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Importing the SSG into vanilla D3

Started by systemofadog, October 29, 2015, 02:43:46 PM

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systemofadog

As part of my ongoing quest to spend more time screwing around with my Doom 3 installation than actually playing it, I'm trying to bring the SSG into base D3. I can't find a mod that does ONLY this, and while I've seen a few major overhaul mods that have it included, no offense to those authors, I was kinda hoping to just play with a few of my own tweaks here and there rather than completely change everything*. I've tried using a few of those mods and attempting to prune anything not related to the SSG, but at best that gets me a laundry-list of console errors and no double-barrel. Can anyone with experience in adding new weapons give me some pointers? As long as I can get to the point where I can spawn it through the console I should be good, since I (barely) have enough know-how to go from there.




*Yes I realize having the SSG in base D3 could be considered a pretty major change but I plan on rebalancing it significantly once it's in there, I mostly just prefer the aesthetics of it.

VGames

Get the latest on Perfected Doom 3 here - http://www.moddb.com/mods/perfected-doom-3-version-500

systemofadog

Quote from: VGames on October 29, 2015, 03:50:59 PM
http://www.gamefront.com/files/3845922/Double_Barrel_Shotgun_for_DOOM_3__1_0_

This has been around for a while.

Thanks! Somehow I missed that, I swear I Googled.

That got me a lot closer, although now I'm running into an issue trying to force it to play nice with Sikkmod - it works fine in vanilla, but Sikkmod seems to break its reloading, causing it to just use up shells from my overall total every time I fire without ever needing to be reloaded (technically I still can reload, but at this point it's purely visual). The only files having a conflict (other than some GUI stuff that I'm guessing isn't the issue) are player.def and doom_main.script - SSG's doom_main looks like it just changes a one-line entry that's clearly marked and easily C&P'd to Sikkmod's version, so that leaves player.def, which admittedly adds quite a lot, but I thought I managed to merge everything correctly... still no luck though, same issue.

Anyone have any ideas what could cause the SSG's reloading to behave that way? Even just knowing for sure whether or not player.def could be the culprit would help.