Eheh whoops, my bad. I should add that in the credit file, which I'm gonna do right now, and it's gonna be in the next update. It's Motley Crue's "Kickstart my Heart" from this site - wish it would list the conversion author. DoomNukem and I love that track, and it was in the trailer before, so I have had decided to use it as a menu theme.xenoxols wrote:No, I mean who made the Midi in the pk3?
I'm afraid so... but I guess I should learn to live with it already. I already feel stupid for being so oppressive about it, so I guess I'll shake it off to the people who at least will do great job with the things they'll borrow. I just hope they'll mostly ask beforehand, so I know where it lands first. Albeit once Guncaster will be "somehow" out, I won't show any mercy! (Just kidding, but still - any unauthorized use of the super quadshotgun won't be seen in good light, if I can be honest.)wildweasel wrote:And - sad as it is - "I borrowed these sprites but didn't ask for permission" times twinfinity. These are really great resources, though, and I am very, very happy that this mod is finally available to the public. The Skullthrottle is, hands down, one of the most satisfying weapons I've seen in a Doom mod in a very long time. The sound of its barrels spinning up reminds me of an air-raid siren.Slax wrote:Prepare for "hey, can I use these sprites in my project?" times infinity.
About my only real complaints are a couple of things that stood out to me...
The Sidekick pistol makes for a fairly nice starting weapon, but because it's fully automatic, I found it hard to fire it semi-automatically. I usually don't hold the Fire button down when using pistols, because I'm so used to one click for one shot. Because of this, the aim mode is difficult for me to use effectively.
Overall, the weapon animations seem a little on the stiff side. They are smooth, which is good, but some things look like they move in straight lines a lot (especially the FMG's reload sequence). A little bit of bobbing and weaving probably wouldn't hurt. The Uzis could probably lower about 10-20 pixels while reloading, too; the new magazines appear to be sucking themselves into the guns, which looks a little strange (unless that was actually your intent with that animation!).
Yeah, the GL is also a little stiff in that depart... albeit it's made of many elements that I totally don't feel like changing that. I still could tackle the uzis and the FMG, as it shouldn't be so bad.
Heh, whoops - I am so used to not using autoaim that I forgot I used the same template for each gun which had that added. Otherwise, if there's a way now to make it take into account random pitches, that'd be cool, as it makes all of the shotgun shots fly completely flat at the target. As of the ammo_optional - I've had added it, so the weapons that reload won't automatically change while you run out of ammo. I'm aware you can select an empty weapon with no way to reload it. If there are some better ways to handle that, I'm listening!Ed the Bat wrote:I've just noticed every gun has NOAUTOAIM, and a number also have AMMO_OPTIONAL. How come?
For everyone else, yeah - the mod supposed to be over-the-top - not Russian Overkill's level of over-the-top, but still... so don't be surprised if things die quicker than usual. Just use some harder wads for your satisfaction. Chrome Justice's purpose is to mostly maul crowds or big targets. And I won't be touching the weapons in any graphical way (especially that I am not skilled enough to do such things) - DN killed his motivation completely due to trying to rework things, so I wouldn't expect anything. And I think there should be some gore mods for your needs out there as well.