
OSJC's- doom3_guns.wad remix - now with 'the artifact'!
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
Re: OSJC's- doom3_guns.wad remix - now with monstas!
Yeah, it's like a tactical reload superpower or something.
I think I actually have the original copy of the Doom 3 weapon mod you based it off, and I do remember it having some weird stuff like that.

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Re: OSJC's- doom3_guns.wad remix - now with monstas!
here what's explains it-Ghost- wrote:Thanks for the adding the monster support, it's fun playing with both together. I did notice one minor bug, though it's not a big deal so you don't have to go back and fix it. When you pick up weapons they instantly refill your weapon if they're the same gun, so if you have a shotgun out with 1 out of 8 shots left, the shotgun you pick up fills it back up to 8/8. Not a huge bug though.
Weapon.AmmoGive2 8 === this one is the extra ammo it gives
Weapon.AmmoGive1 8 === this one refills the clip
All weapons using ammo have the same , they all give extra ammo and refill the clip
To solve it just put 0 instead of any number for Weapon.Ammogive1 and it will give you ammo but not refill the weapon's clip
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Re: OSJC's- doom3_guns.wad remix - now with monstas!
this is actually a really annoying bug. thanks for bringing it to my attention. this is also an excellent fix. I'll implement this if ever I have cause to re-upload in the future...Endless123 wrote:here what's explains it-Ghost- wrote:Thanks for the adding the monster support, it's fun playing with both together. I did notice one minor bug, though it's not a big deal so you don't have to go back and fix it. When you pick up weapons they instantly refill your weapon if they're the same gun, so if you have a shotgun out with 1 out of 8 shots left, the shotgun you pick up fills it back up to 8/8. Not a huge bug though.
Weapon.AmmoGive2 8 === this one is the extra ammo it gives
Weapon.AmmoGive1 8 === this one refills the clip
All weapons using ammo have the same , they all give extra ammo and refill the clip
To solve it just put 0 instead of any number for Weapon.Ammogive1 and it will give you ammo but not refill the weapon's clip

the only drawback with this fix is that you need to reload your gun the first time you pick it up but I find thats actually a good feature. stops the old, rush to the bfg/plasmagun you always get in deathmatch...
oh and thanks for the support on this venture guys. I never thought this would even get a single hit truth be told. real glad people are enjoying it...
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Re: OSJC's- doom3_guns.wad remix - now with monstas!
That's because the player don't start with any ammo reserve of any weapons other than the pistol. To solve that just add any ammo you need in the player script with the following line
Player.StartItem "place ammo name here", place the number of ammo you want
So if you want the player to start with a shotgun fully loaded the line will looks like this
Player.StartItem "ShtgnHolder", 8
That way the player will start with a fully loaded shotgun instead of an empty one.
Of course to make it works with doom3 weapons you will need to add the player script with the correction into the fix to be sure the changes will apply.
Player.StartItem "place ammo name here", place the number of ammo you want
So if you want the player to start with a shotgun fully loaded the line will looks like this
Player.StartItem "ShtgnHolder", 8
That way the player will start with a fully loaded shotgun instead of an empty one.
Of course to make it works with doom3 weapons you will need to add the player script with the correction into the fix to be sure the changes will apply.
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Re: OSJC's- doom3_guns.wad remix - now with monstas!
Hey I just noticed there's no plasma ammo and the rocket boxes are totally gone too. This is a bastard to be honest. Its a thing in the original wsd but I can't find out why when looking at the decorate. Any ideas how to resolve this. I tried a spawner that drops doom3cell instead of cell and adding replaced cell in the doom3cell definition but both to no avail...
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Re: OSJC's- doom3_guns.wad remix - now with monstas!
how you added the doom3cell?osjclatchford wrote:Hey I just noticed there's no plasma ammo and the rocket boxes are totally gone too. This is a bastard to be honest. Its a thing in the original wsd but I can't find out why when looking at the decorate. Any ideas how to resolve this. I tried a spawner that drops doom3cell instead of cell and adding replaced cell in the doom3cell definition but both to no avail...
like this :
actor doom3cell
or
actor doom3cell : cell replaces cell
the first one can be used easily with random spawner but if you want to the item to replace an old one you need to have the randomspawner replaces that item
the second one is the easiest way to replace an item without too many fuss.
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Re: OSJC's- doom3_guns.wad remix - now with monstas!
not sure you get me dude. I'm talkin bout doom3_guns.wad it fucks up ammo spawns somehow. I cant see how but perhaps one of you can? at present the original (or otherwise) cell, rocketbox etc simply do not appear. I don't know how they've done this.
I would have made the doom3plasmarifle actor use cells or a similar cell that inherits behaviour but as such its not working because the original mod is breaking the cell spawn points somehow.
simply making a new ammo that replaces cells (via inheritance and 'replaces')and works with the doom3plasmarifle does not make any difference as the point I'm making is that something INSIDE doom3_guns.wad is removing the cells spawner from the map spawnpoints somehow. its seriously pissing me off. as I cant figure out how... look at all the decorate in doom3_guns.wad and see if you guys can see what the fuck its doing it as I cant...
is it something not in the decorate? if so wtf? ACS!? I dont even know what the fuck that is? and have absolutely NO intention of leaning it. AT ALL.hell, if this is the case then just WHY? why would somone make all the weapons in decorate and then do the ammo replacement in a completely different code system when decorate is more capable of it? is it some petty way to stop further mod editing? and if so is there a way round it?
sorry just getting rather impatient as its rubbish to have a such a sexie plasmagun and no fucking ammo!
also load e2m8 as a pistol start to see what I mean. how the fuck can you win with no bastard ammo...
stupid.
so far I've added doom3cell to be dropped from aracnotrons (not released yet) as this aids gameplay but you're still fucked in non doom2 maps or maps without aracnotrons that rely on the plasmagun. not happy...
I would have made the doom3plasmarifle actor use cells or a similar cell that inherits behaviour but as such its not working because the original mod is breaking the cell spawn points somehow.
simply making a new ammo that replaces cells (via inheritance and 'replaces')and works with the doom3plasmarifle does not make any difference as the point I'm making is that something INSIDE doom3_guns.wad is removing the cells spawner from the map spawnpoints somehow. its seriously pissing me off. as I cant figure out how... look at all the decorate in doom3_guns.wad and see if you guys can see what the fuck its doing it as I cant...
is it something not in the decorate? if so wtf? ACS!? I dont even know what the fuck that is? and have absolutely NO intention of leaning it. AT ALL.hell, if this is the case then just WHY? why would somone make all the weapons in decorate and then do the ammo replacement in a completely different code system when decorate is more capable of it? is it some petty way to stop further mod editing? and if so is there a way round it?
sorry just getting rather impatient as its rubbish to have a such a sexie plasmagun and no fucking ammo!
also load e2m8 as a pistol start to see what I mean. how the fuck can you win with no bastard ammo...

so far I've added doom3cell to be dropped from aracnotrons (not released yet) as this aids gameplay but you're still fucked in non doom2 maps or maps without aracnotrons that rely on the plasmagun. not happy...

Last edited by osjclatchford on Mon Mar 16, 2015 7:24 am, edited 1 time in total.
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Re: OSJC's- doom3_guns.wad remix - now with monstas!
I'll take a look at that wad with Slade and i'll comeback to share what i might discovered
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Re: OSJC's- doom3_guns.wad remix - now with monstas!
you sir are most kind. espescially considering the massive childish rant i just had! LOLEndless123 wrote:I'll take a look at that wad with Slade and i'll comeback to share what i might discovered

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Re: OSJC's- doom3_guns.wad remix - now with monstas!
After a short investigation i found out the following
The doom3cell spawns but disappears after a few seconds. So the problem don't seems to be coming from the doom3_guns wad. I'll continue my searches.
The doom3cell spawns but disappears after a few seconds. So the problem don't seems to be coming from the doom3_guns wad. I'll continue my searches.
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Re: OSJC's- doom3_guns.wad remix - now with monstas!
That's real odd... however. Load just the doom3_guns.wad alone and you still get the same result so...
thanks for this though...
thanks for this though...
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Re: OSJC's- doom3_guns.wad remix - now with monstas!
No worries it't probably just a small line of codes. I still have time to investigate it so don't give up 

Re: OSJC's- doom3_guns.wad remix - now with monstas!
Weird, that would explain why sometimes ammo wouldn't spawn. I remember on E2M2 no shotgun shell boxes spawned in the secret with 2 of them normally. I wasn't sure if that was intentional to limit ammo since the weapons are pretty powerful.
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Re: OSJC's- doom3_guns.wad remix - now with monstas!
I FOUND THE PROBLEM !!!!-Ghost- wrote:Weird, that would explain why sometimes ammo wouldn't spawn. I remember on E2M2 no shotgun shell boxes spawned in the secret with 2 of them normally. I wasn't sure if that was intentional to limit ammo since the weapons are pretty powerful.
It's so simple i feel a bit stupid not seeing it earlier.
The problem is the doom number. I removed them all and add everything works fine

The reason is there had more than 1 actor having the same Doom number that's why some oddities happened. Now just by removing them and of course assign the items to the default ones and Bingo!! No more ammo disappearing

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Re: OSJC's- doom3_guns.wad remix - now with monstas!
not sure how you did this I tried a I cant bloody get this working...
Last edited by osjclatchford on Mon Mar 16, 2015 2:38 pm, edited 3 times in total.