#  ![](https://www.realm667.com/media/kunena/topic_icons/realm667/user/weapon.png) Weapons Resource Wad

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- **DeVloek**
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   1 year 10 months ago [\#12583](#12583) by DeVloek  Replied by *DeVloek* on topic *[Weapons Resource Wad](https://www.realm667.com/forum/the-workshop/1970-weapons-resource-wad?start=60#12583 "Earlier today Captain Toenail brought up this old weapon pack and asked if it might be worth updating some of the weapons for the R667 armory.

Now that I looked at each weapon and tried them out a bit I wanna share my thoughts.

Many sprites look kinda ugly and aren't worth considering. Most of the sprites that look good are rips from games like DN3D and Shadow Warrior. Nothing too exciting there either. Some other weapons are already in the repository, like the Sniper Rifle that was recently updated with new centered sprites. I won't go into balancing, it's all over the place and needs to be looked at individually if someone decides to update a weapon.

These are the weapons that stood out to me:

* Railgun (by Daniel)

Just a plain old railgun, but the sprite looks good and afaik hasn't been used for anything in the armory. Could be repurposed for another type of weapon if yet another railgun seems too boring.

* Seeker Missile Launcher (by NekroMage)

I think this weapon was ripped from Osiris.wad, like the sprite of the Freeze Rifle that is already in the Armory. In WRW it's what the name says, but the weapon's looks suggests something entirely different. Could be worth repurposing, maybe some kind of liquid sprayer.

* Tazer (by HellsBane)

Despite the name, it doesn't tase at all. It doesn't even lock the enemy in place like the chainsaw does. Also the sprite doesn't have Doomguy hands. But the rest isn't too shabby so might be worth turning into an actual taser.

* Blaster Pistol (by Inuyasha_989)

For some reason it has the same pickup sprite as the Plasma Bolter from the Armory. But the HUD sprites of both these weapons don't really look like the pickup sprite. Oh well. Anyway, it's a decent gun and might be worth updating if people want more energy based sidearms. Just needs Doomguy hands.

* Multi-Projectile Weapon (by TheDarkArchon)

Imo the best looking sprites in the whole pack. Not sure if they are an original work or ripped from another game. The way the weapon works is kinda neat too, and I quote the description:
"The projectile this fires out depends on how long you hold down the fire button. The more lights on the weapon that turn red, the more powerful the blast and the more ammo used. One light fires a strong green plasma ball and uses 10 cells, two lights sends fires three slightly-stronger homing yellow plasma balls and uses 30 cells, and three lights fires a powerful red blast and a energy shotgun spread for 50 cells."

The thing is, the 3rd projectile is basically a red BFG blast that kills everything in front of you, so there is no reason to use the other projectiles unless your only enemy is an imp or something. Also it simulates a blinding muzzle flash by coloring the whole screen yellow or red. Yikes!
So yeah this weapon needs some fixing but I think it's worth updating, or better yet, repurposing the sprites to make a mini-nuke launcher, kinda like the Fatman from Fallout 3. At least that's what I would do. But before I do anything I wanna hear other people's thoughts, especially Captain Toenail's who brought this wad up in the first place.

btw I think the version of WRW that I got is missing quite a few weapons from the final v2.2 release. I looked for a download link but the only one I could find is on DRD Team's site which doesn't work for me, the website throws a bunch of security risk errors. Doomworld only seems to host the older version that I got.")*

 <a data-bs-toggle="tooltip" href="/" title="Gothic">@Gothic</a> since you used Zscript for the new code, I thought why not get rid of all the oldschool Decorate-style state jumps altogether and change the frames directly when a berserk is picked up (had to rename the QAX2 sprites to make this work properly). Also I implemented a method to prevent the weapon from auto-switching to the fist when a berserk is picked up (you can still switch manually). And lastly I added the FORCEPAIN flag to the puff, since the original axe in Arcane Dimension forces pain on enemies as well.

[ https://drive.google.com/file/d/1Ip90QsSr\_lOc7bd3LSBW9mR-4KUtkiqB/view?usp=sharing](https://drive.google.com/file/d/1Ip90QsSr_lOc7bd3LSBW9mR-4KUtkiqB/view?usp=sharing)

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- **Gothic**
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   1 year 10 months ago [\#12585](#12585) by Gothic  Replied by *Gothic* on topic *[Weapons Resource Wad](https://www.realm667.com/forum/the-workshop/1970-weapons-resource-wad?start=60#12585 "Earlier today Captain Toenail brought up this old weapon pack and asked if it might be worth updating some of the weapons for the R667 armory.

Now that I looked at each weapon and tried them out a bit I wanna share my thoughts.

Many sprites look kinda ugly and aren't worth considering. Most of the sprites that look good are rips from games like DN3D and Shadow Warrior. Nothing too exciting there either. Some other weapons are already in the repository, like the Sniper Rifle that was recently updated with new centered sprites. I won't go into balancing, it's all over the place and needs to be looked at individually if someone decides to update a weapon.

These are the weapons that stood out to me:

* Railgun (by Daniel)

Just a plain old railgun, but the sprite looks good and afaik hasn't been used for anything in the armory. Could be repurposed for another type of weapon if yet another railgun seems too boring.

* Seeker Missile Launcher (by NekroMage)

I think this weapon was ripped from Osiris.wad, like the sprite of the Freeze Rifle that is already in the Armory. In WRW it's what the name says, but the weapon's looks suggests something entirely different. Could be worth repurposing, maybe some kind of liquid sprayer.

* Tazer (by HellsBane)

Despite the name, it doesn't tase at all. It doesn't even lock the enemy in place like the chainsaw does. Also the sprite doesn't have Doomguy hands. But the rest isn't too shabby so might be worth turning into an actual taser.

* Blaster Pistol (by Inuyasha_989)

For some reason it has the same pickup sprite as the Plasma Bolter from the Armory. But the HUD sprites of both these weapons don't really look like the pickup sprite. Oh well. Anyway, it's a decent gun and might be worth updating if people want more energy based sidearms. Just needs Doomguy hands.

* Multi-Projectile Weapon (by TheDarkArchon)

Imo the best looking sprites in the whole pack. Not sure if they are an original work or ripped from another game. The way the weapon works is kinda neat too, and I quote the description:
"The projectile this fires out depends on how long you hold down the fire button. The more lights on the weapon that turn red, the more powerful the blast and the more ammo used. One light fires a strong green plasma ball and uses 10 cells, two lights sends fires three slightly-stronger homing yellow plasma balls and uses 30 cells, and three lights fires a powerful red blast and a energy shotgun spread for 50 cells."

The thing is, the 3rd projectile is basically a red BFG blast that kills everything in front of you, so there is no reason to use the other projectiles unless your only enemy is an imp or something. Also it simulates a blinding muzzle flash by coloring the whole screen yellow or red. Yikes!
So yeah this weapon needs some fixing but I think it's worth updating, or better yet, repurposing the sprites to make a mini-nuke launcher, kinda like the Fatman from Fallout 3. At least that's what I would do. But before I do anything I wanna hear other people's thoughts, especially Captain Toenail's who brought this wad up in the first place.

btw I think the version of WRW that I got is missing quite a few weapons from the final v2.2 release. I looked for a download link but the only one I could find is on DRD Team's site which doesn't work for me, the website throws a bunch of security risk errors. Doomworld only seems to host the older version that I got.")*

 Nice job! I was trying to find a way to change sprites without using jumps, but I didn't know how.
However, the problem with DoEffect is that it changes sprites every tic, but the attack frames last 2 tics, so it flickers in between frames because it's constantly looking for a sprite 9 frames forward that doesn't exist. I could solve this by making every frame last 1 tic. Code:

 Fire: QAXE B 0 A_Jump(128,"Fire2"); QAXE B 1 A_StartSound("weapons/quakeaxe",7); QAXE BCCDD 1; QAXE E 1 CA_QuakeAxeChop(); QAXE E 1; TNT1 A 7; QAXE II 1; Goto Ready; Fire2: QAXE F 1 A_StartSound("weapons/quakeaxe",7); QAXE FGGHH 1; TNT1 A 9 CA_QuakeAxeChop(); QAXE II 1; Goto Ready;

The sprites are done, and I removed the +NOEXTREMEDEATH flag from QAxePuff so it could gib monsters while using a PowerDamage powerup.

####  File Attachment:

 File Name: [ ArcaneAxeRC1.zip](https://www.realm667.com/forum/attachment/2501 "ArcaneAxeRC1.zip")
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- **DeVloek**
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- Arachnotron
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   1 year 10 months ago - 1 year 10 months ago [\#12586](#12586) by DeVloek  Replied by *DeVloek* on topic *[Weapons Resource Wad](https://www.realm667.com/forum/the-workshop/1970-weapons-resource-wad?start=60#12586 "Earlier today Captain Toenail brought up this old weapon pack and asked if it might be worth updating some of the weapons for the R667 armory.

Now that I looked at each weapon and tried them out a bit I wanna share my thoughts.

Many sprites look kinda ugly and aren't worth considering. Most of the sprites that look good are rips from games like DN3D and Shadow Warrior. Nothing too exciting there either. Some other weapons are already in the repository, like the Sniper Rifle that was recently updated with new centered sprites. I won't go into balancing, it's all over the place and needs to be looked at individually if someone decides to update a weapon.

These are the weapons that stood out to me:

* Railgun (by Daniel)

Just a plain old railgun, but the sprite looks good and afaik hasn't been used for anything in the armory. Could be repurposed for another type of weapon if yet another railgun seems too boring.

* Seeker Missile Launcher (by NekroMage)

I think this weapon was ripped from Osiris.wad, like the sprite of the Freeze Rifle that is already in the Armory. In WRW it's what the name says, but the weapon's looks suggests something entirely different. Could be worth repurposing, maybe some kind of liquid sprayer.

* Tazer (by HellsBane)

Despite the name, it doesn't tase at all. It doesn't even lock the enemy in place like the chainsaw does. Also the sprite doesn't have Doomguy hands. But the rest isn't too shabby so might be worth turning into an actual taser.

* Blaster Pistol (by Inuyasha_989)

For some reason it has the same pickup sprite as the Plasma Bolter from the Armory. But the HUD sprites of both these weapons don't really look like the pickup sprite. Oh well. Anyway, it's a decent gun and might be worth updating if people want more energy based sidearms. Just needs Doomguy hands.

* Multi-Projectile Weapon (by TheDarkArchon)

Imo the best looking sprites in the whole pack. Not sure if they are an original work or ripped from another game. The way the weapon works is kinda neat too, and I quote the description:
"The projectile this fires out depends on how long you hold down the fire button. The more lights on the weapon that turn red, the more powerful the blast and the more ammo used. One light fires a strong green plasma ball and uses 10 cells, two lights sends fires three slightly-stronger homing yellow plasma balls and uses 30 cells, and three lights fires a powerful red blast and a energy shotgun spread for 50 cells."

The thing is, the 3rd projectile is basically a red BFG blast that kills everything in front of you, so there is no reason to use the other projectiles unless your only enemy is an imp or something. Also it simulates a blinding muzzle flash by coloring the whole screen yellow or red. Yikes!
So yeah this weapon needs some fixing but I think it's worth updating, or better yet, repurposing the sprites to make a mini-nuke launcher, kinda like the Fatman from Fallout 3. At least that's what I would do. But before I do anything I wanna hear other people's thoughts, especially Captain Toenail's who brought this wad up in the first place.

btw I think the version of WRW that I got is missing quite a few weapons from the final v2.2 release. I looked for a download link but the only one I could find is on DRD Team's site which doesn't work for me, the website throws a bunch of security risk errors. Doomworld only seems to host the older version that I got.")*

 Nice work on the hand and arm, looks good ![8-)](https://www.realm667.com/media/kunena/emoticons/cackew.gif "8-)")

I didn't even notice the frames not rendering when they last longer than one tic ![:-o](https://www.realm667.com/media/kunena/emoticons/cacglubsch.png ":-o") Not sure why that even happens, but I'm glad it was easy to fix.

One thing I noticed with my method of keeping the axe equipped when picking up a berserk: if you have already picked up a berserk in the current map, and you pick up a 2nd (or 3rd, 4th etc) berserk while having the axe equipped, it'll still switch to the fist (this happens because PowerStrength can only be given once per map, so HandlePickup won't handle it twice). Which I guess is a rare edge case but it can be prevented by either changing line 85 to Code:

if (item is 'PowerStrength' || item is 'Berserk') doonce = true;

or changing line 71 to Code:

if (pwep is 'Fist' &amp;&amp; (doonce == true || (rwep is 'QuakeAxe' &amp;&amp; psp.frame &gt;= 9)))

The first method probably only works in Doom games and only with items that inherit from the Berserk pack, so the 2nd method is preferable.
Either way, it'll result in displaying the normal axe frame for 1 tic when another berserk is picked up. There might be a way to fix it properly but I'm not sure if it's worth the effort digging even deeper into this.

edit: earlier I said I don't know why the frames don't render, that was a classic case of not seeing the obvious tree in the woods. Changing line 70 to Code:

if (rwep is 'QuakeAxe' &amp;&amp; psp &amp;&amp; psp.frame &lt; 9) psp.frame += 9;

will fix it. Regardless of how many tics any frame lasts, the frame number will only change as long as it's below 9.

 Last edit: 1 year 10 months ago by DeVloek.

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