Pistol Micro-Mod

Projects that alter game functions but do not include new maps belong here.
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The Purple Marine
Posts: 49
Joined: Sun Feb 28, 2016 1:20 pm
Location: Some forest somewhere

Pistol Micro-Mod

Post by The Purple Marine »

Greetings!
The story of this mod goes back a year or two:
Spoiler:
Now that you are done reading that block of text (or just skipped over it) I am here to tell you about the wad.
It has no name, I just call it my pistol mod.
I am proud of it, and I like it enough that it is actually part of my autoload file!
It makes the pistol semi-automatic, and always perfectly accurate. Because of this, it replaces the chaingun as a sniper rifle, and makes it usefull throughout the entire game.
In it's current (final) state, it does not just redefine Pistol, it actually does use a custom player class.

There are two versions:

GPistol.wad: which is the normal wad file:https://drive.google.com/file/d/0B0cmUB ... sp=sharing

and

GPistol-Classic: which is my attempt to make it look more like the original.(It includes PISGA0):https://drive.google.com/file/d/0B0cmUB ... sp=sharing

Credits:
Xaser: In his mod Parkour, the user can re-fire the pistol at any time during it's firing animation, by way of A_Weaponready.
Tapwave: Detailing how to replace the pistol in this thread:http://forum.zdoom.org/viewtopic.php?f=3&t=30567

For people who are curious, here is the original version:https://drive.google.com/file/d/0B0cmUB ... sp=sharing
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PandaDoomer
Posts: 107
Joined: Sun Apr 12, 2015 9:05 pm
Location: USA

Re: Pistol Micro-Mod

Post by PandaDoomer »

Thank you so much, This is JUST what I was looking for, man!
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The Purple Marine
Posts: 49
Joined: Sun Feb 28, 2016 1:20 pm
Location: Some forest somewhere

Re: Pistol Micro-Mod

Post by The Purple Marine »

PandaDoomer wrote:Thank you so much, This is JUST what I was looking for, man!
Thank you! I thought that nobody liked it, I'm glad that somebody does. :D

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