Thanks a lot for the replies and feedback, guys! Iooks like i'm going to have some fun bug-fixing times now! Well, in a good way.
chronoteeth(Responses are colored red) wrote:couple lil factors tho that are not much of an annoyance
-SSG feels like it'd so benefit from a double shot alt fire
A: I'd love to, but i don't want to break the rule of the mod; Only Unique weapons have Alt-fire. But hey, firing each time quickly could give you the more momentum.
-every weapon key from 1-8 has 3 weapons, except key 4? not the biggest issue but it is a bit jarring
A: Owww, someone finally found it out. Yeah, i was planned to make another slot 4 weapon. But it looked pretty boring and won't gonna be stronger as Machine Carbine. But i'll consider about it.
-switching key 5 weapons, especially from the HMG to the AK is confusing since they look similar
A: And that's how weapon tags are here for! Oh, and you can drop either weapons if it's still confusing.
-speaking of which, ejection port of the ak on the left side, yet doesnt move and eject, and the casings come from the right?
A: Just for decoration. Cases are coming from actual ejection port. Or if i can go with tactically, You can modify this gun into left-hand friendly. But alas, Eilidh is not a left hand user.
And thank you so much for kind words and feedback, though! I got the additional slot 4 weapon and considering about it.
Outtagum wrote:There does seem to be an issue when one picks up a key - The HUD doesn't update to show the pick up. Also, the episode titles are from Doom. However, neither are game-breakers and I'm sure you've got better things to bother about than making the game 100% CQ compatible. After all, I'm probably the only person on the forum who cares about this working with CQ!

Aaaaaw shoot. Probably i forgot to fix this before i sleep. Thanks for pointing that out!
GAA1992 wrote:I want to play this not only with Chex, but Adventures of Square as well. Feel free to give a look on how Flakes Doom does it (sorta).
A: Well, if only TAOS is completely released, i'll consider about it! Of course it's gonna be hard, but patience!
Only thing i noticed, Annilinhator hasn't ADS or zooming animations. Intentional?
A: Of course it's intentional. Two reasons; It's unnecessary to add zoom command for short-ranged projectile weapon. And It breaks the animation.
Also, if i hold zoom button and press and hold fire at the same time, service pistol fires non-stop. Haven't tested with another guns now, but is this intentional too?
A: That's a new one. Definitely not intentional. I'd better figure out how can i fix this big-time bug.
Thanks to you too. And i'm so glad that you finally likes mspaint themed doom mod. And more wonders will come soon!
Doomenator wrote::biggrin:

So it begiiiins!

lizardcommando wrote:it would be nicer if some of the weapons didn't use a simple bobbing reloading animation like from Goldeneye.
A: That was also i aimed for. IMO, vanilla bobbing animation gives me a headache quickly. And i tried to add some unique feature, too.
The rifle with the laser pointer is neat, although I suppose that laser light should be animated when it's activated. That auto-piledriver thing is kinda neat, but I feel like it should be a little stronger. Maybe the secondary attack can charge it up to deliver a slow powerful blow?
A: Now that's the idea i thought a year ago. Although only unique weapon can have Alt-Fire, but Anaika Dagger is not so special right now. So I think it could have one punch blow.
Aside from the minor critiques, I enjoyed it! What's the next plan for this mod? New enemies?
A: You've guessed it! New enemies... After i fix some bugs around here!
zrrion the insect wrote:When you have the throwing knife, if you pick it up and drop it repeatedly it will give you up to 6 ammo, and many of the weapons do not work well if you turn on infinite ammo.
Already fixed the throwing knife bug... But infinite ammo? Believe me or not, it kinda works as i intended but Sweeper becomes GOD GUN when i turn it on. Better check this out.