Jake250 Posted September 6, 2009 I just want to say how grateful I am about this. And I hope you don't mind if I include them in my personal weapon modifications. Its not to distribute, its just for personal and coop usage and stuff. Its a big enhancement :) Also, seriously, what the heck is the whining about the pistol is in the wrong hand? Here is a hint for you: get in the Wad and switch them yourself. Nothing easier. Also, do you still plan on ever doing the BFG? I see you just kind of gave up on it. Just changing the flash into something a bit smoother is all it needs. Its still probably pretty hard, but it would benefit a lot from it. 0 Quote Share this post Link to post
perkristian Posted September 7, 2009 Thanks Jake250, no problemo! Yes, I did start on the BFG and made it shake before firing and recoil back, but wasn't happy with the result so I just left it. If I should get the urge I might have another go at it. 0 Quote Share this post Link to post
gemini09 Posted September 7, 2009 How do you run the Wad file? I get this message when I load it with GZDoom: Failed to allocate 1414676820 bytes from process heap I actually works or doesn't work randomly. I tried again and it worked, but only the pistol looked different. 0 Quote Share this post Link to post
Dee Posted September 9, 2009 very very nice! I love it. This has been needed for a while. thanks 0 Quote Share this post Link to post
Jinroh Posted October 8, 2009 This is just frakkin' great man. Love the WAD the new art looks spectumundous. Mad props. 0 Quote Share this post Link to post
MaxVonSydow Posted December 11, 2009 Amazing how much this adds to the doom experience. Thank you man :) PS: You should run for presidency! 0 Quote Share this post Link to post
illYay1337 Posted June 4, 2010 Hey I was making the weapons slightly more realistic and adding reload animations for Zdoom using Decorate and found this. This is pretty damn awesome and I'm probably going to use these additional animations. If it's OK with you that I use these what should I credit you as? I might also fix some up a bit. One of the pistol firing frames looks a bit odd and I might fix the chaingun so that the bottom invisible parts rotate as well because I'm making the chaingun become a minigun and I think the extended barrels that aren't visible normally will make it look badass. Aaand I'll need reload animations so I'll make those too. 0 Quote Share this post Link to post
Reisal Posted June 4, 2010 gemini09 said:How do you run the Wad file? I get this message when I load it with GZDoom: Failed to allocate 1414676820 bytes from process heap I actually works or doesn't work randomly. I tried again and it worked, but only the pistol looked different. Are you actually running the WAD file with the PK3? Otherwise it wouldn't work. 0 Quote Share this post Link to post
phi108 Posted June 8, 2010 Now that this was bumped, I wonder If I can inquire: Has any progress been made on Eternity definitions for the sprites? and I'm guessing no one has cobbled together extra frames to make it work in Dehacked? Should this be uploaded to the archive as it is, with the Doomsday and decorate files in the wad, and the Eternity file too if it has been made? 0 Quote Share this post Link to post
esselfortium Posted June 8, 2010 Eternity definitions, you say? http://sl4.poned.com/wasd/ee-smoothweapons.zip Includes Perkristian's smooth weapons, plus KDiZD-based bullet casings. The casings could be removed, but I just took this stuff right from the Vaporware resources and felt like it'd be pointless to take them out. This also uses a couple of frame-scripting codepointers to retain the chaingun's standard two-shot behavior without running into negative-ammo bugs. 0 Quote Share this post Link to post
phi108 Posted June 8, 2010 Ah, well done Essel. I just quickly threw the DD_DEFNS, DECORATE and KEYCONF, and EDFROOT files in with Perkristian's sprite wad, and it works in all 3 ports. Eternity shows messages about missing frames for the bullet casings, I guess they could be included in the wad without problems. Here is the rough pk_weapports.wad, zipped: EDIT: Updated again: http://files.drdteam.org/index.php/files/get/qDIPlvq1wD/pk-weapports.zip Should this go to IDgames, And will Perkristian come along to upload it himself? I don't know if he was going to work on them anymore. 0 Quote Share this post Link to post
Gez Posted June 8, 2010 phi108 said:KEYCONF Err... Can you remove the weapon slots from it, and move them to the player class instead? See wiki. Only the clearplayerclasses/addplayerclass PerkDPlayer part should be in KEYCONF. 0 Quote Share this post Link to post
phi108 Posted June 8, 2010 Ahh, yes. I did that keyconf last summer, I guess playerclass weapon slots weren't around then. Updated DECORATE and KEYCONF: EDIT: Updated: http://files.drdteam.org/index.php/files/get/qDIPlvq1wD/pk-weapports.zip 0 Quote Share this post Link to post
Vermil Posted June 8, 2010 Perkristian changed the behaviour of the chaingun to only fire one bullet in his Dday ded because he couldn't get the new graphics to display correctly with it firing two shots. Heres a corrected ded, that has the original chaingun behaviour restored (i.e it fires two shots) without any graphic issues. http://files.drdteam.org/index.php/files/get/xIumKTpAnJ/dd-defns.zip 0 Quote Share this post Link to post
phi108 Posted June 9, 2010 Neat, now the chaingun feels right. Playing Doomsday with this pack sure is fun, and pretty. Here is the wad with your ded correction: http://files.drdteam.org/index.php/files/get/qDIPlvq1wD/pk-weapports.zip I'm not sure what other inaccuracies may exist in the Decorate or other code, but it seems pretty close now. (Perkristian, where are you?) 0 Quote Share this post Link to post
perkristian Posted June 10, 2010 Hello, I'm still around :-P Nice to see one of the old threads brought back to life again, although I've not worked on any Doom stuff lately. If I get time I'll make a proper section about the smoother weapon animations on my website. 0 Quote Share this post Link to post
Guest Posted June 15, 2010 I may have missed this, I haven't thoroughly read the whole thread, but I was just wondering, is there a ZDoom compatible version of this weapons mod anywhere? It is very cool. Thanks :) 0 Quote Share this post Link to post
Vermil Posted June 15, 2010 Two posts up from yours (Phi108's last post) is a wad that will work in Doomsday, Eternity and ZDoom derivatives. Lumps from multiple ports can co-exist in the same wad. 0 Quote Share this post Link to post
Brewtal_Legend Posted June 19, 2010 This is pretty cool. Unfortunately, the zdoom version doesn't seem to work with the PSX hud: http://www.mediafire.com/?2cttyq2zzw2 http://forum.zdoom.org/viewtopic.php?f=19&t=16480&p=329906&hilit=hud#p329906 It doesn't let you change weapons and the ammo always says "0" 0 Quote Share this post Link to post
phi108 Posted June 19, 2010 That PSX Hud includes a KEYCONF to set the supershotgun in the weapon slot 4, instead of both shotguns in slot 3. It might work if you load the weapon wad AFTER the PSX Hud pk3, you can specify loading order of wads and pk3s with ZDL or in the command line. If that doesn't work, try deleting the KEYCONF file from the PSX Hud pk3 file. 0 Quote Share this post Link to post
Brewtal_Legend Posted June 19, 2010 phi108 said:That PSX Hud includes a KEYCONF to set the supershotgun in the weapon slot 4, instead of both shotguns in slot 3. It might work if you load the weapon wad AFTER the PSX Hud pk3, you can specify loading order of wads and pk3s with ZDL or in the command line. If that doesn't work, try deleting the KEYCONF file from the PSX Hud pk3 file. Tried loading both wads in different orders and tried deleting the keyconf, still have the same two problems with not being able to switch weapons and the ammo being at "0" 0 Quote Share this post Link to post
Brewtal_Legend Posted July 3, 2010 WHile looking in the pk_weapports wad, I noticed that there is some code for shell casings in the edfroot file, but there is no shell casing effect when using the wad. Is there a way to enable the shell casings? 0 Quote Share this post Link to post
Chronohunter45 Posted August 16, 2010 Forgive me for bumping up a somewhat old thread, but I figured it would be best to post these here... Perk, I went ahead and played around with the pkweapons pack and merged your work with a cut down custom version of the "doom enhanced" mod (a very stripped down version with pretty much just some of the sounds, some minor terrain effects, and corrected blood color for some monsters). I also made a PSX mod compatible one (with proper weapon speeds and firing rates). Both files are compatible with GZDoom and Skulltag. Awesome work, Perk. I hope someone steps up soon and makes a version compatible with eternity, zdaemon, and odamex. I simply can't play D00M anymore without the smoother weapon sprites. =D http://www.mediafire.com/file/wn8ui22w85o2e2t/enhanced.rar http://www.mediafire.com/file/opo6bffbjjdn9a8/PSXenhanced.rar 0 Quote Share this post Link to post
Hellbent Posted August 16, 2010 I wait with drool on my chin for the zdoom version of this. Awesome work as always Perk! 0 Quote Share this post Link to post
phi108 Posted August 16, 2010 Huh? Look at one of my posts higher on the page: phi108 said:Here is the wad with your ded correction: http://files.drdteam.org/index.php/files/get/qDIPlvq1wD/pk-weapports.zip That file works with Doomsday, ZDoom, Skulltag, and Eternity. 0 Quote Share this post Link to post
NightFright Posted August 29, 2010 I have noticed a conflict with the animations mod (which is awesome, btw) and various model packs, in my case for GZDoom: If you use model packs with the mod, all pickup weapons except for the chainsaw and the BFG9000 (which haven't been modified, I guess) will always be shown as sprites, even if you have working model definitions in place. For some reason, also the berserk pack seems to be affected by this. I have tried with the mod, models gone, without mod, models worked. I thought this only modifies the HUD weapons, not pickup sprites as well... Is there a way to fix this maybe? 0 Quote Share this post Link to post
phi108 Posted August 29, 2010 I would guess you need to edit the model definitions. All the guns and the berserk are replaced with modified actors, so they don't have the same actor name as the ones the model definitions provide models for. In the DECORATE code, the new actors are: PerkShotgun PerkSuperShotgun PerkChaingun PerkRocketLauncher PerkPlasmaRifle PerkBerserk 0 Quote Share this post Link to post
NightFright Posted August 30, 2010 Ingenious! That did it. By adding "Perk" in front of all affected actors in the model definitions, pickups were loaded and displayed properly. Thanks a lot for your help, pal! :) 0 Quote Share this post Link to post
bgraybr Posted October 8, 2010 phi108 said:Huh? Look at one of my posts higher on the page: That file works with Doomsday, ZDoom, Skulltag, and Eternity. The shells and "corrected blood colors" aren't in this wad when I run it in Doomsday. 0 Quote Share this post Link to post
esselfortium Posted October 8, 2010 Brewtal_Legend said:WHile looking in the pk_weapports wad, I noticed that there is some code for shell casings in the edfroot file, but there is no shell casing effect when using the wad. Is there a way to enable the shell casings? You'd have to uncomment some lines and add the relevant sprites back in, I believe. The EDF for this is admittedly rather half-assed and I wasn't expecting it to be used as-is; I just took the versions I had done for Vaporware and crudely chopped out the bullet-casing stuff (as it's not really part of Perkristian's work, so I figured it'd be beyond the intended scope) to get a quick version working. I should fix that... 0 Quote Share this post Link to post
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