binding error doesn't happen when using the long WAD filename. So it looks like the apparent long filename bug is fixed in newer development builds, but I don't see anything on the GZDoom forums regarding the problem one way or the other. Maybe it ought to be reported anyways if it hasn't already. That said, in the meanwhile, I'd shorten the WAD filename so it doesn't cause errors with the newest official build.
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- BadMojo
- Topic Author
- Wicked
- Posts: 224
I do agree with you on the reloading front, Ive always said that I would never add a reload mechanism to any of my doom weapons.. and if you look at some of the earlier versions, I commented in the decorate file to never add reload, just to remind myself... but since Blue Shadow had suggested it, I gave it a go and I realized that so long as I don't have to push an extra button just to reload, it still feels "lore friendly" to the game and non intrusive to the game play, and it breaks up the "fire spamming" for a more even flow of usage. You may disagree with me on this my friend, but I'm afraid I'm just too proud of my work on the reload animations and sound that its gonna stay.... I mean look how smooth that animation is.. Its definitely staying
I did however adjust the pellet spread and count accordingly, I tested it for a while, then made a few more changes like giving it a bit of vertical spread as well. But I think I may have given it a bit too much horizontal spread, let me know what you think and ill adjust it again if you think its not right.
Oh, and I shortened the wad filename as per your suggestion... I'm not sure what version of gzdoom I'm using, its pretty old now i gather as I haven't downloaded the latest stable release since like 4 months ago... maybe ill do that right now lol ::
As always, thanks for the feedback, its very much appreciated
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- MagicWazard
- Moderator
- Posts: 808
That's none of yer damn business.badmojo91 wrote: You got rid of the cocoa demon without consulting me first
The link in the OP still points to the version with the long WAD filename. Could you double-check it?badmojo91 wrote: Oh, and I shortened the wad filename as per your suggestion... I'm not sure what version of gzdoom I'm using, its pretty old now i gather as I haven't downloaded the latest stable release since like 4 months ago... maybe ill do that right now lol ::
badmojo91 wrote: I do agree with you on the reloading front, Ive always said that I would never add a reload mechanism to any of my doom weapons.. and if you look at some of the earlier versions, I commented in the decorate file to never add reload, just to remind myself... but since Blue Shadow had suggested it, I gave it a go and I realized that so long as I don't have to push an extra button just to reload, it still feels "lore friendly" to the game and non intrusive to the game play, and it breaks up the "fire spamming" for a more even flow of usage. You may disagree with me on this my friend, but I'm afraid I'm just too proud of my work on the reload animations and sound that its gonna stay.... I mean look how smooth that animation is.. Its definitely staying
I did however adjust the pellet spread and count accordingly, I tested it for a while, then made a few more changes like giving it a bit of vertical spread as well. But I think I may have given it a bit too much horizontal spread, let me know what you think and ill adjust it again if you think its not right.
Well, the reload function is well implemented (and probably easy enough for a modder to tear out), so now that you've gone through the effort of making new sprite work, I see no reason why it can't stay in. And yes, you are correct; at least it's not a button-reload. That would definitely feel more awkward in a stock Doom environment.
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- BadMojo
- Topic Author
- Wicked
- Posts: 224
New version up now.
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- MagicWazard
- Moderator
- Posts: 808
*There's no bullet chip produced by the pellets. That's easy to fix, though.
*5 pellets seems a bit low to me; the AA-12 shoots only 5, but it has a much higher rate-of-fire to compensate and no reload. Maybe fire 6 pellets? I like to still be able to sometimes kill an Imp in one shot. Either way, it's easy to change, so you can keep what you think works best.
*I feel like there's still a bit too much pixelation in the idle and shooting frames. (The reload looks great, though!) Any chance you can provide me the source assets? I'd like to try resampling them when I have some time to see if I can get them smoother.
*Might as well remove the unused muzzle flash frames (thanks for the tribute, BTW!).
*The recoil is nicely done, and easy enough to remove if not to one's liking. Likewise with the reload.
Anyways, this is going to replace the AA-12 in my [strike]perpetually delayed[/strike] campaign for sure, no matter how it develops from here.
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- BadMojo
- Topic Author
- Wicked
- Posts: 224
I feel like there's still a bit too much pixelation in the idle and shooting frames. (The reload looks great, though!) Any chance you can provide me the source assets? I'd like to try resampling them when I have some time to see if I can get them smoother.
This is what I have found... but its still very pixelated... I am however, going to touch it all up but by hand and change something that's bugging me (which I'm surprised you haven't noticed yet), is the wooden hand grip in the idle, shooting and pickup sprites... I'm going to change it to match the reload sprites, which looks like a modern rubber hand grip... so dark gray essentially.
There's no bullet chip produced by the pellets.
Bullet chip? I gather you mean bullet holes? I thought something like that wouldn't fit with the theme of the rest of the doom weapons... Ill wait until your reply on this before I make any changes, just in case.
5 pellets seems a bit low to me; the AA-12 shoots only 5, but it has a much higher rate-of-fire to compensate and no reload. Maybe fire 6 pellets? I like to still be able to sometimes kill an Imp in one shot. Either way, it's easy to change, so you can keep what you think works best.
Agreed, done. :cool:
thanks for the tribute, BTW!.
No probs, I had to credit you in my own way with a little modders easter egg
Anyways, this is going to replace the AA-12 in my [strike]perpetually delayed[/strike] campaign for sure, no matter how it develops from here.
I feel honored that my work is appreciated by one such as yourself, Thank you
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- MagicWazard
- Moderator
- Posts: 808
All the existing Doom hitscan weapons produce the "BulletChip" decal when shooting a wall. Try it out and see. This one ought to do the same.badmojo91 wrote:
There's no bullet chip produced by the pellets.
Bullet chip? I gather you mean bullet holes? I thought something like that wouldn't fit with the theme of the rest of the doom weapons... Ill wait until your reply on this before I make any changes, just in case.
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- BadMojo
- Topic Author
- Wicked
- Posts: 224
Its 200% larger than the source asset.
All the existing Doom hitscan weapons produce the "BulletChip" decal when shooting a wall. Try it out and see. This one ought to do the same.
Ahhh.... hehe sorry, my mistake, Ive been recently playing doom on a win95 virtual machine... bullet holes are a zdoom thing... Ill implement it on next update
UPDATE:
Version 4 ready to download.
Changes:
-Added bullet chip
-Modified spawn sprite
-Removed unused muzzle flash sprites
-Modified pellet count
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- MagicWazard
- Moderator
- Posts: 808
The touched-up version looks great, BTW. I'm sure it'll resample nicely to in-game size.
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