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This is a playerclass and weapon replacement mod, compatible with Doom 1, 2, Final Doom, Chex Quest, and Heretic. The basic concept is, instead of an assortment of weapons, the only weapon you'll ever need is a simple double-barreled shotgun (and your fists, if you're so inclined). Switching weapons instead changes out what type of shell is loaded into them, smoothly swapping between them with the same animation used in reloading.
To add a bit more depth to it, your basic shotgun fires off a single barrel instead of both like the vanilla super shotgun, with the altfire dealing out both barrels if available. Things start off about consistent with the vanilla super shotgun in terms of raw damage (10 pellets a shot), with later ammo types offering both more firepower and more options.
As this is a replacement for playerclass, weapons, and some item spawns, this means it will not be compatible with mods like Brutal Doom that also affect playerclass and weapons. As it does not replace monsters however, it can readily be used with the Brutal Doom Monsters Only mod, Ketchup, or other mods that alter monsters.
Details on the weapon replacements:
Spoiler:
As mentioned, you start off with just your bare fists and a shotgun (in code terms, technically 7 weapons in total), and that's all you'll need. Your fists have some basic fleshing out and rebalancing compared to vanilla, with primary being 10-30 damage, and altfire being a slightly faster right jab that deals the average damage comparable to vanilla (5-15 vs 2-20). They can be up to 5x as powerful with the right powerup as is normal.
However, the real meat of the mod is the shotgun. You start off with some buckshot and both barrels loaded, with your alternate ammo being used to track how many shells have been loaded currently. You can fire them off in fairly quick succession, reloading automatically when they're empty, and can reload a half-empty shotgun manually if you bind that key. Altfire will fire both barrels at once like you're used to, though this comes at the cost of increased spread and recoil. You also actually have to have both barrels loaded for this, if you use the altfire with only one shell loaded it will act just as if you hit fire. Firing two barrels at once also deals bonus damage at point-blank range. Hold states are also present, so you'll have to take advantage of that low refire delay manually.
In addition to reloading after each shot or on demand, switching weapons also entails a reload. After all, you only have one weapon but multiple ammo types, so rather than simply lowering and raising the weapon you'll actually, visibly reload the shotgun to swap out ammo type when you switch to a different load. Switching back and forth between your fists and any of the shotgun loads also plays a different animation implying holstering/drawing, as well.
Running out of what type of ammo will also autoswitch to whatever you have available as is normal, and will correctly show you reloading a different ammo type instead. And of course, if you only have one shell left, you'll only end up with one barrel loaded.
In addition to dedicated fisticuffs, the zoom function is used by the shotguns for a dedicated pistol-whipping (well, shotgun-whipping you could say) function. The key can be held down to leave the attack wound up if needed. Overall speed is slightly slower than a punch (not counting the time it'd take to switch) in exchange for a bit more damage, knockback, and range. If a certain setting is turned on (see below), it will also gain the benefit of blocking projectiles. This feature is off by default.
For even more fun, you can end up dual-wielding shotguns with the right powerup. These obviously give you 4 rounds at a time to work with. Altfire still only lets off 2 barrels at a time by default, but with twice the barrels that means you can do 2 in a row if the situation warrants it. Or you could just as easily fire off a single shot, then an altire, then follow up with another single shot. It's fairly flexible. If a certain setting is turned on (see below), you have the option of unleashing all four barrels at once (if fully-loaded) for complete overkill.
Ammo and weapons have accordingly been replaced by the available types of ammunition, of which there are 6 types to be found:
Spoiler:
Buckshot, occupies slot 2.
Fires 10 pellets, each of which deal 5-15 damage, making it match what you'd expect from a single barrel of the vanilla super shotgun. Spread from a single barrel is closer to the total area of the regular vanilla shotgun, though with narrower horizontal spread in exchange for a comparable vertical spread.
Every standard ammo pickup has a 1/3 chance to spawn buckshot. Shotgun spawns on the map will always spawn a pack of buckshot shells. Zombiemen have a 1/3 chance to drop a pair of buckshot shells, and shotgun zombies will always drop a pair of buckshot shells.
Flechette shells, occupies slot 3.
Fires a spray of extremely fast ripper projectiles. They deal very little damage individually (1-3) but fire 20 per shell, plus being ripper projectiles actual damage is higher overall. Useful for cutting through a crowd of enemies at once. Spread is also a bit wider than buckshot.
Ammo spawns that would spawn vanilla shells will spawn flechette shells 2/3 of the time. Super shotgun spawns on the map will always spawn a pack of flechette shells.
Shotgun slugs, occupies slot 4.
Fires a single large bullet with even more raw power than buckshot, 50-150 damage. This matches buckshot but in a single impact. Has some narrow spread built in, tighter than any other ammo type.
Ammo spawns that would spawn vanilla bullets will spawn slugs 2/3 of the time. Chaingun spawns on the map will always spawn a pack of slugs. Zombiemen have a 2/3 chance to drop a pair of shotgun slugs, and chaingun zombies will always drop a pair of slugs.
Explosive slugs, occupies slot 5.
A hitscan explosive, firing a single impact that deals less impact damage than buckshot (40-120 damage), but makes up for it with an explosion nearly as powerful as a rocket (120 damage vs 128). Explosive radius is smaller than a rocket however (100 units), so make your shots count. Also has spread built in, between that of slugs and buckshot.
Impact has a minimum arming distance, it will not explode if the shooter is within the blast radius.
Ammo spawns that would spawn vanilla rockets will spawn explosive slugs 2/3 of the time, and rocket launcher spawns on the map will always spawn a pack of explosive slugs.
Incendiary shells, occupies slot 6.
Because "dragon's breath shells" breaks the naming convention a bit. Fires a spray of 5 flaming projectiles that ignite on impact, with a noticeably wider spread than buckshot. These will obey gravity so mind your aim, and they'll also have just enough bounce it they hit a wall to slash the floor nearby instead of sticking to the wall like they might otherwise do.
Raw damage for a direct hit is somewhat low (10-20 damage per pellet), but each burning pellet provides continuous damage in a short radius (64) over a short period of a time, each one adding a total of 25 damage to make the overall power decently high. Afterburn will not harm the user.
Ammo spawns that would spawn vanilla plasma cells will spawn incendiary shells 2/3 of the time, and plasma rifle spawns on the map will always spawn a pack of incendiary shells.
Plasma shells, occupies slot 7.
A little something special. This is your BFG-tier ammunition, firing a cone of green death with wide spread. The raw damage is about comparable to the BFG's tracer spray, 30 pellets each having a base damage of 20-60 damage, plus up to 20 damage set aside as a short-range AoE effect (vs. 15-120 for each BFG tracer). This AoE effect will not harm the user. While it lacks the maximum potential damage the BFG has and doesn't gain the benefit of the main projectile's 100-800 damage, it's far more consistent and usable on the spot, making it devastating (especially if you dole out both barrels of it).
These only spawn from backpacks (4 shells, same as all other ammo types) and in place of BFG-9000 spawns on the map (packs of 8, as with other weapon spawns).
Adrenaline:
In addition to weapons and ammo, you start off with an inventory item that can be activated to toggle on or off an additional ability. Instead of a conventional consumable powerup, using the ability in your inventory hotbar drains available charges over time, shutting itself off automatically if you run out and requiring them to toggle on.
While Adrenaline is activated you'll gain doubled rate of fire, 50% greater movement speed, and your melee damage (including quick melee) will be 5 times greater.
As mentioned, there are two powerups you can find as well. After all, the standard weapons are all replaced with ammo spawns, so you'll notice that leaves the chainsaw and berserk pack to be accounted for. The mod options menu allows you to set keybindings for quickly activating adrenaline or guns akimbo.
These two powerups are:
Spoiler:
Guns akimbo, replacing the berserk pack.
This functions much like the tome of power in Heretic, swapping you to powered-up weapons instead. Activating this powerup grants you 2 shotguns to work with, and thus 4 barrels to play around with.
As with the berserk pack, this lasts until the end of the level. No need to worry about wasting it, though if a level offers you more than one you would be better off carrying any spares you find into the next level.
Doubled fire rate, replacing the chainsaw.
This grants you a total of 60 seconds of duration for the Adrenaline ability as detailed above.
In addition to keybindings for quickly activating either powerup, the following options can be found in the mod options menu, allowing you to turn on or off certain extra features:
1. Quick Melee Can Block Projectiles? The zoom command can be used while the shotgun(s) is equipped for a quick melee attack. With this setting enabled, the resulting pistol-whip will also be able to strike projectiles out of the air. This requires a bit of good timing, and doesn't work on hitscan attacks, but can offer some added utility if turned on. Needless to say, using it against rockets is a Bad Idea.
2. Allow Quad-Fire With Guns Akimbo? By default, using the altfire with dual shotguns will still only fire two barrels at a time, assuming at least two barrels are loaded. With this setting enabled, using the altfire with all four chambers loaded will unleash all four at once. This comes at further penalty to spread and recoil.
3. Share Adrenaline and Akimbo Powerups in Co-op? A bonus for co-op players. If enabled, picking up these items will also grant it to all other players in the area as well, whether it's set to instant-use or carried for later activation.
4. Randomize Adrenaline and Akimbo Powerups Spawns? If enabled, this sets it so that chainsaw and berserk pack replacements will randomly select between guns akimbo and adrenaline boosts, instead of always spawning a specific replacement for each item. This is useful for scenarios such as episode one of Doom or with Chex Quest, where you can encounter one item but not the other.
Some other details about UI and visuals:
Spoiler:
Comes with a working Doom-style status bar if you prefer that over the fullscreen HUD. It swaps out the frags/weapon display with instead showing you how many chambers you have loaded (since frags aren't really that vital to have listed up-front and no need to show weapon list when you already have your weapon on hand to begin with), and the ammo section lists the mod's available shotshells instead of vanilla ammo counts.
The name of the weapon and current ammo type loaded is also automatically printed when you switch to it, with color-coded text to better help the player tell at a glance what load they're using. This came from feedback by a friend of mine as a fairly simple and non-intrusive way to keep the player from having to constantly look down at the bottom-right corner of their screen if using fullscreen HUD, plus it's the only real way to tell what loadout you're using if you're using the status bar.
Visual details added include:
1. Dynamic lighting for the impact effects of explosive slugs and plasma shells, for incendiary shell projectiles, and a slight fiery/green glow when firing incendiary shells and plasma shells respectively.
2. Gun smoke effects on firing. Offset left or right if dual-wielding, and the smoke effect is more prominent and fades slower if firing 2 barrels at once (unless it's the altfire state for the dual shotguns that fire one barrel from each gun, in which case it spawns 2 properly-offset standard smoke effects instead).
3. Minor screen shake using A_Quake when firing 2 barrels. Heavy hits like a nearby slug's impact, explosive slug detonation, or plasma shell impacts will also cause this effect if you're nearby, as will pistol-whipping with the damage boost from guns akimbo.
4. Flash states for the shotguns correctly vary depending on which barrel is being fired. For the standard shotgun single shots will fire the left barrel, then the right one. For dual shotguns it fires off one at a time, from the left shotgun's first barrel to the right shotgun's second barrel.
5. The flash state for the dual shotguns' state will also vary depending on chamber state. Firing from full has both barrels of the left shotgun fire off, firing with 3 chambers loaded shows the left shotgun's second barrel and the right shotgun's first barrel firing, while firing with 2 chambers loaded has the right shotgun fire off both barrels.
6. Different sprites for ammo types, and reload animations for the shotguns will show the correct pattern for the type of shell being loaded.
7. Fist sprites from Angled Doom, to give a consistently gloved appearance to the character's hands. Edited to remove the brass knuckles in addition to mirrored sprites for altfire jabs.
8. Dual shotguns make use of the sprites from Angled Doom, edited to be mirrored appropriately, have the correct complex flash state sprites as mentioned above, and with the few glimpses of them being held two-handed removed for obvious reasons.
Some Screenshots (bit out of date regarding some UI elements):
Spoiler:
Issues and problems I am aware of, and other planned things to tinker with in the future:
1. Status bar and UI could use a bit more fiddling to fit better when used in Chex Quest and Heretic. Getting keys to align better, better matchup between the status bar and any divergent fonts, etc.
2. I was tempted to work on some custom muzzle flash effects for explosive, incendiary, and plasma shells instead of using shotgun and super shotgun muzzle flashes for all ammo types. Problem is that I have a grand total of 20 different flash sprites due to how complex the weapons themselves are, so that'd be 60 more sprites I'd need to edit together in GIMP, set offsets in SLADE, and test to make sure everything is aligned just right.
3. I'm tempted to look into some scripting stuff to streamline the fire and reload states a tiny bit, especially for the dual shotguns. Will have to see sometime.
4. I plan to implement a setting that, if enabled, will steadily earn charges of adrenaline from kills, based off watcher code Zhs2 provided. So far I've had little luck getting it working, but we'll see.
5. Also planned: updates to the reload animation for dual shotguns. Namely, only depict opening one of the two shotguns if you've only fired the first two shots, to add to the verisimilitude and make it so the player isn't punished with a time penalty for reloading early. Main thing complicating this is I'd also need to add a variation for if the player only has 1 or 2 shells left, meaning only the right shotgun needs shells to be inserted.
6. Any other suggestions for stuff I could improve, and potential additional options that could be added to the mod options menu, would be worth looking into as well.
Special thanks to friends of mine known elsewhere as Ekarus, Kallin, and Saltmummy. They all helped with playtesting and/or feedback. Ekarus in particular provided some musings in a conversation that provided the initial inspiration for this mod, which I proceeded to massively overthink. They also gave the feedback that led me to implement the scripted "show color-coded weapon display name" feature to make it easier to tell what ammo you're using at a glance.
Additional credits:
1. Getting the ZScript status bar working: Phantombeta, Blue Shadow, and Player701; on the ZDoom forums.
2. Gloved fist sprites: Edited from Angled Doom's fist sprites by JDRedAlert, on the ZDoom forums.
3. Angled dual shotgun sprites: Edited from Angled Doom's super shotgun by JDRedAlert, on the ZDoom forums. Angled super shotgun sprite originally by JoeyTD, with editing by Denis Belmondo.
Changelog:
Spoiler:
Version 1.0: Initial release.
Version 1.1:
* Implemented Zscript status bar to replace SBARINFO, with thanks to Phantombeta and Blue Shadow here on the ZDoom forums.
* Implemented compatibility with Chex Quest and Heretic. Required adding a bit more to compatibility folders, and tweaking the status bar ZScipt a bit.
Version 1.2:
* Added a so far very basic melee feature bound to the zoom state to the shotguns. Uses a fairly basic animation for pistol-whipping (well, shotgun-whipping rather) with the option to wind up and release when needed by continuing to hold zoom.
* Converted flechette shells to fire fast ripper projectiles instead of using rail attack, which fixes the issues that using A_RailAttack had like not working with autoaim.
Version 1.21: Forgot some sounds I had to add to the compatibility folder for use in Heretic.
Version 1.22: Fixed status bar ammo count having slugs and flechettes swapped around.
Version 1.23: I also thought I had the offsets for armor correct there, whoops.
Version 1.25:
* Fixed gunsmoke being able to teleport.
* Set it so slugs can't gib enemies (since they combine a lot of damage in a single mundane impact), while plasma shells will always gib.
Version 1.3:
* Per some feedback after discussing it with others, added angled sprites for dual shotguns.
* Added Credits file.
Version 1.35:
* Fixed incendiary shell's projectile lacking a compatibility entry in SNDINFO.
* Fixed fast fire powerup failing to pick up properly when "carry powerups" setting is on.
* Nerfed value of shell boxes from 20 down to 16.
* In exchange, bumped up max shell capacities from 50/100 to 80/160.
* Tweaked sprites for shell boxes slightly.
* Per request, went ahead and set it so slugs can gib again.
Version 1.4:
* Ported over the gloved fist sprites from Angled Doom as well, edited to remove the brass knuckles for a bit more consistency.
* Tweaked altfire jabs for the fists a lil bit to add a proper transition from hand to fist using a mirrored B sprite.
* Added an option to randomize guns akimbo and fast-fire spawns. Particularly handy for Chex Quest.
* Added different gunshot sounds for explosive, incendiary, and plasma shells.
* Set it so plasma shells have an impact quake effect.
Version 1.5:
* Added an option that allows the quick-melee function to also block projectiles if you time the swings right. Won't block bullets, and trying to use it on a rocket is a Bad Idea, but does have some utility if enabled.
* Added an option that sets it so that dual shotguns will fire all four barrels one altfire, if they're all loaded. Comes at cost of increased spread and recoil, regular altfire can still occur with this setting on if you have less than four barrels loaded.
* Fixed dual shotguns with explosive slugs still using generic shotgun sound effects instead of the custom sound for explosive slugs.
Version 1.51: Fixed share powerups option not working through walls, doh.
Version 1.6:
* Overhauled how reloading and loaded chambers are handled, making the shotguns significantly less fragile and less vulnerable to ending up in a state that might leave you unable to select a weapon.
* Also fixed the issue where co-op always forces the player to respawn with fists equipped.
* Set it so that you can cancel out of a reload into quick-melee if you hit the zoom command early enough. Also means the shotguns will be able to force a reload if you've somehow put them in a state where they're both ready but also empty.
* Converted the weapon name script into part of the custom ZScript HUD. This fixes some issues where the displayed weapon name could potentially fail to trigger.
* Shifted around the damage of incendiary shell projectiles to favor a bit more direct hit damage and slightly less burn damage, also adds a tweak to how its velocity changes on hitting monsters, allowing it to burn a beaten zone into a crowd of enemies instead of settling at the very edge of the group after initial impact.
Version 1.7:
* Added a short-ranged impact quake to the bulletpuff for slugs, and when using pistol-whipping with the guns akimbo powerup.
* Shifted some of the damage from plasma shells to a short-ranged AoE effect.
Version 1.75:
* Made the plasma shell spread more consistent with the other ammo types, from base spread of 10 to 6.
* To balance for this tightened spread, and to reduce risk of lag since every pellet gives off a dynamic light, reduced base pellets per shot from 40 to 30.
* Fixed some inconsistent damage in slug firing states, and standardized them around now matching the average damage of all the pellets in buckshot, instead of simply being far higher damage-wise.
* Converted Fast Fire powerup into an adrenaline effect, combining double firing speed with a movement speed buff, and moving the buffed melee damage from Guns Akimbo to it.
* Adrenaline can now be toggled on and off from an item that starts in your inventory, with the adrenaline powerup adding 60 seconds worth of charges to it. Prints a message on turning adrenaline on or off, or if you try to use it without charges.
* Due to above, the added powerups now always go in inventory instead of being instant-use.
* Tweaked the status bar info to account for the above changes, with it showing a faded inventory icon if adrenaline is selected but not currently usable, plus with it showing the charges of adrenaline instead of the activator item's quantity.
* Made the tint of the adrenaline effect a bit easier to notice.
* Did some tweaks to decaldef and lighting stuff to try and make plasma shells a bit less laggy when point-blank'd into a wall.
Version 1.8:
* Set it so that you can't waste guns akimbo powerup if you already have it active, in the event you found more than one in a level.
* Added keybinds for quick-using adrenaline and guns akimbo, which can be bound in the mod options menu.
* Also set it so available charges of adrenaline are also shown under the weapon tag while adrenaline is active.
Version 1.81: Added a minimum arming distance to explosive slugs, causing them to not go off if you're within the blast radius.
Version 1.85:
* Adjusted the damage and afterburn of incendiary shells so that direct hits are a bit more useful, and the afterburn is drawn out a bit longer.
* Afterburn from incendiary shells just outright no longer harms the user, to make it more usable.
* Adjusted behavior of incendiary shells so they aren't as bad about passing right through monsters and wasting the afterburn damage unless you aim at the floor.
* Fixed an issue where quick-melee with dual shotguns would cause it to show as a single shotgun afterward until next reload or fire.
Last edited by Chaosvolt on Mon Jul 10, 2023 9:39 pm, edited 23 times in total.
And added an update to it,version 1.1 which has the ZScript status bar finally working. It also varies a bit to fix some things when used with Chex Quest or Heretic, which the mod should now be compatible with. Item replacements for both have been implemented, and a few things I had to add to the compatibility files so it'll work in those two games were added.
I still don't 100% like how the Heretic font looks over the Doom-style status bar, and might in the future add status bar variations for both the other compatible IWADs.
I also might add a setting to the mod options menu to randomize what drops from chainsaw/gauntlets and berserk/tome replacements. Main reason is, since Chex Quest doesn't seem to have any equivalent to the berserk pack in it, this would make both powerups accessible to the player if enabled.
Spaceman333 wrote:Quick anytime melee would be better so player doesn't have to switch away from the shotty.
Heck, remove fists altogether and replace with a buttstock whack that can be performed anytime.
If run out of ammo, use shotgun as a baseball bat with increased reach melee distance + swing width + added knockback power against monsters.
Also use empty shotgun as an automatically retrievable spear as a last ditch emergency ranged attack.
This was definitely tempting yeah, though that does run into the issue of needing to mess with spriting up a sensible animation for it since so far I haven't strayed too far away from vanilla sprites. Though for single shotgun, incorporating the vanilla punch sprites into a "let go of the foreend and let loose a quick punch" animation would be feasible enough, with the tricky part being dual shotguns.
I'd also need to fiddle a bit with how it treats ammo, to try and ensure that will will correctly try to not switch away if you have empty chambers while keeping the actual shell type as essential. Probably some more checks for available ammo will fix that up easy enough though.
EDIT: Actually thinking on it, adding a quick melee action while still retaining a dedicated melee option in slot one does avoid the issue of "what does it try to switch to if you're out of ammo" but will have to see.
Even a cheap 2 frame solution with some 'move sprite up/down quickly' decorate trickery could be sufficient and satisfying enough. Theres probably some neat sprites to grab in the Resources section of the forum, so might be worth a look if no vanilla shotgun frame seems sufficient.
I'm currently thinking of using an addon mod that gives me a quick melee kick with this mod when I get around trying it (so much backlog aaa), so I'm fine but an official built-in shotgun themed quick melee would be superior. I'll probably also throw in some grapplehook + UAC survival pack for added versatility and crowd control.
--
Btw I saw this
Zombiemen have a 1/3 chance to drop a pair of shotgun slugs, and chaingun zombies will always drop a pair of slugs.
Can I still play the mod with custom monster replacements or are those drops tied to vanilla monsters only?
I think the easiest method to animate and flavor the quick melee would be in the vein of a pistol whip. Well, shotgun whip I suppose you could say, still fitting since my mental image here (and as the akimbo powerup's sprite depicts) is they likely have the stocks sawed off as well (unlike the vanilla super shotgun, whose item sprite shows it still having a stock). I'll see if I can mess with it in the morning.
Spaceman333 wrote:
Can I still play the mod with custom monster replacements or are those drops tied to vanilla monsters only?
As the OP states, monster replacements will still work yeah. The way it works is just that the item set to replace clips checks if it has the dropped flag, and if so that changes what it spawns. So any monster set to drop vanilla clips will exhibit this behavior. Same applies to anything set to drop vanilla shotguns or chainguns, hence why shotgun guys and chaingun guys drop a pair of buckshot/slugs instead of what would normally replace those weapons.
I could rig it so that every ammo item is able to check whether they're being dropped by a monster, most notably for Heretic's ammo drops, but since Heretic monsters all drop small ammo pickups instead of large ammo or weapons (AND don't drop them 100% of the time like Doom zombies do) there's less immediate need to nerf them.
Spaceman333 wrote:
Can I still play the mod with custom monster replacements or are those drops tied to vanilla monsters only?
As the OP states, monster replacements will still work yeah. The way it works is just that the item set to replace clips checks if it has the dropped flag, and if so that changes what it spawns. So any monster set to drop vanilla clips will exhibit this behavior. Same applies to anything set to drop vanilla shotguns or chainguns, hence why shotgun guys and chaingun guys drop a pair of buckshot/slugs instead of what would normally replace those weapons.
I could rig it so that every ammo item is able to check whether they're being dropped by a monster, most notably for Heretic's ammo drops, but since Heretic monsters all drop small ammo pickups instead of large ammo or weapons (AND don't drop them 100% of the time like Doom zombies do) there's less immediate need to nerf them.
Thanks, I appreciate the info. I'm so busy lately that I'm in full TL;DR mode these days.
And now implemented a fairly basic pistol-whip animation in version 1.2, which was swiftly replaced with 1.21 as I was typing this when I realized I needed to add a sound or two to the compatibility folder for Heretic's sake. Not entirely happy with it and the temptation's there to instead swap over to something more like just pulling the shotgun(s) back and giving a quick jab, but I like the functionality a bit better than basic punches since it has slightly more damage, range, and knockback.
Also obsoleted the problem I was having of railgun attacks not respecting autoaim, via having converted flechette shells to use ripper fastprojectiles instead. This warranted a big nerf to their damage value, from 3-9 down to 1-3, since they'll deal extra damage as they pass through targets. I wish there was some sort of "max damage instances" property for ripper projectiles so it could deal only X amount of damage to every target it passes through, but eh.
And a lil minor fix while I was tinkering with some testing: turns out when I added in the ZScript status bar, the small ammo counters for slugs and flechettes were swapped around by mistake.
EDIT: I also thought I had the offsets for armor correct there, whoops. Now that's fixed too.
I really like this mod! The various shells are a lot of fun to blast stuff with but I think it would be neat if the flechettes had a chance to bounce like the flak in unreal tournament, it would give the player a way to effect their spread.
Sgt. Shivers wrote:I really like this mod! The various shells are a lot of fun to blast stuff with but I think it would be neat if the flechettes had a chance to bounce like the flak in unreal tournament, it would give the player a way to effect their spread.
Thanks. That'd be a nifty feature yeah, though not sure how well bouncing plays with FastProjectile currently. I did think that a bouncing projectile of some sort might be nifty but couldn't think of a good niche to slot that into.
EDIT: Finally tested once I got home, seems bouncing just full-stop does not seem to work for fast projectiles, even if I mess around with using bounce types that shouldn't reduce momentum.
And another update: I was pointed in the direction of Angled Doom, a mod whose author has allowed many others to use sprites from, as a source for better sprites for the dual shotguns instead of my original "rotate the original in GIMP" method. After some consideration and discussion with friends elsewhere I went along with it.
Now that this includes other resources besides vanilla stuff and my own editing work, included a credits file alongside the readme, in addition to editing it into the OP.