Weapons of Saturn

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Nems
Posts: 659
Joined: Wed Jan 12, 2005 1:09 pm
Graphics Processor: nVidia with Vulkan support
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Re: Weapons of Saturn v2.0b

Post by Nems »

I'm late but I wanted to let you know that making the shotgun pickups from sergeants give you 4 instead of 2 shells helped with the ammo concerns I was having previously. Huge thank you for doing that. <3
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Deon
Posts: 220
Joined: Thu Oct 08, 2020 10:44 am

Re: Weapons of Saturn v2.0b

Post by Deon »

Hello, thank you for the amazing mod.

May I reuse the knuckles/foot animation? I am making a small-ish RPG mod with a bunch of melee weapons, and a kick along with a sword would be extremely handy to push enemies back. Your version is smooth and amazing, so I wanted to ask if I can reuse it with a full credit?

Also, is that single-barrel shotgun a mod-owned sprite, or did you collaborate with some artists? I would like to find them to ask for permission as well since I love it a lot more than the standard toy shottie.
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Lippeth
Posts: 289
Joined: Wed Apr 24, 2013 1:41 am
Location: Lost Angeles

Re: Weapons of Saturn v2.0b

Post by Lippeth »

I really wish I had kept better track of what resources came from where when I worked on this. The shotgun is based on a combination of many sources. The base metal part is from John Romero's asset release from a few years ago, the zoomed model is by Batandy and Dreadus. The reload is a heavily edited version of very old sprites by SgtMarkIV, and I used old sprites from DoomNukem as a reference for some of the frames. The barrel with holes and flash are from Mike12.

You're free to use anything you'd like from this project for whatever you'd like. The sprite sheets I took resources from to make the shotgun were all released publicly to use if credited, with the exception of SgtMarkIV which I obtained written permission, so crediting should be enough. I didn't specifically collaborate with anyone, though adding the other authors to the credits that I used resources from would be appropriate.
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Deon
Posts: 220
Joined: Thu Oct 08, 2020 10:44 am

Re: Weapons of Saturn v2.0b

Post by Deon »

Thank you. I don't think my mod will be anything special, it's mostly RPG gameplay/guns I like so in the end I am doing it for myself in the first place, but if you let me reuse my favourite sprites and publish it, that's very kind of you, thank you.
robo_hyrt
Posts: 2
Joined: Sun Nov 13, 2022 10:22 am

Re: Weapons of Saturn v2.0b

Post by robo_hyrt »

I'm suffering from an infinite ammo bug. All mod weapons fire infinitely, and the ammo counter either doesn't move, or it's not displayed at all (the ammo counter is blank). All original weapons use up ammo normally. Any solutions? Using 2.0b.
robo_hyrt
Posts: 2
Joined: Sun Nov 13, 2022 10:22 am

Re: Weapons of Saturn v2.0b

Post by robo_hyrt »

robo_hyrt wrote: Sun Nov 13, 2022 10:26 am I'm suffering from an infinite ammo bug. All mod weapons fire infinitely, and the ammo counter either doesn't move, or it's not displayed at all (the ammo counter is blank). All original weapons use up ammo normally. Any solutions? Using 2.0b.
I noticed that the ammo is not infinite, but it's the HUD I'm missing which does not show the ammo, or the ammo reduces in batches (I don't use the reload option for any weapon).

Anyhow, no matter what I do, I can't get the HUD working with GzDoom.
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Lippeth
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Location: Lost Angeles

Re: Weapons of Saturn v2.0b

Post by Lippeth »

It definitely requires either the fullscreen HUD (not the alt HUD), or a custom HUD that includes secondary ammo. I agree that it does look weird with the regular statusbar. I may eventually have to make an addon to display secondary ammo on the regular statusbar.

The way I disabled reloads was kind of a cheat, rather than actually bypassing secondary ammo, it simply reloads instantly while still using secondary ammo.
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kalensar
Posts: 397
Joined: Sun Mar 21, 2021 9:40 pm
Operating System Version (Optional): linux mint 20

Re: Weapons of Saturn v2.0b

Post by kalensar »

robo_hyrt wrote: Sun Nov 13, 2022 12:44 pm
robo_hyrt wrote: Sun Nov 13, 2022 10:26 am I'm suffering from an infinite ammo bug. All mod weapons fire infinitely, and the ammo counter either doesn't move, or it's not displayed at all (the ammo counter is blank). All original weapons use up ammo normally. Any solutions? Using 2.0b.
I noticed that the ammo is not infinite, but it's the HUD I'm missing which does not show the ammo, or the ammo reduces in batches (I don't use the reload option for any weapon).

Anyhow, no matter what I do, I can't get the HUD working with GzDoom.
Got you covered. This hud is bare bones but cover items for Heretic and doom mods that use at system too.

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