DaniJ Posted October 9, 2010 bgraybr said:The shells and "corrected blood colors" aren't in this wad when I run it in Doomsday. Presumably, due to their presence in the DECORATE version and not in the DED version. Why are they even in this pack? It would make much more sense to omit them and put them in a separate mod - so that the pack is the same under all supported ports. Those additions seem rather out of place to me anyway. 0 Share this post Link to post
Vermil Posted October 9, 2010 You know, in the absence of Perkristian, maybe his original post can be updated with the link to the current version on his behalf? Which is here: http://files.drdteam.org/index.php/files/get/qDIPlvq1wD/pk-weapports.zip 0 Share this post Link to post
perkristian Posted October 9, 2010 Vermil said:You know, in the absence of Perkristian, maybe his original post can be updated with the link to the current version on his behalf? Which is here: http://files.drdteam.org/index.php/files/get/qDIPlvq1wD/pk-weapports.zip This one works for all ports? 0 Share this post Link to post
Vermil Posted October 9, 2010 It works with Doomsday, ZDoom, Skulltag, and Eternity. 0 Share this post Link to post
phi108 Posted October 9, 2010 DaniJ said:Presumably, due to their presence in the DECORATE version and not in the DED version. Why are they even in this pack? It would make much more sense to omit them and put them in a separate mod - so that the pack is the same under all supported ports. Those additions seem rather out of place to me anyway. They aren't in the zip I uploaded, it still has the code for the shells in the Eternity definition, but not the sprites. The DECORATE dioesn't have them. EDIT: I guess the EDF should be edited to remove those references for consistency, I might be able to figure it out. 0 Share this post Link to post
perkristian Posted October 11, 2010 I'm not quite up to speed here, so who other than phi108 has contributed to this version of the mod? Just want to make sure people are properly credited. 0 Share this post Link to post
Gez Posted October 11, 2010 If I'm not mistaken: Doomsday DDF tweaked by Vermil, Eternity EDF created by Esselfortium, and ZDoom DECORATE created by Phi108. 0 Share this post Link to post
perkristian Posted October 11, 2010 Thanks Gez, the first post is now updated. 0 Share this post Link to post
diosoth Posted October 30, 2010 Just so people know, if you're trying to use this mod with Doom Enhanced in ZDoom, there may be conflicts. Weapons can not be cycled through if you're using doomenh-items.wad. Just exclude that file and run with doomenh.wad only along with this weapons mod and it should run fine. 0 Share this post Link to post
DoomF4nG4mer Posted November 7, 2010 Very nice and good Sprites its magnificent and Smooth. 0 Share this post Link to post
The_MártonJános Posted November 14, 2010 Downloaded a minute ago. Looks awesome! 0 Share this post Link to post
Bishop Posted November 17, 2010 Cool stuff dood. Added sprites to my own personal enchancements pk3 for great justice ;) 0 Share this post Link to post
Sp00kyFox Posted March 16, 2011 Vermil said:Which is here: http://files.drdteam.org/index.php/files/get/qDIPlvq1wD/pk-weapports.zip could anyone reupload the zip-file? the upload service of drdteam seems to be down. 0 Share this post Link to post
phi108 Posted March 18, 2011 oops, I hope Drdteam files are up again sometime. Here is a sendspace link, I think it's the right file: http://www.sendspace.com/file/akfwx0 0 Share this post Link to post
Sp00kyFox Posted March 18, 2011 yup, this seems to be the file. thx ;) 0 Share this post Link to post
40oz Posted November 11, 2011 Super bump just posting to say that I converted this to .BEX format so it can run in limit removing ports! http://jbserver.com/forums/attachments/8342_pk_anim.zip But there's a catch. 1. SS Nazi's have been replaced with ammoclip-dropping imps (can potentially break compatibility with wads that change ss nazis into new monsters, such as Scythe 2 or UAC Ultra) 2. Item respawn fog has been replaced with plasma bolt shrapnel (it looks pretty much the same) 3. It's not an exact translation. The animations are still a little jerky for some weapons, I trimmed a few frames and/or some frames don't appear in the correct order, the chaingun is fucked up, and I'm not sure if the weapons fire at the same speed as the originals, so it still needs touching up. Also the super shotgun causes prboom-plus to crash for some reason. If anyone would like to help work on this, please let me know. I'm very interested in getting this thing complete and looking as smooth as possible, while retaining the same behavior as the original weapons. I'm still relatively new to this dehacked stuff. 0 Share this post Link to post
entryway Posted November 11, 2011 40oz said:Also the super shotgun causes prboom-plus to crash for some reason. Because there is no LoadShotgun codepointer in Doom and original A_Chase codepointer is trying to be applied for ssg animation. Replace it with LoadShotgun2 (and in whacked's configs too) 0 Share this post Link to post
40oz Posted December 12, 2011 bumping this thread (once again) to say that I've got all the weapons including the super shotgun and chaingun functioning and smooth as ever in .bex format! Updated same link as above: http://jbserver.com/forums/attachments/8342_pk_anim.zip 0 Share this post Link to post
Average Posted December 13, 2011 Too cool! Thanks. :) And why isn't this stickied!? 0 Share this post Link to post
hawkwind Posted December 14, 2011 Nice. Just wondering why the bex file wasn't imbedded into the wad ? 0 Share this post Link to post
phi108 Posted December 14, 2011 Nice job! I'd guess it's not in the same wad because Zdoom, Eternity, or Doomsday might have conflicts/bugs when the BEX loads with their specific definitions. A bex-only file doesn't conflict. Edit: Oh, embedded in that specific zip, well ignore my explanation. 0 Share this post Link to post
40oz Posted December 14, 2011 I left it that way in case anyone wanted to look at it. Anywho, I updated the link with the .bex file embedded in the wad. Also I edited the super shotgun, its hard to tell with how many frames it has but it's reload sequence was a little longer than the original. Should be on point now. http://jbserver.com/forums/attachments/8342_pk_anim.zip 0 Share this post Link to post
Phml Posted December 14, 2011 Tried it and the weapons work fine, however there's some small issue with hellknights and barons, their hands show as a greyish red rather than the usual green when they throw a projectile. 0 Share this post Link to post
40oz Posted December 16, 2011 Oops. I was just messing around there I thought I changed that back :/ http://jbserver.com/forums/attachments/8342_pk_anim.zip 0 Share this post Link to post
Brewtal_Legend Posted December 18, 2011 New link seems to be broken. :( 0 Share this post Link to post
foul_owl Posted December 19, 2011 This is great!! Nice work! Now would it be possible to show more of the arms and the weapon? 0 Share this post Link to post