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Posted: Sun Jan 22, 2006 23:01
by Enjay
wildweasel wrote:In a realistic sense, some use this method to create a horizontal jump from the recoil, allowing them to spray a room sideways with well-timed presses of the trigger and minimal effort to move the arm. EVA from Metal Gear Solid 3 uses this tactic with an imitation Mauser 9mm handgun, though the principle is the same for recoil-operated handguns, I would imagine.
A realistic sense is "Metal Gear Solid 3"? ;)

Come on, it's all just posing and bullshit. It's an unstable, stupid way to hold a weapon. You should hear my friend's army sergeant-major wax-lyrical about just how "f*cking stupid those f*cking c*nts" who hold a weapon like that are Or another friend of a friend (who is a cop in the US) go on about how many innocent by-standers get hit by gang-bangers who "know" the best way to hold a gun is sideways.

Yeah, on the laser sight thing (the black cylinder with the red dot), it looks like it is on the left of the weapon in the normal position but when the weapon is held sideways - then it's apparently on the right-hand side.

Akimbo - originally used to mean standing with hands on hips - elbows outward. Tends to be used in fps games to describe holding 2 weapons - one in each hand. Not holding one pistol sideways.

Posted: Mon Jan 23, 2006 0:40
by DuduKrazy
Updates:

- Removed the pistol's alternate fire. it was a hard decision.

- Added slide animations to the pistol's primary fire.

To-Do list:

- Find sounds for Colt 1911, Dule's primary fire, and Shock Cannon.

- Add Terrain and Decal definitions

- Find a better shotgun.

Posted: Mon Jan 23, 2006 0:42
by Enjay
DuduKrazy wrote:- Removed the pistol's alternate fire. it was a hard decision.
I hope you didn't do that just because I said it was unrealistic bull. It is, but that doesn't stop it being fun in a game.

Posted: Mon Jan 23, 2006 0:43
by Marty Kirra
Better shotgun? Which one do you plan on replacing?

Posted: Mon Jan 23, 2006 8:51
by Chronoteeth
Reloading frames posted in the duke 64 thread dudu. Please put the alt fire back in for the colt, please. :(

Posted: Mon Jan 23, 2006 21:40
by DoomRater
Enjay wrote:Come on, it's all just posing and bullshit. It's an unstable, stupid way to hold a weapon. You should hear my friend's army sergeant-major wax-lyrical about just how "f*cking stupid those f*cking c*nts" who hold a weapon like that are Or another friend of a friend (who is a cop in the US) go on about how many innocent by-standers get hit by gang-bangers who "know" the best way to hold a gun is sideways.
Sorry to beat this to death, but there DOES seem to be a valid use of holding a weapon sideways. And we're not talking about movie magic.
Originally found in "what I learned from real guns"

"... [Holding a gun sideways] is being [done] in the real world - by the nit-wits who learn everything they know about guns from the movies.... this has no basis in real-world marksmanship ... unless it was a light machine-pistol of some sort, in which case it's a valid technique to use recoil to give you a horizontal shot dispersion rather than shooting at the moon."
In other words Weasel's example is valid, although it's better to do some research from those who had weapons training and not rely on unreliable sources such as video games and movies. I mean, the example I followed up on was from a movie that was making a big deal out of how they train with firearms to increase their accuracy and decrease vulnerability while shooting, even though it looked like a lot of posing.

Posted: Tue Jan 24, 2006 4:15
by Enjay
I suspect it's even better to hold the weapon in a properly braced position. All this is doing is allowing you to know which direction your weapon will be going when it's out of control - sideways instead of up. If you are fully in control (as much as is possible anyway), then you should be able to disperse the shots where you want them to go. I supppose shooting across the room is preferable to shooting at the ceiling, provided you don't really care who you hit in the room. Next time I speak to my friend, I'll get him to try and find out if there is much validity in this.

Posted: Tue Jan 24, 2006 19:35
by DoomRater
I don't know too much about MPs, but I imagine they'd be harder to hold two handed.

Posted: Tue Jan 24, 2006 23:41
by Chronoteeth
Alright enough off topic about the side view gun fire please (which would be awesome if it went back in mind you)

How goes the mod dudu?

Posted: Wed Jan 25, 2006 1:21
by DuduKrazy
I've just got on a hiatus. on saturday i went to a city called Itacuruçá. i took a boat that led me to an island. i stayed there for three hours. now i'm not feeling so good because i ate too much and i'm going to the bathroom everytime.
About the mod, i think it's almost complete since i'm running out of ideas. i just need some better sounds and replace that sniper rifle. i'm thinking about using the OPFor sniper rifle edit by marty kirra. this weapon will only be found in the doom 2 secret levels. (or any other level that has those wolf3d nazis) also, i need to make a better attack code for the shock cannon. instead of being some rapid-fire railgun, it will be what i would say, Plasma gun on steroids.
And i plan to put back the sideway shooting mode. but i need to add slide animations or it would look very strange. there's also the lasersight problem. As Enjay said, it gives the impression that there's actually two laser sights on the gun, and this is not my intention.

Posted: Wed Jan 25, 2006 1:29
by Chronoteeth
You can awlays edit the slide with marty's pistol edit. Dunno about the rest though.

Posted: Wed Jan 25, 2006 14:31
by DoomRater
What problem is there with the laser pointer? Simply flip the sprite that DIDN'T have the laser pointer on it. Go back to where you got the one with the laser on it- there should be one without the laser. All you have to do is flip that one around and it will look fine.

Posted: Thu Jan 26, 2006 1:09
by Chronoteeth
Hmm, maybe add some custom hud graphics too? I don't know.

Posted: Thu Jan 26, 2006 18:21
by DuduKrazy
Updates:

- Pistol sideway shooting mode is back! complete with slide animations! (pop request)

- Added custom select and deselect animations to the pistol

To-Do list:

- Make a better code to the Shock Cannon

- Add terrain and Decal definitions

- Find better sounds for Pistol, Shotgun, Shock cannon and Dule

Posted: Fri Jan 27, 2006 1:08
by DuduKrazy
Screenshots: