[SUBMISSION] EMS Rifle
- BadMojo
- Topic Author
- Wicked
- Posts: 224
Name: EMS Rifle
Class: 3
Type: Hitscan
Summon: EMSRifle
Ammo Type: Slugs (Custom Ammo)
Credits:
Submitted: BadMojo
Decorate: BadMojo
Sounds: BadMojo
Sprites: BadMojo, Doom64 (Ammo Sprites)
Sprite Edit: BadMojo
ZScript: Ed the Bat, BlueShadow, BadMojo
Description:
Slow fire rate, powerful damage, shoots through enemies, 6 shot mag with "duke3d" style reload, custom ammo.
Sprite:
Download Link:
https://www.dropbox.com/s/8r7p6vu5epx8ygz/RIFLEv4.ZIP?dl=0
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- NourPrince
- Chaingunner
- Posts: 63
I'd say, this is pretty good!
btw, can I get full rights on your Plasma Repeater for my weapon pack?
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- BadMojo
- Topic Author
- Wicked
- Posts: 224
As for the plasma repeater, sure, do as you like, just credit me where due
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- NourPrince
- Chaingunner
- Posts: 63
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- Dreadopp
- Administrator
- Posts: 183
A minor thing I noticed was that the info and credits were inside the same lump rather than being separated.
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- BadMojo
- Topic Author
- Wicked
- Posts: 224
as for the minor thing... Ive updated the link now.
Thanks for the feedback
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- MagicWazard
- Moderator
- Posts: 808
The rail also seems to spawn a few units higher than a standard rail or hitscan attack. I think there's a slight error in the math used in the ACS.
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- BadMojo
- Topic Author
- Wicked
- Posts: 224
As for the sound, its sampled in 96.0 kHz, 32 bit, then resampled down to whatever OGG can support (which as it stands atm, its still 96khz), as well as a reduction in quality to preserve file size (not really noticable quality difference).. Its not much different compared to the original sample I made,... [strike]But I know what you mean.. I added alot of compression to give it that oomph, but as a result it takes away some of the mids and highs, Ill do some more mastering on it and see if I can clear it up some more.[/strike] scrap what I said there, It needs more low end.. yea, the original sound is exactly the same.. Im playing with some eq and filters now to get it sounding better.
As far as the ACS goes and the math involved... *brain explodes*... yea... But by all means point me in the right direction if you know of a fix for that.
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- MagicWazard
- Moderator
- Posts: 808
BadMojo wrote: As far as the ACS goes and the math involved... *brain explodes*... yea... But by all means point me in the right direction if you know of a fix for that.
I've looked at the ACS, but I'm not 100% sure yet why the Z-height of the puff is being calculated as it is. If I come up with one before, say, Blue Shadow (not likely), then I'll let you know.
Also, it looks like the last 2 frames of the rifle's puff are using the default puff sprites rather than the included sprites.
Oh, and one more thing: "EMS" could probably stand for "Electromagnetic Slug". It's technobabble, but it works, in my opinion; what do you think?
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- BadMojo
- Topic Author
- Wicked
- Posts: 224
I hadn't noticed that puff sprite using the default one yet, thanks for letting me know, Ill bring out an update when I get home.
As for the ACS, Ill have a deeper look into it aswell and try and get a better understanding of it, but I cant guarantee Ill be able to make it better with my knowledge in maths
Edit: Ok well version 2 is up, I have done a few things to the sound, let me know what you think.
As for the puff sprite, It now uses the sprites Ive supplied. And Ive also adjusted the amount of ammo on pickup aswell as max ammo with and without backpack... That been said, Im not afraid to go lower if it needs to.
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