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KA/BOOM bestkick
Code: Select all
KA/BOOM bestkick
Yholl wrote:\No no. The resizing should still be there, I just replicated it with scaling, rather than using TEXTURES to do it.
I decided to move the gun from Slot 3 to Slot 6 due to the ammo issues the gun has. If you picked it up, all shotgun ammo that you'd normally have available is useless to it, it really felt quite awkward. I bumped up the damage and consumption to compensate for the high tier.
If you've got any preferences about it, please let me know. I honestly didn't want to move it, but it just caused too many issues having a cell ammo weapon where shell ammo weapons spawn.\
We can't use reload or zoom. Only fire and alt-fire. Its on the rules.Freaklore1 wrote:To whoever made the Gewher 98 bolt action rifle, would it be possible to add a 'aim down the iron sight' function ?
I feel like it would make the gun even more acurate and practical if we could aim down the sight.
Like keep the secondary fire function of reloading multiple times to shoot multiple bullets rapidly but put it on the 'R' (reloading) button instead,and put the aim down the sight function on the right mouse click.
Hmmm, no you shouldn't need to do anything. If it seems like the scaling isn't there, I'll go have a look at it in more detail. If for some reason normal scaling isn't working (no idea why that wouldn't, honestly) I'll just switch back to using TEXTURES to scale the projectiles again.General Tacticus wrote:Ah, thanks for clearing that up, good call. For some reason the scaling doesn't work on my end, perhaps I need to update the engine?
Hehe, clumsy it may be, but your gun is easily one of the best weapons submitted. Completely custom gun, projectiles and fancy effects, all done by the same person? That's cooooooooooooool!General Tacticus wrote:As you can see by my clumsy work, I have no idea how doom sorts and implements things (Marathon's modding tools have spoiled me on that front, everything is either a user friendly graphic interface or .xml stuff. 'Course, you cant do nearly as much with 'em)
Spoiler:The exit trigger (linedef #1333) sets the player start to go to as #62, so you get "no player 1 start" on map completion. https://lh3.googleusercontent.com/-ezWU ... -15-07.png
Spoiler:MAP39 "Dumping Ground - Total Injury" - This is the main reason I've made this post. This map has some major issues.
I'm not sure if I needed to post this update, or if Terminus would just fix it himself, but I thought this would be a little less work for him.subenji wrote: MAP08 "Nuclear Control Facilities - Titan314" - Has a Teleport_EndGame instead of an Exit_Normal Special - linedef 1831
Disregarding the necessary work, what do you mean by your format's wrong? There are maps in each of Doom and UDMF format in the pack already, so as long as it doesn't have any crazy, Zandronum-compatibility-breaking stuff, you should be fine.everennui wrote:It looks like my DUMP entry is just a fart. I'll have to drop out. My format's wrong and there's too much work to do on it before the deadline. Sorry.