DoomRL Arsenal - [1.1.5] [MP-B7.3]
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.
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.
- Viscra Maelstrom
- Posts: 6200
- Joined: Thu Dec 04, 2008 1:14 am
- Location: plergleland
Re: DoomRL Arsenal - [1.05] [MP-B6.2]
it seems the Shredder Shotgun loses the Renegade pellet bonus if you apply a power mod to it.
- Sgt. Shivers
- Posts: 1743
- Joined: Fri Jun 22, 2012 5:39 am
Re: DoomRL Arsenal - [1.05] [MP-B6.2]

New gun preview.
- Dr_Cosmobyte
- Posts: 2858
- Joined: Thu Jun 04, 2015 9:07 pm
- Preferred Pronouns: He/Him
- Location: Killing spiders.
- Contact:
Re: DoomRL Arsenal - [1.05] [MP-B6.2]
Holy christ Shivers.
- skyrish10
- Posts: 579
- Joined: Sat Apr 02, 2011 3:52 am
- Operating System Version (Optional): Windows 7
- Location: Night City
Re: DoomRL Arsenal - [1.05] [MP-B6.2]
Heavy Assault Shotgun?Sgt. Shivers wrote:
New gun preview.
Re: DoomRL Arsenal - [1.05] [MP-B6.2]
That looks very slick and good. Wonder what it'll sound like. The beefy-er, the better
- Slax
- ... in rememberance ...
- Posts: 2121
- Joined: Tue Oct 19, 2010 7:01 am
- Location: Window office.
- Contact:
Re: DoomRL Arsenal - [1.05] [MP-B6.2]
Fancy reload when?Sgt. Shivers wrote:
New gun preview.

- Sgt. Shivers
- Posts: 1743
- Joined: Fri Jun 22, 2012 5:39 am
Re: DoomRL Arsenal - [1.05] [MP-B6.2]
Slax wrote:Fancy reload when?

Okay.
Re: DoomRL Arsenal - [1.05] [MP-B6.2]
I laughed more than I should've at thisSgt. Shivers wrote:Slax wrote:Fancy reload when?
Okay.
- Viscra Maelstrom
- Posts: 6200
- Joined: Thu Dec 04, 2008 1:14 am
- Location: plergleland
Re: DoomRL Arsenal - [1.05] [MP-B6.2]
i was wondering why the nuclear plasma rifle was so good for a marine, and i think i know why that is now: it uses up 1 ammo for every 8 shots, not 4, meaning it's best to not assemble it at all due to the insane amount of ammo per shot tradeoff you get with it.
Re: DoomRL Arsenal - [1.05] [MP-B6.2]
I've never noticed this, and when I tested it now it used ammo every 4 shots. Of course, I'm testing it with the completely altered 1.1, so I've got no clue if it's demented in the old version. Seems the same as I remember it though.Viscra Maelstrom wrote:i was wondering why the nuclear plasma rifle was so good for a marine, and i think i know why that is now: it uses up 1 ammo for every 8 shots, not 4, meaning it's best to not assemble it at all due to the insane amount of ammo per shot tradeoff you get with it.
I also don't see how it could even do 8, maths wouldn't permit such a thing.
- MasterOfPuppets86
- Posts: 50
- Joined: Wed Mar 09, 2016 3:40 pm
Re: DoomRL Arsenal - [1.05] [MP-B6.2]
Maybe the coding makes it reload after shooting instead of depleting ammo? I dunno.
Re: DoomRL Arsenal - [1.05] [MP-B6.2]
It only happens when you're holding fire, not tapping it.Viscra Maelstrom wrote:i was wondering why the nuclear plasma rifle was so good for a marine, and i think i know why that is now: it uses up 1 ammo for every 8 shots, not 4, meaning it's best to not assemble it at all due to the insane amount of ammo per shot tradeoff you get with it.
I'm not entirely sure on exactly how it all works, but looking at the code, it appears (from my quick peek at it) that when you hold fire, after each shot, it alternates between going to FireFinish and FireState. FireFinish has a frame that adds 1 to the ammochain counter, whereas FireState does not. Non-held shots will always go to FireFinish, so it works as intended if you're counting individual shots instead of going full-auto.
Re: DoomRL Arsenal - [1.05] [MP-B6.2]
That sounds like the exact problem, well spotted, hehe.Ethril wrote:I'm not entirely sure on exactly how it all works, but looking at the code, it appears (from my quick peek at it) that when you hold fire, after each shot, it alternates between going to FireFinish and FireState. FireFinish has a frame that adds 1 to the ammochain counter, whereas FireState does not. Non-held shots will always go to FireFinish, so it works as intended if you're counting individual shots instead of going full-auto.
- Viscra Maelstrom
- Posts: 6200
- Joined: Thu Dec 04, 2008 1:14 am
- Location: plergleland
Re: DoomRL Arsenal - [1.05] [MP-B6.2]
Yeah i should have mentioned that the problem was with holding down the fire button, rather than tapping it.
- Captain J
-
- Posts: 16891
- Joined: Tue Oct 02, 2012 2:20 am
- Location: An ancient Escape Shuttle(No longer active here anymore)
- Contact:
Re: DoomRL Arsenal - [1.05] [MP-B6.2]
U R bout to make even more fancy reloads to each new weapons you make, isn't it?Sgt. Shivers wrote:Slax wrote:Fancy reload when?
Okay.