Endless123 wrote:Also i noticed that there is no sprites for the weapons when they are in hands by the player. Since you are making a mod with custom weapons be sure that all the weapons sprites are present in the "Sprites" folder or in the "Graphics" if you are using the TEXTURES definitions to manipulate the sprites.
I don't have HUD sprites for any weapons yet, but they do appear as centered versions of their pickup sprites.
Endless123 wrote:Also moving this :
- Code: Select all • Expand view
#include "Decorate/Ammo"
#include "Decorate/Pistols"
#include "Decorate/SMGs"
#include "Decorate/Shotguns"
#include "Decorate/ARs"
#include "Decorate/Snipers"
#include "Decorate/LMGs"
//#include "Decorate/Terrorists"
... at the end of the DECORATE file seems to improve the situation a bit - is shows the name of the selected weapon instead of always showing the "CLASSWEAPON" message.
Hmm, I can live with that.
Endless123 wrote:i fixed the unusable weapon problems - in DECORATE i added this :
Player.StartItem "R6_RandomPrimary"
to the player def - there is still no sprites for the weapons but all weapons are usable now.
That's not a particularly good fix, since it gives you a free primary weapon in addition to your loadout. Can you switch weapons and still use them? This doesn't make sense as a solution if you couldn't use the weapons at all before.
wildweasel wrote:So I haven't tried the mod since the initial release, but I do have one suggestion: if there aren't going to be first-person sprites (it sounds like there will be?), perhaps a Rogue Spear-esque progress bar could be introduced for reloading? The audio cue helps a bit, but sometimes it's difficult to hear.
Hopefully there will be HUD sprites in the fairly near future, but I can put together some reload progress animations in the meantime.