Ac!d's Eriguns

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Ac!d
Posts: 332
Joined: Tue Apr 02, 2019 5:13 am
Location: France

Re: Ac!d's Eriguns 1.9b

Post by Ac!d »

SMG54321 wrote:Yeah but every time i pick either the regular shotgun or the ssg, a message pops up saying "You unloaded the shotgun/super shot gun!". To be fair i do have the auto shotgun set to appear in vanilla ssg locations, but it's hard for me to get through the first map of some of my favorite wads (D2TWID, UltDoom2, Biowar, ect) with only a machine gun and dual pistols.
Laid wrote:Crap... Just as I was starting to enjoy myself with your mod, I get crash after crash. Apparently, it always happens when I am dual-wielding pistols. :?
I will remove the shotgun spawn mode for the next update. For the pistols, I've already made some fixes.

For the moment, I need time for a request and stuff for the next finals updates.
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Ac!d
Posts: 332
Joined: Tue Apr 02, 2019 5:13 am
Location: France

Re: Ac!d's Eriguns

Post by Ac!d »

Update ! (17 Feb 2021)

Changelog :

- Improved code for the weapons and items
- Added a new pump-action shotgun (see the mod's options). Replaces the shotgun (can't be dropped by shotgun guys, no need to reload, also need new sprites)
- New HUD in ZScript.
- Build-Style Toggleable Powerups for the radsuit and infrared (see the mod's options).
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Ac!d
Posts: 332
Joined: Tue Apr 02, 2019 5:13 am
Location: France

Re: Ac!d's Eriguns

Post by Ac!d »

Update ! (3 May 2021)

Changelog :

- Code improved for powerups (Pickups), HUD, weapons (Nailgun and Kick animations)
- Updated code for the Toggleable Powerups (Radsuit is activated on underwater sections such as pools, etc...)
- Added grenades on slot 0 (can be found near backpacks and dropped by zombies)
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Ac!d
Posts: 332
Joined: Tue Apr 02, 2019 5:13 am
Location: France

Re: Ac!d's Eriguns

Post by Ac!d »

Update ! (7 June 2021)

Changelog :

- Code improved for weapons and HUD
- Added an option for select a other weapon with your pistol (dual pistols, machinegun, shotgun)
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Ac!d
Posts: 332
Joined: Tue Apr 02, 2019 5:13 am
Location: France

Re: Ac!d's Eriguns

Post by Ac!d »

Update ! (8 July 2021)

Changelog :

- Tiny fixes for weapons and HUD
- Changed the sprites for the grenade (Grenade Launcher)
- Changed the sprites for the Computer Area Map
- Improved the Radsuit Powerup code (breathing sound effects not playing when the player die.)


NB : This is also one the final updates for this mod. Time for me to find some issues and also if it's doesn't work with new versions of GZDoom / LZDoom. (If you found some bugs or else, please let me know.)
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ClessxAlghazanth
Posts: 159
Joined: Sun Feb 17, 2019 9:29 am

Re: Ac!d's Eriguns

Post by ClessxAlghazanth »

Good stuff ! The weapons sound and feel just right :)

Is it a continuation of viewtopic.php?f=43&t=48208 ?

Is this compatible with monster packs ?

Best regards
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Ac!d
Posts: 332
Joined: Tue Apr 02, 2019 5:13 am
Location: France

Re: Ac!d's Eriguns

Post by Ac!d »

ClessxAlghazanth wrote:Is it a continuation of viewtopic.php?f=43&t=48208 ?
No. This mod is not a continuation of the original Eriguns made by Xaser. Mine contains reloads, gameplay options, and more...
Is this compatible with monster packs ?
Yes. I also thought about monster packs.
Steve1664
Posts: 259
Joined: Thu May 19, 2011 2:07 pm

Re: Ac!d's Eriguns

Post by Steve1664 »

So far my experience with this has been pretty positive. Weapons look good and are pretty well balanced. However they seem. . . anemic? They lack OOOMPH is what I'm trying to say. The SFX could be a little louder and the firing animations could use a little extra recoil or screen shaking. I'm just not feeling the power behind the guns. But that's me, and like I said, everything else is very good.
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Ac!d
Posts: 332
Joined: Tue Apr 02, 2019 5:13 am
Location: France

Re: Ac!d's Eriguns

Post by Ac!d »

It's almost a year since I haven't updated this mod, so here's some changes :

- Fixed akimbo pistol's ready state
- Edited the fullscreen (not forcescaled)
- Edited nailgun and machinegun (RoF for both weapons, and cooldown system for the nailgun charge system)
- Edited infrared's powerup color
- Fixed PERSISTENTPOWER for powerups (can be enabled/disabled in options)
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Ac!d
Posts: 332
Joined: Tue Apr 02, 2019 5:13 am
Location: France

Re: Ac!d's Eriguns

Post by Ac!d »

Update ! (30 March 2021)

Changelog :

- Edited cooldown system of the nailgun
- Edited teleport fog
- Weapons pickups (CVar options) fixes

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