#  ![](https://www.realm667.com/media/kunena/topic_icons/realm667_repo/user/rep_approved.png) \[UPDATE\] Duke Shotgun

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- **Gothic**
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   5 years 3 months ago - 5 years 3 months ago [\#8864](#8864) by Gothic  *[\[UPDATE\] Duke Shotgun](https://www.realm667.com/forum/closed-submissions/1588-update-duke-shotgun#8864 "Code: Captain Toenail

Sprites: id Software, 3D Realms
Sprite Edit: JoeyTD, Minigunner
Sounds: id Software, Ryan Williams
Idea Base: The shotgun from Duke3D centred

What's new:

* New sprites, courtesy of Minigunner.
* Camera shake uses A_ZoomFactor instead of Radius_Quake.")* was created by *Gothic*

 Code: Captain Toenail
Sprites: id Software, 3D Realms
Sprite Edit: JoeyTD, Minigunner
Sounds: id Software, Ryan Williams
Idea Base: The shotgun from Duke3D centred

 [ ![[img](https://i.imgur.com/l6hEefA.png) ](https://i.imgur.com/l6hEefA.png "[img")

What's new: - New sprites, courtesy of Minigunner.
- Camera shake uses A\_ZoomFactor instead of Radius\_Quake.

[ Download](https://drive.google.com/file/d/1OuhsgpSwHgiXkRA5h5tM-CX_-kstW6zt/view?usp=sharing)

 Last edit: 5 years 3 months ago by Gothic.

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   5 years 3 months ago [\#8881](#8881) by Blue Shadow  Replied by *Blue Shadow* on topic *[\[UPDATE\] Duke Shotgun](https://www.realm667.com/forum/closed-submissions/1588-update-duke-shotgun#8881 "Code: Captain Toenail

Sprites: id Software, 3D Realms
Sprite Edit: JoeyTD, Minigunner
Sounds: id Software, Ryan Williams
Idea Base: The shotgun from Duke3D centred

What's new:

* New sprites, courtesy of Minigunner.
* Camera shake uses A_ZoomFactor instead of Radius_Quake.")*

 I don't mind the improvements, but the weapon is no longer compatible with Zandronum.

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- **Gothic**
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   5 years 3 months ago [\#8888](#8888) by Gothic  Replied by *Gothic* on topic *[\[UPDATE\] Duke Shotgun](https://www.realm667.com/forum/closed-submissions/1588-update-duke-shotgun#8888 "Code: Captain Toenail

Sprites: id Software, 3D Realms
Sprite Edit: JoeyTD, Minigunner
Sounds: id Software, Ryan Williams
Idea Base: The shotgun from Duke3D centred

What's new:

* New sprites, courtesy of Minigunner.
* Camera shake uses A_ZoomFactor instead of Radius_Quake.")*

 To be brutally honest, I really don't care about Zandronum compatibility. If someone wants to use it on a Zandronum mod, that person will have to edit the code to fit that outdated port.
If you think that it is ABSOLUTELY necessary to keep Zandronum compatibility, then I'll make the extra effort to edit the code accordingly.

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- **inkoalawetrust**
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   5 years 3 months ago - 5 years 3 months ago [\#8889](#8889) by inkoalawetrust  Replied by *inkoalawetrust* on topic *[\[UPDATE\] Duke Shotgun](https://www.realm667.com/forum/closed-submissions/1588-update-duke-shotgun#8889 "Code: Captain Toenail

Sprites: id Software, 3D Realms
Sprite Edit: JoeyTD, Minigunner
Sounds: id Software, Ryan Williams
Idea Base: The shotgun from Duke3D centred

What's new:

* New sprites, courtesy of Minigunner.
* Camera shake uses A_ZoomFactor instead of Radius_Quake.")*

 For as much as I make fun of and crticize Zandronum for how hilariously out of date it is compared to GZDoom, I agree with Blue here. If you can maintain Zandronum compatability with little effort without compromizing or having to cut back on any of the features you want to add to the gun that much or at all, then I don't see why you shouldn't go for that. Since Zandronum is still used by a lot of people and basically anyone who wants to play (semi-)modern Doom multiplayer. So you'd basically just be alienating a bunch of users for no reason.

.tb_button {padding:1px;cursor:pointer;border-right: 1px solid #8b8b8b;border-left: 1px solid #FFF;border-bottom: 1px solid #fff;}.tb_button.hover {borer:2px outset #def; background-color: #f8f8f8 !important;}.ws_toolbar {z-index:100000} .ws_toolbar .ws_tb_btn {cursor:pointer;border:1px solid #555;padding:3px} .tb_highlight{background-color:yellow} .tb_hide {visibility:hidden} .ws_toolbar img {padding:2px;margin:0px}.tb_button {padding:1px;cursor:pointer;border-right: 1px solid #8b8b8b;border-left: 1px solid #FFF;border-bottom: 1px solid #fff;}.tb_button.hover {borer:2px outset #def; background-color: #f8f8f8 !important;}.ws_toolbar {z-index:100000} .ws_toolbar .ws_tb_btn {cursor:pointer;border:1px solid #555;padding:3px} .tb_highlight{background-color:yellow} .tb_hide {visibility:hidden} .ws_toolbar img {padding:2px;margin:0px}.tb_button {padding:1px;cursor:pointer;border-right: 1px solid #8b8b8b;border-left: 1px solid #FFF;border-bottom: 1px solid #fff;}.tb_button.hover {borer:2px outset #def; background-color: #f8f8f8 !important;}.ws_toolbar {z-index:100000} .ws_toolbar .ws_tb_btn {cursor:pointer;border:1px solid #555;padding:3px} .tb_highlight{background-color:yellow} .tb_hide {visibility:hidden} .ws_toolbar img {padding:2px;margin:0px}

 Last edit: 5 years 3 months ago by inkoalawetrust.

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- **Gothic**
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   5 years 3 months ago [\#8890](#8890) by Gothic  Replied by *Gothic* on topic *[\[UPDATE\] Duke Shotgun](https://www.realm667.com/forum/closed-submissions/1588-update-duke-shotgun#8890 "Code: Captain Toenail

Sprites: id Software, 3D Realms
Sprite Edit: JoeyTD, Minigunner
Sounds: id Software, Ryan Williams
Idea Base: The shotgun from Duke3D centred

What's new:

* New sprites, courtesy of Minigunner.
* Camera shake uses A_ZoomFactor instead of Radius_Quake.")*

 Please don't think I'm "alienating" Zandronum users, but I think we should not be limited to an outdated port.

Anyways, the code us now compatible with Zandronum again, link is on the first post.

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- **Blue Shadow**
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   5 years 3 months ago [\#8896](#8896) by Blue Shadow  Replied by *Blue Shadow* on topic *[\[UPDATE\] Duke Shotgun](https://www.realm667.com/forum/closed-submissions/1588-update-duke-shotgun#8896 "Code: Captain Toenail

Sprites: id Software, 3D Realms
Sprite Edit: JoeyTD, Minigunner
Sounds: id Software, Ryan Williams
Idea Base: The shotgun from Duke3D centred

What's new:

* New sprites, courtesy of Minigunner.
* Camera shake uses A_ZoomFactor instead of Radius_Quake.")*

 Approved.

My policy when it comes to updating old submissions: if a submission works in Zandronum, it should remain working in Zandronum. There's an exception, though: if you're the author (or co-author) of the original submission, or you've been given the permission from the original author to do whatever you want, then I don't care if the submission gets updated in a way that makes it incompatible with Zandronum. It's your submission/you've been given permission, your decision/original author's decision.> Gothic wrote: If someone wants to use it on a Zandronum mod, that person will have to edit the code to fit that outdated port.

That's just creating unnecessary hurdles for them; the weapon worked fine in the port before, but now it doesn't because it utilizes GZDoom-only features that, on the surface, change nothing about the weapon. It's all under-the-hood work (I'm not trying to undermine the efforts you put in the update here - that's not my intention).

As a port, I have no interest in Zandronum, as I have no interest in multiplayer gaming. At the same time, I don't want to upset the port's users.

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   5 years 3 months ago [\#8901](#8901) by Blue Shadow  Replied by *Blue Shadow* on topic *[\[UPDATE\] Duke Shotgun](https://www.realm667.com/forum/closed-submissions/1588-update-duke-shotgun#8901 "Code: Captain Toenail

Sprites: id Software, 3D Realms
Sprite Edit: JoeyTD, Minigunner
Sounds: id Software, Ryan Williams
Idea Base: The shotgun from Duke3D centred

What's new:

* New sprites, courtesy of Minigunner.
* Camera shake uses A_ZoomFactor instead of Radius_Quake.")*

 [ Updated](https://www.realm667.com/index.php/en/armory-mainmenu-157-97317/doom-style-mainmenu-158-94349/841-duke-shotgun)

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