Armory Resource WAD
Moderator: wildweasel
- TheDarkArchon
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- wildweasel
- DRD Team Admin (Inactive)
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The OneGauge shotgun has been moved to Slot 3 after further testing.
Also, Lord Mattus, your gas grenades have been rejected. Here's why:
Also, Lord Mattus, your gas grenades have been rejected. Here's why:
- WAAAY too powerful! Three of these wiped out the Baron Room in Doom 2 Map08 (cyberdemon and all with only a few barons left) without even causing damage to me!
- There is no pickup graphic, so you can't see it if it's been placed manually into a map or summoned
- You are not supposed to rip from Immoral Conduct!
- Aformentioned performance issues (even on a Pentium D 3.0 GHz running GZDoom)
-
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- wildweasel
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- Bashe
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- wildweasel
- DRD Team Admin (Inactive)
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Here's my submission to the wad: the Skorpion Assault Rifle. Credits go to Paul for the graphics (which I modified), and the sounds are from NOLF 2.
http://armory.drdteam.org/skorpion.zip
For anything I submit, I'll allow the community at large to state their opinions, since judging it myself would be unfair and extremely biased.
http://armory.drdteam.org/skorpion.zip
For anything I submit, I'll allow the community at large to state their opinions, since judging it myself would be unfair and extremely biased.
- Marty Kirra
- Posts: 364
- Joined: Sat Jul 09, 2005 4:25
Here's mine. It is the Personal Defense Shotgun, previously for my mod "Doom through Time".
http://www.mooload.com/new/file.php?fil ... MK-PDS.rar
@WW: The Skorpion is preety cool! The delay thing is unique, and it's a classic doom-style weapon. Overall, I'd say 5 stars.
http://www.mooload.com/new/file.php?fil ... MK-PDS.rar
@WW: The Skorpion is preety cool! The delay thing is unique, and it's a classic doom-style weapon. Overall, I'd say 5 stars.
- wildweasel
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Evaluation on the PDS:
1. The low-ammo sounds are a nice touch.
2. Needs the +AMMO_OPTIONAL and A_JumpIfNoAmmo stuff so that the weapon doesn't deselect when the clip is empty
Not to worry though; I'll fix up the AMMO_OPTIONAL stuff because it doesn't seem like it'd be that hard to do. Consider it accepted (power level 3).
Once I've got at least two weapons on each power level, I'll start constructing the test map and I'll be able to put up the first version of the wad.
Here's what I've got accepted so far:
level 0
Healing Hands by KingOfFlames (or would you rather I credited you as Silver Sonic?)
Monster Spawner by chaoscentral
level 1
None!
level 2
Revolver by TheDarkArchon
Skorpion by WildWeasel
level 3
Personal Defense Shotgun by Marty Kirra
GI One Gauge Shotgun by DoomRater
level 4
Multi Projectile Weapon by TheDarkArchon
level 5
None!
Needs Improvement Before Evaluation
Assault Rifle by alterworldruler (I need your updated version)
Rejected (unless you can find some resources that aren't from ICD)
Knife and Poison Grenades, by Lord Mattus
1. The low-ammo sounds are a nice touch.
2. Needs the +AMMO_OPTIONAL and A_JumpIfNoAmmo stuff so that the weapon doesn't deselect when the clip is empty
Not to worry though; I'll fix up the AMMO_OPTIONAL stuff because it doesn't seem like it'd be that hard to do. Consider it accepted (power level 3).
Once I've got at least two weapons on each power level, I'll start constructing the test map and I'll be able to put up the first version of the wad.
Here's what I've got accepted so far:
level 0
Healing Hands by KingOfFlames (or would you rather I credited you as Silver Sonic?)
Monster Spawner by chaoscentral
level 1
None!
level 2
Revolver by TheDarkArchon
Skorpion by WildWeasel
level 3
Personal Defense Shotgun by Marty Kirra
GI One Gauge Shotgun by DoomRater
level 4
Multi Projectile Weapon by TheDarkArchon
level 5
None!
Needs Improvement Before Evaluation
Assault Rifle by alterworldruler (I need your updated version)
Rejected (unless you can find some resources that aren't from ICD)
Knife and Poison Grenades, by Lord Mattus
- Chronoteeth
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Although due to port compatibility might interfere, would it be possible if I submitted something? Although it would be, of course, for edge, maybe there's the slight hope that someone may convert it? Anyways, would it be ok? (also, of course, if it met the standards)
EDIT: oh phoo, just read the first page. Man I hate not being able to submit stuff because of my lack of knowing how to make it with another port.
EDIT: oh phoo, just read the first page. Man I hate not being able to submit stuff because of my lack of knowing how to make it with another port.

- wildweasel
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I usually put it at the top of the Ready state:
Code: Select all
PISG A 0 A_JumpIfInventory("IsReloading",1,XX)
PISG A 1 A_WeaponReady
Goto Read
- Alter
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Spread works but reloading doesn't work what's wrong?
looks like isn't jumping or isn't giving assaultreload item
Code: Select all
actor Assaultrifle : Weapon 20001
{
obituary "%o was mowed down by %k's assault rifle."
radius 20
height 16
attacksound "weapons/arfire"
inventory.pickupmessage "You got standard UAC assault rifle!"
weapon.selectionorder 700
weapon.kickback 100
weapon.ammotype "Clip"
weapon.ammouse 1
weapon.ammogive 30
states
{
Spawn:
ARPA A -1
stop
Ready:
MARG A 1 A_WeaponReady
loop
Deselect:
MARG A 1 A_Lower
loop
Select:
MARG A 1 A_Raise
loop
Fire:
MARF A 0 A_GiveInventory("Assaultreload",1)
MARF A 0 A_JumpIfInventory("Assaultreload",30,1)
MARF A 2 A_FireBullets (3, 0, 1, 6, "BulletPuff")
MARF B 2 A_Light0
MARF A 1 A_Refire
goto Ready
MARR A 0 A_Playsound("weapons/arreload")
MARR A 4
MARR B 4
MARR C 4
MARR D 4
MARR E 4
MARR F 4
MARR G 4
MARR H 4 A_TakeInventory("Assaultreload",30)
goto ready
Hold:
MARF A 2 A_FireBullets (6, 0, 1, 6, "BulletPuff")
MARF B 2 A_Light0
MARF A 1 A_Refire
goto Ready
}
}
actor Assaultreload : Inventory
{
inventory.amount 1
inventory.maxamount 30
states
{
Spawn:
CLIP A -1
stop
}
}
- BlazingPhoenix
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- Paul
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