I'm a bit late in replying, but you've been added to the credits.Sgt. Shivers wrote:Hey, I think the GPMG is an edit of a Type 92 Rip I did. This mod is pretty neat!
Something I'm working on for the next update:
Spoiler:
I'm a bit late in replying, but you've been added to the credits.Sgt. Shivers wrote:Hey, I think the GPMG is an edit of a Type 92 Rip I did. This mod is pretty neat!
Spoiler:
Carbine Dioxide wrote:Yes, please.
Reload features are absent for a reason - mostly because at this point, I'd have to remap every function tied to the Reload key to User 3 or some shit like that, to say nothing about the animation. Not that I DON'T want reloads (a long-ass time ago I posted a mid-reload sprite for the Surfeit Torment), but it'd take a minor refactor of the entire mod and too many new sprites to do right now - when I can, say, give each weapon proper recoil animation (difference between the illusion of recoil animation and actual, frame-by-frame spriting of visible recoil), I can probably put in the time to give each weapon a reload.mutator wrote:just a quick suggestion rail, you should put reload feature for each gun I mean not each gun but the ones that require reload like shotguns, rifles and pistols
To be honest, I mostly shamelessly steal sounds from other mods, often combining them to distinguish them from their source material (either through DECORATE by playing multiple sounds at the same time, or by mixing them in Audacity to form single sound files). In extreme cases, I'll shamelessly abuse fade outs to remove sound artifacts I don't want to deal with (such as an ubiquitous casing sound that seems to follow just about every decent WW2-era sound effect) or mess with single-track amplification until parts of the sound stick out the way I need them too.Murix wrote:Where did you get all the sounds from?
I'm still looking for a way to make custom gun sounds. ( I'm just messing around with recording noises at the moment and messing with them in FL studios and Adobe Audition)
If by "stable release", you mean GZDoom, then update it to an SVN/Git development build (this is, by the way, the most common response to issues like this).Lime wrote:The Next Update seems Reasonable. I'll take my time to wait for this update.
EDIT: (Very late Post, Sorry.) I have a bug when I launch the_trooper_RDND. It give me this bug when I start the game.
Script error, "the_trooper_RDND.pk3:decorate/effects/puffs.txt" line 183:
"ALLOWTHRUFLAGS" is an unknown flag
- P.S - I use Stable Release.
I've tested it with the newest Git build of GZDoom, and it runs fine. ALLOWTHRUFLAGS is relatively recent - what version are you running?Lime wrote:Hello!
- So I Was Trying the New Update when this came out. the same bug.
Script error, "the_trooper.pk3:decorate/effects/puffs.txt" line 183:
"ALLOWTHRUFLAGS" is an unknown flag
P.S - I tried dev and vintage versions.
FaggoStorm wrote:Wait, im confused.
I want to play the most recent version, so what download link should I click on?
This one. I accidentally put the "last updated" date on Extra Weapons as 06 June (was supposed to be 16 June).TheRailgunner wrote:Leap ass-first into danger here! Last updated 16 June 2016.
I went back and fixed the Extra Weapons Nazis, but I can't find anything in the Surfeit Torment's Decorate relating to shotgun shells.Somagu wrote:Patched Extra Weapons Nazi isn't included in the decorate.txt, unless there's some other way to get their gun besides cheating?
[edit]Also, are the explosive rounds for Surfeit Torment supposed to also consume shotgun shells when fired? Seems like a bug.