All alternate ammo variants spawn in loose form - this is because they confer a hell of a firepower upgrade over their basic variants, and giving players full mags of alternate ammo lends them to be used almost exclusively. Plus, the speedloader sprites are already used for magazine-equivalent ammo drops.Gideon020 wrote:Huh. I see. You'll probably need to replace the magnum rounds then, since the loose ammo for that is primarily in single bullets or three-bullet piles. Maybe a speed-loader sprite for singles or a box of magnum rounds for multiples?
Basically, I have no idea why I'd need to replace any of the small alt-ammo pickups.
I hear you - to be honest, I dislike the Last Salvo for this very reason (really, I should've tried harder for a RL replacement - that's on me).Basically, it only effects something that has a straight ammo count like the Luxor and Last Salvo, while the magazine-based guns aren't affected. Fun as it is, it can get boring plowing through everything with just an HMG and Gauss Cannon somehow. It's not that big a deal, only a big baby complaint because I'm a casual crybaby.
Mostly the use of Trooper weapons, specifically the Nishimura Seven, and how it all ties together with a story you've described as "Occasionally Grimderp Superhero".Superhero webnovel that occasionally veers into Grimderp. What are you intrigued by?
If it helps, I'm no stranger to fic-weirdness - if you'd prefer to reply to this point via PM, that's totally fine. If not...that's also totally fine. I'm a Doom modder, not a sign.
Yeah...about that:Yeah, I get that, but the thing is this: I switch to normal shells, it goes 'Explosive Shells Active' and when I switch to explosive it goes 'Explosive Shells Inactive' regardless of what my ammo stocks actually are. Basically, the notifications are stuck in reverse.
Spoiler:They seem to be in correct order to me.