


Spoiler:I made it turn slightly when it fires to give it little bit of extra weight, its also completely color translatable on both vehicle and crew, feel free to use.
About that...Captain J wrote:Great to see you guys are already working on DNF 2001 build weapon sprites. Got a lot of potential like making doom mod out of it!
Spoiler:
All apologies to Frederik Schreiber, but I have not been this excited since the ROTT remake. Keep em coming!Lucas Kord wrote:This rocks.
Captain J wrote:That's probably by far the most accurate, highly detailed Doomguy/Zombieman's Rifle i have ever seen. I'd like to see the unedited angled sprite, but i'm wishing too much!
Well... this may not be the original, but i'd like to hazard a guess and assume it looked something like this:Captain J wrote:I'd like to see the unedited angled sprite, but i'm wishing too much!
I've waited forever for a good, faithful ZM Rifle sprite. And here it is!Bjecinst wrote: Well... this may not be the original, but i'd like to hazard a guess and assume it looked something like this:
Comes with two flavours of angle, and truecolour/doom paletted
Code: Select all
class Candle1 : SwitchableDecoration
{
Default
{
Radius 20;
Height 16;
+NOBLOCKMAP
}
States
{
InActive:
TST4 A -1;
Stop;
DripWax:
CAN1 DEF 6;
Spawn:
Active:
CAN1 ABC 6;
TNT1 A 0 A_Jump(24, "DripWax");
Loop;
}
}
class Candle2 : Candle1
{
States
{
InActive:
TST5 A -1;
Stop;
DripWax:
CAN2 DEF 6;
Spawn:
Active:
CAN2 ABC 6;
TNT1 A 0 A_Jump(24, "DripWax");
Loop;
}
}
That works majestically. Thanks for your effort. I appreciate it!Bjecinst wrote:Well... this may not be the original, but i'd like to hazard a guess and assume it looked something like this:Captain J wrote:I'd like to see the unedited angled sprite, but i'm wishing too much!