Any chance of fixing infinite shell issue in next update?
Edit: also, while I'm here, there is one personal question:
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Maybe the alt-fire for the MP40 would be wielding 2 MP40s with increased fire rate and reduced accuracy.Lippeth wrote:Thanks for the feedback!
Around January I started working on a new MP40 but never released it because I couldn't think of a good alt-fire and didn't want it to be the only weapon without an alt-fire. I've added it to this update as is, and you're more than welcome to offer suggestions.
Why not just make the player throw a Stielhandgranate?Lippeth wrote: Around January I started working on a new MP40 but never released it because I couldn't think of a good alt-fire and didn't want it to be the only weapon without an alt-fire. I've added it to this update as is, and you're more than welcome to offer suggestions.
I just copy-pasted your fix over the mod's states and while it does work, it introduces a small issue. It prevents faster firing and delays altfire and weapon switching by a few frames when you have 0 shells in reserve.m8f wrote:With help of Gollgagh (thanks!) I modified QuickPump and ReloadWork2 states:Spoiler:Note jumps near the end of states.
Those modifications seem to fix infinite shells issue.
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No pressure, thanks for continuously updating this. It's still one of my favorite weapon mods.Lippeth wrote:So I've finally fixed the infinite reload, criminy! I have to note that a big reason I never noticed was that I never use the quick pump method, which is where the bug resided. Also noteworthy is that it was always a feature to be able to fire it twice as fast if you time it properly.
I'm still at odds with the MP40 alt because if I were to add a burst fire, it would have to be at a faster rate than firing normally to make it worth implementing.
And since I decided to portray an actual existing firearm from history and not something made up, I wouldn't feel right making it function any other way than it ever did in real life. Although adding an attachment isn't out of the question I suppose.
The reason I ignore realism for something like a fist with no gloves is because it's such a staple of the original Doom that I had to keep that idea, not to mention I always found it amusing.
I wouldn't mind throwing a grenade as an alt, but I would then have to implement grenades which isn't really my M-O for this type of mod. I could let the player toss a rocket if they have one in their inventory, always an idea.
Dual MP40s was also always on the table, along with a kick like the pistols. Kicking would make sense as I categorized the MP40 as a pistol.
I also thought of implementing a melee attack with the gun itself, either a swipe or holding the gun by its barrel and using it as a club. The sprite work would be arduous but it would be cool.
So the reason for such a tiny update is to fix some of the issues you presented, but it will take a bit of time before I implement anything more involved. My free time isn't as plentiful as it was a few years ago, but I love that people are still playing this mod as it was always my main project and the most fun to work on. So I thoroughly enjoy continuing to update and add new features based on everyone's feedback, while still honoring my original vision to keep it as a "Doom, but a little extra" type mod.
I'll still continue to read through and address as many issues as possible between the more major updates.
I can't seem to replicate the bug you're describing, try as I might. My only suggestion is to make sure to use the latest GZdoom dev build. I'll continue to mess with it and see what I can find.m8f wrote:I'm sorry to bring up this again, but there is another (new) issue with shotgun shells. You can fully load riot gun from nowhere.
I'm using quick pump method.
Steps to reproduce:
1. There are some shells in riot gun (e.g. 5).
2. There are no shells in inventory.
3. Hold Reload key, don't release until the end.
4. Fire once (press and release fire button).
5. You are reloading riot gun up to 9 shells.
Good eye. An odd oversight on my part. A definite priority.LossForWords wrote:also, according to the ssg reload, doomguy has 2 left hands.