[GZDoom] [Release] Doom 3 Weapons Reissue

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Re: [GZDoom] [Release] Doom 3 Weapons Reissue

Postby Steve1664 » Fri May 20, 2011 6:26 pm

I just tried this out in GZDoom, and while everything works well my ammo totals remain zero across the board even after getting pickups. I can't tell how much ammo I have left for any weapons - was this intentional or is there something wrong here?
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Re: [GZDoom] [Release] Doom 3 Weapons Reissue

Postby Dynamo » Sat May 21, 2011 6:53 am

It's pretty sweet, doom 2.5 weapons did need an update, although as others pointed out I'd love to see a SSG. Nice job though :P
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Re: [GZDoom] [Release] Doom 3 Weapons Reissue

Postby SimonTheDigger » Sat May 21, 2011 2:19 pm

I tried to download it from Mediafire a few minutes ago but it told me that it couldn't find the file. is anyone else having trouble downloading this?
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Re: [GZDoom] [Release] Doom 3 Weapons Reissue

Postby Cyanosis » Sat May 21, 2011 3:04 pm

Is this the one I think it is? If so you can find a copy here. My favorite weapon mod when I don't want something too different from Doom's arsenal, great for spicing up modern maps that don't replace weapons.
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Re: [GZDoom] [Release] Doom 3 Weapons Reissue

Postby Steve1664 » Sat May 21, 2011 6:04 pm

Soooo, can anyone help with my problem regarding the issue with ammo totals? I like what the mod does, but I can't use it if I'm not able to see how much ammo I have in total. . . should I be putting the WAD in my main ZDoom folder/directory? Or is it added on some other way?
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Re: [GZDoom] [Release] Doom 3 Weapons Reissue

Postby Cyanosis » Sun May 22, 2011 11:19 am

Are you using the regular HUD? Try the Alternate.
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Re: [GZDoom] [Release] Doom 3 Weapons Reissue

Postby Steve1664 » Sun May 22, 2011 1:24 pm

Cyanosis wrote:Are you using the regular HUD? Try the Alternate.

Nope, that doesn't fix a thing; using IDFA brings my ammo totals to max, but none of it gets consumed by weapon use. Guess I just won't bother with it then.
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Re: [GZDoom] [Release] Doom 3 Weapons Reissue

Postby XutaWoo » Mon May 23, 2011 2:24 pm

The default hud uses DOOM ammo types, as it should. The alternate hud should also show DOOM ammo types if you IDFA. Though, are you sure you can't see that actual ammo totals? Some numbers should be going down, unless you have infinite ammo.
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Re: [GZDoom] [Release] Doom 3 Weapons Reissue

Postby Steve1664 » Mon May 23, 2011 3:03 pm

Well, it might be worth another shot, so here's the totality of the problem:
- Everything technically works as it should at first except for my ammo totals, which show 0/current max across the board.
- Switching "Alternate Hud" on doesn't change a thing - it's the same Classic Doom status bar, completely unaltered.
- The ammo in the "clip" depletes normally and reloading the current weapon brings it to full, but gun/ammo pickups don't add to the current ammo totals at all; they remain 0.
- Using IDFA brings everything to full, but weapon use doesn't decrease the current weapon's ammo total; it remains at max.

Frankly, I'm baffled. I'm still kind of new to using mods, but I seem to have problems getting them to work even if I follow the instructions to the letter - I also tried the original version of the mod this was based off of (by chaoscentral), and I was having trouble with that too, specifically with the ammo totals not decreasing with use. Looking elsewhere for info turns up nothing; it seems nobody else has been having this kind of issue, and I don't see and specific mention of this being a noted bug.

It's not a big deal if I can't use it, but if anybody can help out it would be much appreciated.
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Re: [GZDoom] [Release] Doom 3 Weapons Reissue

Postby ChronoSeth » Mon May 23, 2011 3:10 pm

You need to increase the screen size to enable the fullscreen hud. :P
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Re: [GZDoom] [Release] Doom 3 Weapons Reissue

Postby Blue Shadow » Mon May 23, 2011 4:39 pm

If you aren't using the latest version of ZDoom/GZDoom, try so, and see if it solves your problem.
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Re: [GZDoom] [Release] Doom 3 Weapons Reissue

Postby Steve1664 » Mon May 23, 2011 6:31 pm

ChronoSeth wrote:You need to increase the screen size to enable the fullscreen hud. :P


. . . Ye flippin' gods, that ACTUALLY WORKED! :shock:

I can't believe the solution was as simple as increasing the screen size by one - I didn't know that's how you enabled the alternate HUD. Thanks, man! The mod works perfectly now.
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Re: [GZDoom] [Release] Doom 3 Weapons Reissue

Postby Hellstorm Archon » Tue May 24, 2011 6:33 pm

Xim wrote:All we need is the double barrel from RoE now.


Doom 3 SSG? HERE'S your SSG!
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Re: [GZDoom] [Release] Doom 3 Weapons Reissue

Postby Blue Shadow » Tue May 24, 2011 8:54 pm

Hellstorm Archon wrote:
Xim wrote:All we need is the double barrel from RoE now.


Doom 3 SSG? HERE'S your SSG!

It just needs recoloring (the green part) and maybe a new pickup sprite.
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Re: [GZDoom] [Release] Doom 3 Weapons Reissue

Postby Cyanosis » Sat May 28, 2011 10:35 pm

Plus it has to be implemented properly so it matches the other weapons.
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