I'm trying this out now and I'm enjoying it quite a bit. The weapons feel and sound great. If I had some feedback, I'd say the different melee attacks could use some range values, because things are a bit claustrophobic as it is.
I set the shotgun butt attack as the lowest at 72, the bayonet at 85, and the staff attacks at 90. Your numbers might end up different if you do this, but it feels pretty great like this. Edit: Actually, the charging bayonet at 90 like the staff. I also noticed the standard bayonet attack alerts enemies unlike the other melee attacks in the mod. I'd guess because the charge makes you yell, but you could give it WEAPON.NOALERT and put A_AlertMonsters right after the yell.
Some other bugs and nitpicks.
The shotgun firing sound has some brass hitting the floor at the end of it. And I noticed a lot of the firing sounds get cut off when you reload or switch, since a lot of these sounds use the same channel. It's a bit of a pet peeve of mine because I like it when the shots still ring out. I changed them to use 0, but left the looping sounds alone and put the end shot sounds on 0, too. Oh, and the pickup for the Howa refers to it as the Nambu.
I don't know if it's supposed to be there or not but it looks like there's an extra pixel on the hand sprite when wielding the staff, on the left on his ring finger.
The option to disable particles when firing weapons doesn't seem to work. Seems like it's tied to muzzle smoke instead.
The left and right projectile sprites for the skull are reversed so if you freeze time and view it from the side, it looks like it's flying backwards even though the front and back sprites are right.
Last edited by Irrevenant on Sun Nov 13, 2022 8:36 am, edited 1 time in total.