UPDATE 10: Added Sonik..O.Fan's kicking code (and sprites), new MP40 select animation, plus minor sprite changes. (Not compatible with Zandronum anymore.)
This addon simply replaces the draw animations for most of the weapons in Brutal Doom. It alters the BD's code, so any addons that do the same thing won't work with this, unless there is a special version made to be compatible with that.
To get the addon to work, simply load it after Brutal Doom.
Thanks to TootsyBowl for angled minigun and railgun sprites, JMartinez2098 for help with code editing, Daedalus for Shotgun selecting animation idea (in the older versions) Sonik.o.fan for kicking code and sprites, Sergeant_Mark_IV for the SSG selecting animation idea and mryayayify for beta testing.
Here's the Demo video, if you want to know how do they look like:
Hope you'll like that small addon! Feel free to report any bugs and such.
Doomguy pulls out his massive gun while smirking.
Hmm.. We need more of this.
Pull out game on point
So, is this getting updated for RC2-B?
... oops.
Yeah, gimme a few minutes...
Will this be updated for RC3?
I think it already works fine with it.
good man
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.
I'm planning to do something about those weapons today. I wanted to start off with the Grenade Launcher.
Yes, I did indeed notice Doomguy swinging the Grenade Launcher off to the right while loading another rocket into the tube.
What is the Auto Shotgun Skin Link?
It's in Brutal Doom v21 RC3.
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?
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?
Sure thing. Anything's better than the weapon just "spawning" directly into your hands. ;)
Your wish has been granted~!
Seems the UAC Flamethrower raises up so quickly to begin with, that the additional frames aren't showing,..
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?
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?
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.
ilysm JMartinez2098
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.
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~!
Nice
Rifle ADS is broken.
+1
Ah, ****. I'll try to fix it
Download is not available...
I've been having that issue with this and a few other downloads. Is moddb broken or something?
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.
You're using Zandronum. Zandro doesn't have the function a_overlay. The latest version is only compatible with GZDoom.
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.
I'll take care of that in the next update.
Is working on the BD gold edition?
Perhaps good work =)