** UPDATED 3/1/2015 ** UAC SOWP is only for the most elite operators who can operate, operationally in operations, sometimes with other operators. this weapon pack includes the Old Rifles pack from back in the start of Project Brutality (credits to doom nukem and X-Weapon) a very old school Mini-gun from a older version of Brutal Doom, and the UAC-41 model from PB has been changed to the UACSMG, along with my scope reticule. enjoy! FIXED: meatshields added, should be working fine. v3: Added BDv19 and BDv20 versions, standalone DMR, Carbine, UACSMG and alternate sounds. V3.1 fixed issue with DMR/kicks. V3.2 fixed issue with missing sprites.
minigun DOES have barrels that heat up. i did that last night.
You are my Hero, since the HMG got a nerfed I felt that the super machine guns were dead and the LMG reigned supreme. I absolutely love the uac minigun and not only that but you changed the carbine to use pistol ammo? Words cannot express how great this add on really is.
well, it replaces the UACSMG, its really just a reskin of everything, no gameplay changes :)
I know this might be asking much but is there any chance in adding the old complex Quadshotgun in this pack to?
operator equipment only here my friend.
Can the scope problem after firing grenade launcher be fixed?
solid colored scopes? no, this issue cannot be solved other than removing all the color from the scope
to be fair, certain graphics cards hate the scope textures. not the engine. theyve always worked great for me
Does the minigun in this pack visually effect the upgraded version after collecting 3 of said miniguns + the Advanced Combat Backpack into the Triple Minigun of DooM(as I would call it)?
Or, is that feature taken out with this pack?
it doesnt change the visual of it, because i have no interest in supporting that upgrade.
9/7/15, update is for the minigun, heated barrels have been fixed, size increased to fix OVER barrels, now looks much more visually pleasing.
done ****** goofed, heated barrels need ANOTHER fix EDIT: patch incoming. patch delivered, go operate.
I shall go operating now, operate solo and be operationally sound within the operating guidelines, and I'm going tactical to... because they go well together.
this guy gets it.
I'm a complete newb to modding DOOM despite it being a game I grew up with....where/how do I install these custom skins? Besides obviously placing them into the skins folder....I keep getting an error message about install sprites and bad frame characters in RIFLESTA
Use ZDL. It'll be much easier to load the game with mods. I suggest you to put the mods where your launcher (GZDoom, Zandronum etc.) is.
Is there a chance of a version where i can pick and choose which sprites a want to be swapped out and keep other ones?
im not good with codes so CVARs are out of the question
its been a while, and ive been working but today i added meatshield sprites. should all be working properly.
I've added a BDV19 and BDV20 compatible version for UACSMG and Carbine/DualCarbines. Zombiemen occasionally drop the Carbine/UACSMG and PistolBullets for UACSMG occasionally spawn in place of normal clips or larger packs in place of ClipBoxes.
really now? nice, i was quite confused when i found my thing was edited, thanks for doing that.
guys i saw a nice carbine addon this morning, the author said something including it here, but is this PB compatible?
wait? you saw my carbine addon? and yes this is compatible with project brutality, and as a matter of fact, it's suggested to be runned with pb!
yeah man i even download it but i couldn't make it work that time, now you say that the full package is here rigth? i'll givi it a try, and again really nice sprites for carbine the preview image is awesome
He forgot to include dual carbines so I went ahead and converted everything from this PB pack to be compatible with BDv19 and BDv20. If you want the v19test sprite Minigun as a separate addon it was included in the V19 Weapon Sprites addon.
Moddb.com
I've added in the SlideRelease part of the carbine reload back in for anyone who does a clean reload. Fixed console errors coming up in BDv19 Carbine. Made UACSMG in both v20 and v19 seperate addons come with the same pistol ammo clips/clipboxes spawner.
by any chance can there be dual UACSMG's?
there is a glitch with the UACMG's firing sound effect.
It only happens when I just use the BDv20_UACSMG.pk3 file not the BDV20_UAC_SOWP.pk3 file.
EDIT: I just tried with the BDv19_UAC_SOWP.pk3 file instead of the v20. There is no longer an issue.
Thanks for that.
hi everyone, i'm using pb carbine pk3 and normal sprites look ok but when switching to duals fr a very short period sprites look like as if trying to revert to normal sprites or changing into something else and then custom sprites shows normally, reload animation on normal and duals is ok but when reload animation finishes the sprites once again alter for less than a second but still is noticeable and then are set to custom ones
Alright. Fixed. Although in newest Project Brutality, DualCarbines don't show up. Instead its change firerate.
thanks man, and yes default settings has carbine special's replaced with firemodes but there is an option to switch back to duals if you want in weapons settings, and i know the following shouldn't be here but back in PB section i made a comment about an issue with getting ST weapons which i partially solved by using an old STweaponMixer.wad file but that needs update and i dont really know how to do that here is the link Dropbox.com if you want to take a look at it and if you want to know more about current problems let me know to pm you
Thanks, I've updated the ST weapons mixer/ Its in the Infernal Doom v20 download.
hi man, nice to hear you again, happy new year and good luck with all of your projects, and thanks a lot i'll try it today, keep up the good work
Question. I want to spawn the guns themself. What are the guns called in game for summoning?
found two bugs with carbines (pb blue scoped ones)
when selecting fire modes, animation looks static and weird
when selecting duals and reloading duals sprites show first off position and they seem off scale too, then they readjust to proper position, the whole thing takes around a second
it was never intended to be a permanent fix because i knew he was going to add select fire to the carbine. i could actually never figure out what it was either, it wasnt the offsets because they are set straight off from their old counterparts
found a bug with carbine in PB 2.x when changing weapon sprites revert to normal ones
ive been working quite a bit recently, when i get alot of freetime ill get about to fixing them, you are more than welcome to fix it and send me the update and then i will add your name in the credits. EDIT: to note, i have fixed this current issue, not the other one
i'll gladly do it myself if i knew how man, anyway thanks for the time you dedicate into this, and no need to hurry i'll wait until next release
yeh, ill get around to uploading sometime, i have to merge my own with the current work because beholden upgraded mine
by any chance do you have the PB beta rifle with the green scope?
nope, didnt give a **** for it so i never backed it up.
How come I can't manually reload weapons? I have the key set up correctly in the menu but it does nothing? A glitch!?
Too late problem solved.... but another one which is bugging me. Has anyone noticed the ammo counter with the carbine doesn't work properly. The bottom counter (ammo on hand) works but the top one always shows zeroes (rounds in the gun)???? Any one care to explain?
I'm experiencing a bug in which the rifle ammo box does my appear (spawn) at all
nothing here touches code.
on behalf of everything, i wanna personally thank TheUnbeholden for supporting this while ive been dead silent.
hi is there any chance to fix pb carbine missing sprites? there are problems when selecting/deselecting weapon and firemodes
sometimes i like a change of guns and when i do i pick these, good stuff