Description

UPDATE 10: Added Sonik..O.Fan's kicking code (and sprites), new MP40 select animation, plus minor sprite changes. (Not compatible with Zandronum anymore.)

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Better selecting animations
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Forsete
Forsete - - 619 comments

Doomguy pulls out his massive gun while smirking.

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PRinceBhai
PRinceBhai - - 500 comments

Hmm.. We need more of this.

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Randomguy7
Randomguy7 - - 286 comments

Pull out game on point

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Shockwave_S08
Shockwave_S08 - - 134 comments

So, is this getting updated for RC2-B?

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Dox778 Author
Dox778 - - 436 comments

... oops.
Yeah, gimme a few minutes...

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Mackery
Mackery - - 42 comments

Will this be updated for RC3?

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Dox778 Author
Dox778 - - 436 comments

I think it already works fine with it.

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eviltechno
eviltechno - - 502 comments

good man

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Shockwave_S08
Shockwave_S08 - - 134 comments

Any chance of making Pullout animations for the Grenade Launcher, BFG-10K, and the other weapons that simply "pop" into existence the moment they're selected? One way to do it would be using the default aiming sprite as a base, and recoding the weapon's scripts to use each frame of the newly-created animation. Kinda like how you applied a slight tilt to the BFG-9000 while pulling it out.

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Dox778 Author
Dox778 - - 436 comments

I'm planning to do something about those weapons today. I wanted to start off with the Grenade Launcher.

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Shockwave_S08
Shockwave_S08 - - 134 comments

Yes, I did indeed notice Doomguy swinging the Grenade Launcher off to the right while loading another rocket into the tube.

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SpecOps!
SpecOps! - - 16 comments

What is the Auto Shotgun Skin Link?

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Dox778 Author
Dox778 - - 436 comments

It's in Brutal Doom v21 RC3.

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Shockwave_S08
Shockwave_S08 - - 134 comments

I noticed that the sound cue for the Rocket Launcer's selection is a little delayed; that "ka-shink" sound ends slightly before Doomguy slams the drum mag in the weapon.

Are the BFG-10K and Flamethrower next on the "to-do" list?

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Dox778 Author
Dox778 - - 436 comments

RL feels slightly weird when selecting it, I see? I'll think of some sort of solution to it. And yes. I wanted to start working on the rest of the weapons. I can't really think of much to do for those, so, is just a slight tilt when selecting it okay?

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Shockwave_S08
Shockwave_S08 - - 134 comments

Sure thing. Anything's better than the weapon just "spawning" directly into your hands. ;)

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Dox778 Author
Dox778 - - 436 comments

Your wish has been granted~!

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Shockwave_S08
Shockwave_S08 - - 134 comments

Seems the UAC Flamethrower raises up so quickly to begin with, that the additional frames aren't showing,..

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Dox778 Author
Dox778 - - 436 comments

Flamethrower still has to be done, I've only took care of FlameCannon for now. I'll try to do the rest tommorow (for my time), okay?

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Shockwave_S08
Shockwave_S08 - - 134 comments

Word had reached my ears that RC4 will release this weekend; will this addon be updated accordingly, and also to add a select animation to the Nuke Launcher?

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Dox778 Author
Dox778 - - 436 comments

I'll update that addon as soon as possible if it's nessesary. Also, if Nuke Launcher is still going to be a secret/easter egg weapon, then I'll have to say no.

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Dox778 Author
Dox778 - - 436 comments

ilysm JMartinez2098

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Shockwave_S08
Shockwave_S08 - - 134 comments

As of now, pretty much every non-cheat weapon is covered, except for the following: Dual Pistols, Dual SMGs, Single/Dual MP40s, Dual Assault Rifles, MG42 ("Hitler's Buzzsaw"), Dual Plasma Rifles, and Hand Grenades.

The dual-wield select animations are looking a tad stiff, and taking care of these would make this minimod feature-complete.

Note: The MP40 can be found in MAP31 and MAP32 of Doom II (loot one from a slain Nazi), and the MG42 is found in one of the secret areas of MAP31 of Doom II.

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Dox778 Author
Dox778 - - 436 comments

I know about those Nazi weapons. I count them as secret weapons. The hand grenade doesn't really need 'em. As for dual weapons... let's just wait for BD to come out first, then I'll work on that~!

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NotFreeman
NotFreeman - - 192 comments

Nice

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Agitatio
Agitatio - - 13 comments

Rifle ADS is broken.

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Thorir
Thorir - - 571 comments

+1

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Dox778 Author
Dox778 - - 436 comments

Ah, ****. I'll try to fix it

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HellSpawn666
HellSpawn666 - - 81 comments

Download is not available...

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TheDelinquent
TheDelinquent - - 40 comments

I've been having that issue with this and a few other downloads. Is moddb broken or something?

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Dubbauteheff
Dubbauteheff - - 23 comments

Is this compatible with Brutal v21 gold? I'm trying to run maps of chaos and have HXRTCHUD_BRUTALDOOM21RC8 running with it. I keep coming up with an error and it crashes the game before it starts.

I tried putting it after Brutal v21 then after maps of chaos, which has to run after brutal, but get the same result.

M_LoadDefaults: Load system defaults.
W_Init: Init WADfiles.
adding /usr/games/zandronum/zandronum.pk3, 689 lumps
adding /usr/games/zandronum/DOOM.WAD, 2306 lumps
adding /usr/games/zandronum/DoomMetalVol4.wad, 64 lumps
adding /usr/games/zandronum/brutalv21.pk3, 15105 lumps
adding /usr/games/zandronum/brutalv21.pk3:dmlevels.wad, 118 lumps
adding /usr/games/zandronum/brutalv21.pk3:psxlevels.wad, 42 lumps
adding /usr/games/zandronum/brutalv21.pk3:testmap.wad, 13 lumps
adding /usr/games/zandronum/BetterSelectingAnimationsV11.pk3, 278 lumps
adding /usr/games/zandronum/mapsofchaos.wad, 656 lumps
adding /usr/games/zandronum/TEXTURE_PACK_FINAL.wad, 713 lumps
adding /usr/games/zandronum/HXRTCHUD_BRUTALDOOM21RC8.pk3, 106 lumps
adding /usr/games/zandronum/DukevoicepackBD.pk3, 61 lumps
sv_maxlives will be changed for next game.
cooperative will be changed for next game.
I_Init: Setting up machine state.
CPU Vendor ID: GenuineIntel
Name: Intel(R) Pentium(R) 4 CPU 2.80GHz
Family 15, Model 3, Stepping 4
Features: MMX SSE SSE2 SSE3
I_InitSound: Initializing FMOD
FMOD Sound System, copyright � Firelight Technologies Pty, Ltd., 1994-2009.
Loaded FMOD version 4.24.16
OSS could not be initialized. Trying ALSA.
V_Init: allocate screen.
Using in-memory database. The database will not be saved on exit.
S_Init: Setting up sound.
ST_Init: Init startup screen.
Checking cmd-line parameters...
S_InitData: Load sound definitions.
G_ParseMapInfo: Load map definitions.
Texman.Init: Init texture manager.
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
Script error, "BetterSelectingAnimationsV11.pk3:defaultweapon.txt" line 221:
Invalid state parameter a_overlay

The last line is the same every time. Not sure what's going on here.

-EDIT-

I found v10 in doomseeker and put it in my Zandromum folder and bam it works. Not sure why v11 doesn't though.

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Dox778 Author
Dox778 - - 436 comments

You're using Zandronum. Zandro doesn't have the function a_overlay. The latest version is only compatible with GZDoom.

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JMartinez2098
JMartinez2098 - - 197 comments

One thing I have to say about the kicking animations when you kick. The animations finish too fast. I can make them end later if that's fine.

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Dox778 Author
Dox778 - - 436 comments

I'll take care of that in the next update.

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Guest
Guest - - 691,010 comments

Is working on the BD gold edition?
Perhaps good work =)

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