Mosin-Nagant
- Br0leg
- Topic Author
- Wraith
Less
More
- Posts: 15
8 years 6 months ago - 6 years 10 months ago #1
by Br0leg
Mosin-Nagant was created by Br0leg
Update: 12/06/2016:
- Fixed transparency on DOOM hands.
- Replaced ammo sprite.
Update 11/06/2016:
- Added 2 variants with Doom and Blood hands.
- Fixed transparent edges on the sprites.
- Fixed the ammo issue and created new sprite for Rifle Ammo.
-New world sprite. ( Great thanks to MagicWazard.)
- Other minor tweaks.
A Russian Mosin-Nagant 1891-30 Model. I didn't like the lack of historical weapons in DOOM. I made this weapon for my DOOM wad and I decided to share it online as well. This is my first attempt at making weapons for DOOM and I wanted to see people's opinion on it.
INFO:
Name: Mosin-Nagant
Class: 4
Type: Hitscan
Palette: Custom
Summon: Mosin
Ammo Type: Rifle Ammo
Altfire: No
Powered Mode: No
Added States: No
CREDITS:
Submitted: Br0leg
Decorate: Shotgun edit
Sounds: The bolt sound taken from: FINDSOUNDS.com and the gunshots are same as the DukeShotgun, by: Id Software, Ryan Williams
Sprites: Doom and Monolith Productions, as well as MagicWizard for the pickup sprite.
Sprite Edit: Sprite made by using Mosin Nagant model in Garry's Mod. The hands are hands of Caleb from Blood.
Idea Base: Real life World War II inspiration
ACS: No
http://i.imgur.com/uP2Cj7e.png?1
LINK FOR THE IMAGE:
http://imgur.com/uP2Cj7e
- Fixed transparency on DOOM hands.
- Replaced ammo sprite.
Update 11/06/2016:
- Added 2 variants with Doom and Blood hands.
- Fixed transparent edges on the sprites.
- Fixed the ammo issue and created new sprite for Rifle Ammo.
-New world sprite. ( Great thanks to MagicWazard.)
- Other minor tweaks.
A Russian Mosin-Nagant 1891-30 Model. I didn't like the lack of historical weapons in DOOM. I made this weapon for my DOOM wad and I decided to share it online as well. This is my first attempt at making weapons for DOOM and I wanted to see people's opinion on it.
INFO:
Name: Mosin-Nagant
Class: 4
Type: Hitscan
Palette: Custom
Summon: Mosin
Ammo Type: Rifle Ammo
Altfire: No
Powered Mode: No
Added States: No
CREDITS:
Submitted: Br0leg
Decorate: Shotgun edit
Sounds: The bolt sound taken from: FINDSOUNDS.com and the gunshots are same as the DukeShotgun, by: Id Software, Ryan Williams
Sprites: Doom and Monolith Productions, as well as MagicWizard for the pickup sprite.
Sprite Edit: Sprite made by using Mosin Nagant model in Garry's Mod. The hands are hands of Caleb from Blood.
Idea Base: Real life World War II inspiration
ACS: No
http://i.imgur.com/uP2Cj7e.png?1
LINK FOR THE IMAGE:
http://imgur.com/uP2Cj7e
Attachments:
Last edit: 6 years 10 months ago by Blue Shadow.
Please Log in or Create an account to join the conversation.
- MagicWazard
- Moderator
Less
More
- Posts: 808
8 years 6 months ago #2
by MagicWazard
Replied by MagicWazard on topic [Submission] Mosin-Nagant
I notice that you've got two nearly identical submissions for the same weapon. What's the difference between this version and the one in
this thread
? To me they look identical except for the attachment name.
Please Log in or Create an account to join the conversation.
- Br0leg
- Topic Author
- Wraith
Less
More
- Posts: 15
8 years 6 months ago #3
by Br0leg
Replied by Br0leg on topic [Submission] Mosin-Nagant
It happened by mistake, I didn't mean to post the first submission.
Please Log in or Create an account to join the conversation.
- MagicWazard
- Moderator
Less
More
- Posts: 808
8 years 6 months ago - 8 years 6 months ago #4
by MagicWazard
Replied by MagicWazard on topic [Submission] Mosin-Nagant
No worries; I see you've deleted the first thread already, so we can disregard it.
Anyways, onto business:
*The sprite work is fairly good, especially since it sounds like it's based off a model rip. However, the sprites are in 32-bit PNG mode, and have semi-transparent pixels around the edges; the sprites should be in 256-color paletted PNG instead. You don't have to use the palette from any specific game; you can use a custom palette if you wish. They just have to be paletted, and without semi-transparency.
*If you can get a version with Doom gloved hands onto the sprite, even better! That will make the weapon more useful to more people. We've got a few "generic-handed" weapons on the Repo, but gloved hands tend to be strongly preferred.
*I see the attack pattern is very similar to the Rifle on the Doom Style Repo, in that it fires multiple bullets at once to allow damage pass-through upon overkill. This is OK (although I prefer to use a customized railgun attack for the pass-through effect), but it has the same general problem in that it's somewhat overpowered. It's even capable of gibbing Zombiemen and other weak enemies. Damage values can be tweaked by the end-user, but for now, at the very least, I'd suggest adding "+NOEXTREMEDEATH" to the bullet puff so that it can't completely blow apart lower-level monsters.
*Speaking of the Rifle, this uses the same pickup as the Rifle. I think this is passable, but I'd prefer to see a more accurate representation of the Mosin-Nagant as the pickup.
EDIT: I couldn't help myself, so I whipped up this pickup sprite in case you like it. It's not perfect, but it's not bad for maybe 20 minutes' work.
You're under no obligation to use it if you don't care for it.
*Also, the submission borrows the RifleAmmo items from the Rifle, but it is missing the appropriate sprite for the small pickup ("RIFAA0"). You'll need to add this sprite in or else the small ammo item won't appear properly.
*Also, the ammo sprite you DO include is located outside the SS_START and SS_END markers, so it won't properly appear in-game when the ammo items are dropped. You'll need to put the ammo items between SS_START and SS_END so they appear in-game. The inventory sprite should also be between the the SS_START and SS_END markers, for the sake of good practice (though it appears the HUD will find the sprite even if it's outside the markers).
Anyways, onto business:
*The sprite work is fairly good, especially since it sounds like it's based off a model rip. However, the sprites are in 32-bit PNG mode, and have semi-transparent pixels around the edges; the sprites should be in 256-color paletted PNG instead. You don't have to use the palette from any specific game; you can use a custom palette if you wish. They just have to be paletted, and without semi-transparency.
*If you can get a version with Doom gloved hands onto the sprite, even better! That will make the weapon more useful to more people. We've got a few "generic-handed" weapons on the Repo, but gloved hands tend to be strongly preferred.
*I see the attack pattern is very similar to the Rifle on the Doom Style Repo, in that it fires multiple bullets at once to allow damage pass-through upon overkill. This is OK (although I prefer to use a customized railgun attack for the pass-through effect), but it has the same general problem in that it's somewhat overpowered. It's even capable of gibbing Zombiemen and other weak enemies. Damage values can be tweaked by the end-user, but for now, at the very least, I'd suggest adding "+NOEXTREMEDEATH" to the bullet puff so that it can't completely blow apart lower-level monsters.
*Speaking of the Rifle, this uses the same pickup as the Rifle. I think this is passable, but I'd prefer to see a more accurate representation of the Mosin-Nagant as the pickup.
EDIT: I couldn't help myself, so I whipped up this pickup sprite in case you like it. It's not perfect, but it's not bad for maybe 20 minutes' work.
You're under no obligation to use it if you don't care for it.
*Also, the submission borrows the RifleAmmo items from the Rifle, but it is missing the appropriate sprite for the small pickup ("RIFAA0"). You'll need to add this sprite in or else the small ammo item won't appear properly.
*Also, the ammo sprite you DO include is located outside the SS_START and SS_END markers, so it won't properly appear in-game when the ammo items are dropped. You'll need to put the ammo items between SS_START and SS_END so they appear in-game. The inventory sprite should also be between the the SS_START and SS_END markers, for the sake of good practice (though it appears the HUD will find the sprite even if it's outside the markers).
Attachments:
Last edit: 8 years 6 months ago by MagicWazard.
Please Log in or Create an account to join the conversation.
- Br0leg
- Topic Author
- Wraith
Less
More
- Posts: 15
8 years 6 months ago #5
by Br0leg
Replied by Br0leg on topic [Submission] Mosin-Nagant
Thank you so much for suggestions and the help! I will totally use the world sprite to replace the old rifle one. I will also rework the stats to fit accordingly. Now, I used the blood hands instead of DOOM hands, because it fits my wad. I Can make both versions in regard to that matter. Thanks again!
Please Log in or Create an account to join the conversation.
- Br0leg
- Topic Author
- Wraith
Less
More
- Posts: 15
8 years 6 months ago #6
by Br0leg
Replied by Br0leg on topic [Submission] Mosin-Nagant
I have fixed the major issues regarding the sprite and transparent edges. I used your pickup sprite (thank you so much for it) and I added Doom hands variant within the zip file . Thank you so much for suggestions and check out the newer version!
Attachments:
Please Log in or Create an account to join the conversation.
- MagicWazard
- Moderator
Less
More
- Posts: 808
8 years 6 months ago - 8 years 6 months ago #7
by MagicWazard
Replied by MagicWazard on topic [Submission] Mosin-Nagant
*That was a fast turnaround on adding the Doomguy hands! However, I notice that the version with Doomguy's hands still has transparent edges, but only around Doomguy's hands/arms. Do you think you'll be able to fix that? The Blood version looks fine. (The muzzle flashes for both versions are also transparent, but that doesn't really worry me as much.)
*The shots can still gib weak enemies. You may want to create a custom bullet puff with the flag +NOEXTREMEDEATH. (You can just inherit from "BulletPuff" and add the flag; you don't need to create a new puff from scratch.) I mean, exploding a dude with a rifle is kinda funny, but not really "realistic", even by Doom standards.
*I see that most of the animation frames are basically duplicating the same sprite frame, but with different offsets applied. Did you know you can apply offsets in DECORATE at real-time, so you don't need to have duplicate sprites to achieve the effect?
*Not gonna lie: the new ammo doesn't do it for me. The style and detail are too simple. I'd suggest you revert to the previous ammo. (Also, the new ammo inventory icon doesn't show up properly in the alternate HUD for some reason, though I don't have an answer as to why offhand.)
It's WAzard, not WIzard. (Long story.)
*The shots can still gib weak enemies. You may want to create a custom bullet puff with the flag +NOEXTREMEDEATH. (You can just inherit from "BulletPuff" and add the flag; you don't need to create a new puff from scratch.) I mean, exploding a dude with a rifle is kinda funny, but not really "realistic", even by Doom standards.
*I see that most of the animation frames are basically duplicating the same sprite frame, but with different offsets applied. Did you know you can apply offsets in DECORATE at real-time, so you don't need to have duplicate sprites to achieve the effect?
*Not gonna lie: the new ammo doesn't do it for me. The style and detail are too simple. I'd suggest you revert to the previous ammo. (Also, the new ammo inventory icon doesn't show up properly in the alternate HUD for some reason, though I don't have an answer as to why offhand.)
Warning: Spoiler!
Br0leg wrote: Update 11/06/2016:
-New world sprite. ( Great thanks to MagicWizard.)
It's WAzard, not WIzard. (Long story.)
Last edit: 8 years 6 months ago by MagicWazard.
Please Log in or Create an account to join the conversation.
- Br0leg
- Topic Author
- Wraith
Less
More
- Posts: 15
8 years 6 months ago #8
by Br0leg
Replied by Br0leg on topic [Submission] Mosin-Nagant
Thanks again! Alright, I will see what I can do
Please Log in or Create an account to join the conversation.
- Br0leg
- Topic Author
- Wraith
Less
More
- Posts: 15
8 years 6 months ago #9
by Br0leg
Replied by Br0leg on topic [Submission] Mosin-Nagant
-I fixed the transparency on doomguy's hands and I replaced the ammo sprite
- Now, regarding the gibbing. To be honest, I believe I should leave it to the players to prevent the gun from causing zombie men to explode. It isn't hard to do. It sort of fits my scenario for which I am using it.
- Thank you so much for all the help and suggestions.
- Now, regarding the gibbing. To be honest, I believe I should leave it to the players to prevent the gun from causing zombie men to explode. It isn't hard to do. It sort of fits my scenario for which I am using it.
- Thank you so much for all the help and suggestions.
Attachments:
Please Log in or Create an account to join the conversation.
- MagicWazard
- Moderator
Less
More
- Posts: 808
8 years 6 months ago #10
by MagicWazard
Replied by MagicWazard on topic [Submission] Mosin-Nagant
There's still a problem with the inventory icon not appearing in the alternate HUD. It looks like the problem is that the pickup sprite has been padded with a LOT of empty space for some reason, and this appears to be causing problems for the HUD. You should trim away all that empty space (or just re-copy the sprite from the Rifle WAD, which is already trimmed).
Also, you've kept the actor name for the ammo the same, but you've changed its properties (ammo value and inventory icon) and its sprite name. This'll cause some issues if someone loads up the Rifle and this at the same time. If you're going to use the same actor name and sprite as the existing ammo, I'd suggest keeping the sprite name the same as it was originally so as not to create conflicts (and also re-adding both the small ammo item and the original inventory icon sprite). OR, you could go the other direction and re-name the ammo actor to something like "MosinAmmo". Even if you don't intend this to be used in conjunction with the Rifle, since you're borrowing actor names and sprites from it, you might as well make sure that there's no chance of conflicts.
Did you happen to look at using DECORATE to apply offsets instead of copying the weapon animation sprites?
Also, you've kept the actor name for the ammo the same, but you've changed its properties (ammo value and inventory icon) and its sprite name. This'll cause some issues if someone loads up the Rifle and this at the same time. If you're going to use the same actor name and sprite as the existing ammo, I'd suggest keeping the sprite name the same as it was originally so as not to create conflicts (and also re-adding both the small ammo item and the original inventory icon sprite). OR, you could go the other direction and re-name the ammo actor to something like "MosinAmmo". Even if you don't intend this to be used in conjunction with the Rifle, since you're borrowing actor names and sprites from it, you might as well make sure that there's no chance of conflicts.
Did you happen to look at using DECORATE to apply offsets instead of copying the weapon animation sprites?
Please Log in or Create an account to join the conversation.