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Make a new weapon


Sheepinatux

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Hello I was wondering if there is a way to make a new weapon without replacing an existing one or using zdoom i wanted to do this so i could make my own doom engine game and i thought i might be possible because doom 2 added the super shotgun so i just wanted to see if it was possible

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16 minutes ago, Sheepinatux said:

Hello I was wondering if there is a way to make a new weapon without replacing an existing one or using zdoom i wanted to do this so i could make my own doom engine game and i thought i might be possible because doom 2 added the super shotgun so i just wanted to see if it was possible

Is posible. You can add several weapons, replacing or not. Keep an eye in other doom mods like brutal doom, russian overkill, Xim star wars....

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Eternity also allows for new weapons via EDF as well.

 

https://eternity.youfailit.net/wiki/EDF

https://eternity.youfailit.net/wiki/EDF_weapon_reference

https://eternity.youfailit.net/wiki/Creating_a_pickup#Weapon

 

One important thing to note: DO NOT forget to put slotselectionorder in your weapon definition or your mod will throw an error and not load. I learned this the hard way.

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19 hours ago, Doomkid said:

You'll want to learn DECORATE, which only works in advanced ports (stuff like GZDoom and Zandronum). Here's links to hopefully help you get started:

 

https://zdoom.org/wiki/Creating_new_weapons

 

https://zdoom.org/wiki/DECORATE

 

https://zdoom.org/wiki/New_User's_Guide_to_editing_with_DECORATE

 

 

interesting weapon guide

 

however, when doing weapons I found that we often need to do atleast one frame for muzzle flash anyways and those can just as well be used in the fire state after the weapon has been fired instead of in a seperate state. This would also apply to custome enemies I would assume or am I completely off with this?

I dont have a lot of experience with the flash state yet

 

If I am doing a weapon with rapid fire I often need to switch between a regular frame and a frame that shows a gunflash

 

my experience with weapons comes mainly from md3 enemies though and I often have a seperate version of the model in obj format that has the actual gunflash while the rest of the frames in the model is contained in an md3 file

 

I sometimes also have the same model as 2 md3 files, one with a weapon and one without one so that it looks like the model drops its weapon when in a death state

 

I am just assuming most of this also applies to sprite based enemies and weapons?

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On 12/3/2021 at 3:24 PM, CBM said:

however, when doing weapons I found that we often need to do atleast one frame for muzzle flash anyways and those can just as well be used in the fire state after the weapon has been fired instead of in a seperate state. This would also apply to custome enemies I would assume or am I completely off with this?

 

You can certainly just do it with the frame called for the Fire state, that's how I am doing my weapons as well.

But for a tutorial, better to learn as many tools as possible. You never know when overlaying a second sprite on your weapon could give you some extra control, or save you having to draw or edit a lot of frames.

 

 

But... in general, yeah, rendering the whole frame and not having to fiddle with a Flash state is generally easier and more reliable if you ask me.

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5 hours ago, Burgish_Nilwert said:

 

You can certainly just do it with the frame called for the Fire state, that's how I am doing my weapons as well.

But for a tutorial, better to learn as many tools as possible. You never know when overlaying a second sprite on your weapon could give you some extra control, or save you having to draw or edit a lot of frames.

 

 

But... in general, yeah, rendering the whole frame and not having to fiddle with a Flash state is generally easier and more reliable if you ask me.

I would think that an extra dedicated sprite for the flash would also be less demanding for the engine than some sort of overlay?

Edited by CBM

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Sprites are pretty easy on the engine, usually those kinds of problems happen with too many entities on the map (like in the 100s or 1000s).  Overlay or HUD won't affect how the game is running enough to notice.

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