You are now the proud owner of UAC's finest in Magnum weaponry.
The only real thing you need to do with this mod is to make sure you load it last after everything else in your autoload section.
Also DO KNOW it REPLACES the RIFLE at start BUT YOU CAN PICK UP THE RIFLE. You kill a zombieman and he drops a RIFLE instead of a clip.
This weapon was originally part of DoomNukems Brutal Mod. I simply took the code and accomplished exactly what I wanted to do.
Credit goes to all those guys on youtube that upload gun sounds and to Kyle Melnik a friend that is a master at ACS.
-RainboWarrioR
Original code from DoomNukem. i removed the normal altfire and added in his old code from an earlier version that basically turned the altfire into wild west gunslingin fanning technique. I increased the fire rate for the altfire so its REALLY fast. it also deals +5 more damage than the main fire which deals 30 in damage. its of course only a revolver so it has 6 shots and takes a bit to reload. its very powerful but its balanced bc of the reload. i also added a custom holster draw sound, custom fire sound and added in a reload sound that was a complete pain to time to the animations but worth it ;)
so credit goes to DoomNukem for the main portion of the weapon, to Kyle Melnik who helped out a near complete novice to scripting tremendously and to all the guys that upload gun sounds on youtube.
-RainboWarrioR
UPDATED
fixed the bug where you wouldnt spawn with the Revolver. it always spawned with my custom autopistol mod i made but when i removed that mod it wouldnt work so i fixed it.
changed my custom fire sound so that its shorter AND i added a pause before the reload.
the second file in the zip is for users of the Ultimate Visor from Saegiru. it just adds in the revolver into the hud so itll have its own name and the ammo counter will work right as well. the file still adds in the jawbones and pipebomb to the hud as well so you load this file instead of his. if you dont it might cause a conflict.
FINAL UPDATE
Pause before reload was removed and fire sound was moved to a channel separate from the reload sound so the fire sound is no longer cut short when you reload. credit goes to Mohl for this. He also polished up the reload sound.
hopefully this mod will works with BD20.
BD20 UPDATE
this weapon is now partially compatible with BD20. the ammo will work now. its been changed from the Clip ammo to the new Clip2 ammo. however you wont be able to unload the weapon or toss a grenade with it while the weapon is selected and in use. i put the code there but it just wont work. these issues will have to be fixed by someone more skilled than myself. if you have a solution please just pm me. ill try to respond as quickly as i can.
Looks nice
sprites are from DoomNukem's original revolver. it always did look pretty sweet :) still liked the snub nosed version he had teased as well.
I must say it is the best gun addon for me atm.
I played v20 with this but i didn't get the revolver at the start. But the addon works with new brutal doom :)
I'd enjoy this if it didn't have the bounce off walls functionality but ASD functionality instead. I played DoomNukem's mod and the bounce off walls bullet was extremely effective to the point of game-breaking, and you've gone and increased the damage and rate of fire of the alt-fire too? Bro do you even game design?
Does it also have to replace the rifle? In DoomNukem's it did not.
Alright, so i tried this out and the revolver works wonderfuly. And as the description states, it doesn't replace the rifle, you simply START with this instead of the rifle, although currently there is a bug where i still spawn with the rifle instead of the revolver (i had to cheat to get it). Also, there is no bouncing shot and it is actually pretty well balanced.
Oh yes, almost forgot, the firing sound is too long, so it always gets cut off by the reload sound. I'd suggest, if you want to keep the current one, shorten it a little, or simply try out another one.
ill have to see what i can do Xamp.
@ CyberP did you even play the damn thing? it does not have the ricochet altfire. and it doesnt REPLACE the rifle. if you would READ the description.
I went full retard. My apologies.
its alright man no harm done :)
For what version of doom is this? I tried it but I still get the rifle instead of the magnum. I'm running v19 with GzDoom.
Currently you have to cheat to get it, since you won't spawn with it.
well it does work with my custom pistol i made but apparently if i dont load the pistol mod i get what you are talking about. looking into it now. there isnt much im going to be able to do with the sound short of just putting back in the original sound from his version.
it would be nice if you would release a version, where it is modded into the game. not over cheats.
it would also be nice if you would download the latest FIXED version................
fixed it reuploading in a bit. replacing the fire sound with his original as well. doubt itll do any good but thats as much as i can do short of adding a pause between the final sprite animation and the reload function but i havent figured out how to do that yet.
and i just figured it out and got that working :) FINAL (and i mean final) version uploaded now. put my custom fire sound back in slightly modified
its uploaded now just have to wait for it to be reauthorized
the second file in the zip is for users of the Ultimate Visor from Saegiru. it just adds in the revolver into the hud so itll have its own name and the ammo counter will work right as well. the file still adds in the jawbones and pipebomb to the hud as well so you load this file instead of his. if you dont it might cause a conflict.
Tried out the updated version and it works as intended. The delayed reload is a little irritating at first, but nothing major.
Good work on this.
well i added the delay for reload to help with keeping the sound but also to balance it out a bit more. glad you enjoy it and thanks for downloading.
i take it you like what i did with the sound this time around? i mean it still cuts off a tad at the very end. but its like a millisecond lol
You should be able to shorten the clip even a bit, but jesus is that reload delay painful. I just can't get over it.
well its actually easy to shorten. just open it in slade find revolver.dat go down to reload and remove the 30 at the first line and put in at least a 20 or so. but its going to cut the fire sound then.
wait, how is reducing the reload speed going to cut the fire sound? Sorry if it's a stupid question, but I'm relatively new to doom modding, having come to PC doom from the 360 arcade port of it.
Like, cutting the reload sound as well should work.
Alright, just figured it out. The reload sound is longer than the animation. I might be able to fix that up.
Sounds seems good this time around, so overall i'm really into it.
10/10 for not another sound add on
lol good point. but it makes sense bc sound replacements are REALLY easy to do. ive got one of my own that i love but its a bit more in depth bc i wanted the shotgun sound to be different from the ssg altfire sound so i had to get help to find out how to do that. but i think sound replacement mods are the kind of things early modders are going to be cutting their teeth on so to speak. so alot of sound reps' means alot of new modders (at least thats the way i think of it or like to think of it.)
That's right brotha!
THAT'S right!
You could just change the sound channels rather that retrieving the old sound.
Anyways, nice stuff!
change the sound channels?
Zdoom.org
Jump to "sound slots". For weapons, each sound should play in it's "CHAN_WEAPON" slot (1).
So, have an example of a pistol sound.
"PISF A 1 BRIGHT A_PlaySound("Pistol/Fire", 1)"
See the end of "A_PlaySound". Notice that ", 1)"? That tells the engine that the sound should play in channel "1", which is for weapon sounds. Everyother sound that plays in the same channel will most likely override the sound playing, but weapon sounds, mysteriously, sound right even though the previous sound was overrided. Mixing, without override, sounds in an Audio Editor makes them sound TERRIBLE, so trust me, without overrides, your weapons will give a bigger pain in your ears instead of your enemies.
I highly recommend seperating the reload sound channels, so everytime you reload the fire sound does not clip, but NOT in the currently defined sound channels. Use the sound channel "5", for example.
well with this latest fix ive discovered that if i said a oneliner it will get interrupted when i reload with the revolver. so i take it oneliners are on channel 2?
Yes, one-liners are and should stay in channel "2", which is for Player sounds. For reload sounds, I highly recommend placing them on channel "5", "6", or "7".
ok and how do i place the revolver before the rifle instead of the rifle before?
I have no idea what you just said, I'm sorry.
in the inventory. with this mod the rifle is first then the revolver. how do i place the rifle after the revolver in the inventory
I know I will sound like an idiot but I still have trouble to understand this.
You mean that you want to start with the Revolver WITHOUT the Rifle? Then you can pickup the Rifle from a Zombieman and use it, and still have the Revolver?
no. ok the doom inventory acts like this: 1 is stuff like pistols or rifles 2 is shotguns so forth so on. when i cycle through my weapons in the inventory if i pick up the rifle and cycle all the way back to the melee fists the next weapon i cycle to is the rifle and then the weapon after that is the revolver. i want when i cycle back to fists the first weapon i cycle to should be the revolver and THEN the rifle.
I like the idea and feel of this mod, but it reloads itself rather slowly, and only manually, which reduces the enjoyment a touch.
well the delay is gone now so have fun!
Also, it seems mine has glitched out: it refuses to reload at all, as if I'd run out of ammunition, even though I've got plenty.
what other mods are you using?
Sperglord Edition. That's basically it.
well then that probably answers it. use it with BD only. cant guarantee compatibility with other versions of BD
uploading a fixed version that has the reload delay removed but has the firing sound on a different channel so it isnt interrupted by the reload. credit goes to Mohl for that one :)
So, i've tried the updated version and it seems to be no different from the last one. Delay is still in place and the firing sound as well. Maybe you accidentaly uploaded the wrong file? (Tried it out with bdoom v20 april test version and bdoom v19, both without any extras)
apparently i did. dont know how that happened but its uploaded now.
Alright, tried it out again, this time it seems to work properly, couldn't yet find any bugs or anything like that. Good job
irritated that that happened. but anyway i cant take credit for that last fix. Mohl figured that out.