MrTaterz & Ac!d present: Vanilla Machine-Pistol!

Projects that alter game functions but do not include new maps belong here.
Forum rules
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.
User avatar
MrRumbleRoses
Posts: 333
Joined: Thu Feb 25, 2016 2:01 pm

Re: MrTaterz & Ac!d present: Vanilla Machine-Pistol!

Post by MrRumbleRoses »

kalensar wrote:
MrRumbleRoses wrote:is there a version or anything that makes the machine pistol replace the normal pistol but doesn't need reloading. or is that impossible to do?
Your wish has been granted. Heres a Zandronum capable version with no reload. It replaces the ClipBox Spawns with the Clip Box ammo amounts per give so you can use it with the chaingun as well..

Extra Credits file inside this modified PK3
Zandronum_Vanilla_MachinePistol.pk3
well, that is cool but i still start off with the normal Doom pistol. cause the main idea was replacing the main Doom pistol with the machine pistol one, and having no reload but having it not fire like the same way the classic pistol does it Doom. although this doesn't shoot as it does as the normal mod does. if something that this of the main version can be done to replace the actual pistol. that'd be cool. but i don't know how things work like that with Doom and mods. cause i play more than create
User avatar
kalensar
Posts: 491
Joined: Sun Mar 21, 2021 9:40 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): linux mint 21
Graphics Processor: ATI/AMD (Modern GZDoom)

Re: MrTaterz & Ac!d present: Vanilla Machine-Pistol!

Post by kalensar »

MrRumbleRoses wrote:
kalensar wrote:
MrRumbleRoses wrote:is there a version or anything that makes the machine pistol replace the normal pistol but doesn't need reloading. or is that impossible to do?
Your wish has been granted. Heres a Zandronum capable version with no reload. It replaces the ClipBox Spawns with the Clip Box ammo amounts per give so you can use it with the chaingun as well..

Extra Credits file inside this modified PK3
Zandronum_Vanilla_MachinePistol.pk3
well, that is cool but i still start off with the normal Doom pistol. cause the main idea was replacing the main Doom pistol with the machine pistol one, and having no reload but having it not fire like the same way the classic pistol does it Doom. although this doesn't shoot as it does as the normal mod does. if something that this of the main version can be done to replace the actual pistol. that'd be cool. but i don't know how things work like that with Doom and mods. cause i play more than create
:idea:


Basically the idea was to make the best of multiple ideas with the least amount of code possible.

As far as starting with the pistol replacement I have to build a whole new character class which is not necessarily hard at all. I just feel that it is completely unneeded and replacing clip boxes with with a SMG that gives the same amount of ammo as a clipbox and gives access to a weapon that is faster firing than the base pistol but slower than the chain gun is a decent fit for Doom balance as a whole.

I'm really loathe on modifying this gun too much because I don't want to outright make the original pk3 obsolete, which I can easily do. I would rather have a true vanilla style variant, rather than modern style variant, in this case that is compatible with z Doom family mostly across the board.
User avatar
MrRumbleRoses
Posts: 333
Joined: Thu Feb 25, 2016 2:01 pm

Re: MrTaterz & Ac!d present: Vanilla Machine-Pistol!

Post by MrRumbleRoses »

well i reckon that's fair enough. i don't wanna feel like i'm forcing anything, i just like the mod quite a bit, and i like some weapon mods that replace the pea shooter of the normal Doom pistol. and this mod was one of those i like to play around with. and with how this gun fires and handles. it's pretty cool. i'm just a bit so so on having it reload and not knowing when it will need to reload. cause i'm sure you've seen weapon mods that have like an indicator of how many bullets are in the chamber before it needs to reload. that would of been a nice little addition. and i guess for an extra bonus, if there was a way to manually reload as well. that would be sweet. but either way. this is still a cool little weapon to play around with
User avatar
_sink
Posts: 21
Joined: Sun Mar 23, 2014 10:27 am

Re: MrTaterz & Ac!d present: Vanilla Machine-Pistol!

Post by _sink »

kalensar wrote:
MrRumbleRoses wrote:is there a version or anything that makes the machine pistol replace the normal pistol but doesn't need reloading. or is that impossible to do?
Your wish has been granted. Heres a Zandronum capable version with no reload.
This made me wanna have a quirky Eternity version, following the same idea as being like a sidegrade to the original pk3. Rather than removing the reload, it operates sort of like the plasma rifle. After about half a mag it'll go to its reload state when you stop shooting. The fire rate is a little faster than the pistol, rather than shooting fast as the chaingun. Credits included. :D
Attachments
mp_edf.pk3
(41.72 KiB) Downloaded 52 times
User avatar
MrRumbleRoses
Posts: 333
Joined: Thu Feb 25, 2016 2:01 pm

Re: MrTaterz & Ac!d present: Vanilla Machine-Pistol!

Post by MrRumbleRoses »

_sink wrote:
kalensar wrote:
MrRumbleRoses wrote:is there a version or anything that makes the machine pistol replace the normal pistol but doesn't need reloading. or is that impossible to do?
Your wish has been granted. Heres a Zandronum capable version with no reload.
This made me wanna have a quirky Eternity version, following the same idea as being like a sidegrade to the original pk3. Rather than removing the reload, it operates sort of like the plasma rifle. After about half a mag it'll go to its reload state when you stop shooting. The fire rate is a little faster than the pistol, rather than shooting fast as the chaingun. Credits included. :D
this suppose to be as it's own thing. or is one of the other pk3's needed for this?
User avatar
_sink
Posts: 21
Joined: Sun Mar 23, 2014 10:27 am

Re: MrTaterz & Ac!d present: Vanilla Machine-Pistol!

Post by _sink »

MrRumbleRoses wrote:this suppose to be as it's own thing. or is one of the other pk3's needed for this?
this ones its own thing
User avatar
MrRumbleRoses
Posts: 333
Joined: Thu Feb 25, 2016 2:01 pm

Re: MrTaterz & Ac!d present: Vanilla Machine-Pistol!

Post by MrRumbleRoses »

_sink wrote:
MrRumbleRoses wrote:this suppose to be as it's own thing. or is one of the other pk3's needed for this?
this ones its own thing
hm. cause i did try & launch it as it's own thing, but there was nothing new or different. still the same Doom weapons
User avatar
Enjay
 
 
Posts: 26984
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland
Contact:

Re: MrTaterz & Ac!d present: Vanilla Machine-Pistol!

Post by Enjay »

Are you using it with the Eternity source port? It won't work with GZDoom.
User avatar
MrRumbleRoses
Posts: 333
Joined: Thu Feb 25, 2016 2:01 pm

Re: MrTaterz & Ac!d present: Vanilla Machine-Pistol!

Post by MrRumbleRoses »

Enjay wrote:Are you using it with the Eternity source port? It won't work with GZDoom.
ooohhh. i um, didn't know it was a sourceport
SLON
Posts: 141
Joined: Fri Feb 10, 2017 2:09 pm
Graphics Processor: nVidia (Modern GZDoom)

Re: MrTaterz presents: Vanilla Machine-Pistol

Post by SLON »

JohnnyTheWolf wrote:Pretty cool! I have always wondered why the weapon shown on the menu splash screen never showed up in the game. Now I no longer need to, thanks to you. :D
More interestingly, the marine dude in the back is holding a gun that damn looks like the Ripper from (future!) Duke 3D. Only with a grip and a magazine below, and with a folding buttstock.
SLON
Posts: 141
Joined: Fri Feb 10, 2017 2:09 pm
Graphics Processor: nVidia (Modern GZDoom)

Re: MrTaterz & Ac!d present: Vanilla Machine-Pistol!

Post by SLON »

https://i.imgur.com/g82tlDD.png
https://i.imgur.com/I8jTkF6.png

I don't know how good or bad it turned out, lol.
SLON
Posts: 141
Joined: Fri Feb 10, 2017 2:09 pm
Graphics Processor: nVidia (Modern GZDoom)

Re: MrTaterz & Ac!d present: Vanilla Machine-Pistol!

Post by SLON »

A quick test of the resulting junk, if anyone is interested: https://drive.google.com/file/d/1hweidt ... sp=sharing

Muzzle flash probably sucks, but I'm not very good at drawing stuff like that.
Spoiler:
User avatar
chronoteeth
Posts: 2664
Joined: Wed Sep 08, 2004 1:29 pm
Preferred Pronouns: It/Its

Re: MrTaterz & Ac!d present: Vanilla Machine-Pistol!

Post by chronoteeth »

makes me think of a mod that only uses drawings and sprites based on all the doom and doom bootleg box arts
LowEndPCGamer100
Posts: 44
Joined: Wed May 30, 2018 1:48 pm

Re: MrTaterz & Ac!d present: Vanilla Machine-Pistol!

Post by LowEndPCGamer100 »

id like to see a dehacked version of this wad
JustaAm3rican
Posts: 1
Joined: Wed Aug 21, 2024 3:50 pm
Operating System Version (Optional): Windows 11

Re: MrTaterz & Ac!d present: Vanilla Machine-Pistol!

Post by JustaAm3rican »

Cool mod, but can you make a version with the gloves black like the cover art?
Post Reply

Return to “Gameplay Mods”