#classic-doom-maps-mods
1 messages ยท Page 33 of 1
I'll put in a few chaingunners more just for you โค
hitscanners can help i guess
i do think the red lighting doesn't really do anything good for the map, colored lighting is good when used tastefully but it's distracting when over the entire map
then you'd probably not enjoy my current project, haha
and the room layouts were a bit too open, making it more into a circlestrafe fest than anything else, also quite overly symmetrical which is kinda boring
put some cover in, experiment with height variation to put the player in tricky situations, y'know
everything was kinda on the same vertical axis, which i'd advise against
especially in a map made for gzdoom, forcing the player to aim up and down is really useful game design wise
my maps are kinda flat now that you mention it
honestly - if you want good advise, i'd recommend submitting a map to a stream like http://twitch.tv/JimmyBTSX or http://twitch.tv/St_Alfonzo
both of them are good mappers
and can give quite good critical advise,
i've had alfonzo play through a few of my maps and it helps a lot
although i don't think either has streamed for a while, which is a shame
i believe Jimmy is doing uni stuff
not sure 'bout alfonzo
and also - @royal wave - do yourself a favour and submit it to Doomworld and ZDoom Forums instead of /r/doom, honestly
at zdoom or doomworld?
zdoom
gimme the forum link?
if I can find it
yup
but yeah - your detailing style is definitely quite good, but i think you are focusing more on detail than gameplay, in a way
work on varying map design and using weird shapes rather than prettying everything up
eg here - the pews, while they fit the scene, just get in the way of a running player and make the architecture all bumpy and annoying to navigate
also, a lot of the rooms were like this, just big, long and not particularly interesting due to a symmetrical layout and lack of obstacles or interesting shapes
also, i feel the copy, paste and retexture of E3M8 is a bit lazy but lots of mappers do it so i won't shout at you for that
also - about the custom archviles - i don't know exactly what it was, but they seemed to go into their pain chance on every single shot, making them far easier to fight than they should normally be
don't know quite what that was about
but you may wanna look into it
and if that's intentional - i have to ask, why?
i'm not saying it's a bad choice, just a slightly strange one, lol
I wanted to make the demons look like they were working at a forge
hence why the looping animations
and yeah, i did put too much focus into detail
Originally I had them super weak and move really slow
yeah i know what you did with the archviles, i'm just wondering why the line PainChance 9999 is in there
it kinda breaks the archviles balance, as it only takes one shot to stop them attacking
did I do that? Huh. I forgot then
Maybe I'll revisit it. i'm not happy with how I handled the last room leading to the end
Mind if I ask you to take another look at something I've been experimenting with?
sure, i could
also - i'd recommend you join the Joy of Mapping discord chat, you can find it in the dw forum link here https://www.doomworld.com/vb/wads-mods/90376-the-joy-of-mapping-ii-beta-released/
lots of more experienced mappers in there
Thanks!
and if you can be bothered with IRC, the #zdoom and #doomtwid channels on OFTC are quite good as well although i don't really like IRC myself
Haven't used IRC
it does it's job, it's just old and flawed by today's standards
because of the way it works, it doesn't keep messages unless you were connected when that message was sent
But then again, I'm very new to this community.
and most IRC clients just suck because they are mostly quite old
Oh one project I can say that I'm really happy with the end product was when I remade Sky May Be in decorate
There's maybe a handful of things I should touch up, but more or less it's identical
but wai
the sky may be doesn't play nice in any engine, lol
It plays nice in vanilla
Well, for example, vanilla requires the .bat file to operate
yeah dude i know i'm just joking around
someone ported that to dehacked, but it refused to work on Doom 2 PWADS
The only map I've completed is "Of Cogs and Rooks"
So I converted it into decorate and I'm happy
And that was ass.
The creator even approved. He gave me the final version of the map that wasn't included in the official release
i know, i'm just saying i don't think the sky may be "plays nicely" in any engine, lol. it's entirely designed to play horribly
just a lil joke
Well i made it play nice so in the off chance someone wants to use it for some sort of personal project, there you go
I even managed to preserve the crash when you open the door you're not supposed to open
does the original crash method not work in zdoom?
anyways, here's my current project. Far from done and probably going to go through it's fifth map revision after what you've pointed out https://www.dropbox.com/s/6kw21snc1mlhxcx/defrag.pk3?dl=0
i wouldn't be surprised
The original requires it to be ran on vanilla DOS
as it boots you back into it with a final message "I told you so"
For my version it freezes the player, turns the screen black, prints the message, and then gives a gun with an infinite loop crash
before I had it just flat out kill the player, but I changed it since it wouldn't of made the player force restart the game
uhh - with that map, is it supposed to be ridiculously (like unplayably) dark or am i missing something?
which light mode should i be using?
@royal wave
it's supposed to be dark
but like, this dark?
no, i haven't killed anything yet, i can barely navigate with this light
That's odd
there's supposed to be lights from the ceiling
is that the light mode you use to test?
the lights from the ceiling are there, they just don't extend far enough
display > opengl > preferences > sector light mode
I have it on bright, jeesus
even bright isn't bright enough
Oh durr
I have my dynamic lights cranked to max >-<
Put them to full and you'll see what I'm seeing
urr, where is the dynlight strength setting?
I have the weirdest settings
Display > OpenGL > Dynamic light
@unreal oyster didn't they remove that in the latest builds?
not there
they have likely removed it
to make mapping with dynlights more uniform
which makes a lot of sense to me
it's probably a good idea to do all your testing with the default settings
Yeah
Wasn't aware my stuff was brighter than normal
AND IF MY SCREENSHOT WOULD UPLOAD
you uploading it through discord?
Yes
I really like the pallete tone map.
Internet is being dumb today
oh, k
also - back to the sky may be for a sec - how is the crash done from a technical standpoint?
i didn't realise mappers in the 1990s could provide a crash message
nevermind how they force the engine to crash in the first place
the bar is full why isn't it sending >.>
i mean getting zdoom to crash is ezpz
yea i know how it works, but how did the mapper actually do that? in the dos exe
oh, it's probably done through exe hacking then
don't know if DeHacked possesses that power but idk
I don't think it was dehacked to begin with
oh, ok
I know someone mad a dehacked for zdoom afterwards
But that didn't function with other mods. Could only be played on its own
yeah, that's DeH for ya
So then cue me. I make decorate version. People were happy
It was such a surprise I even got the "Why you trying to make this shit, you're jealous of brutal doom" in the thread ๐
That's the Brutal Doom fan base for you.
"I have a question that I want answered though. Why is everyone making shit nowadays? Is it because you think you can't be equal to Sarge? Or do you just like to troll and upload your stupid shit?
Be creative like Wild Weasel with his "Accessories to Murder" for example."
sounds like a troll to me honestly
I think I messed up my GZDoom builder
things aren't showing up in the same way they used to
When I hover over and select things, it doesn't change things visually
really annoying in visual mode
I have completed a first draft of my DM map
if anyone wants to critique it
i haven't done any texturing or balancing
Oh, I didn't see that anyone had responded here, @tawny lion I updated it slightly yesterday
the map was fine
i just didn't like the dead ends
that's it
i'll look into the updated one later
ok
got VR? Check this one out https://drive.google.com/file/d/0BwE6dxM0O2PsLWxwNVpOYkFXdDA/view
Someone needs to extract the skyboxes from Doom 2016 to use for classic Doom mapping
someone did already
@royal wave where?
yeah, pretty sure the actual skyboxes would be impossible to backport
taking screenshots then using the screenshots is an okay method i guess though
i have more or less finished my 3-map campaign in snapmap, it's bound in a neat way, so you can just jump into the first map: 73RNUNFP
it will take you into lobbies of the second and the third map respectively
the third map doesn't work with vulkan api for some reason, so i'm sorry to cut out you vulkan users like that
sounds like a bug in the engine, doesn't it?
@dawn saffron any idea why that happens?
nope
yeah, it does sound like it
the game just crashes when it tries to load my map
@torpid jetty is there anywhere you can report bugs in doom 2016?
Just head to the support section and pick your platform. We've just opened these new Bethesda forums last week, but it's a great place to leave bug reports, feedback, etc.
It's pretty great!
Trying hard not to fan boy over this, haha
๐
More game companies need to do this
@dawn saffron you might wanna report that vulkan thing there then
yep, i can't right now
it's called "heavy sorrows" v0.13
i'm gonna write a report to the forums in about an hour
sounds like a name for david cage game
I need to practice mapping
For classic Doom that is
I don't even own the new game yet
alreight booting doom to check the id of the map
8DM5BZLG
alright, i'm off to post to the forums
sorry if this is redundant, but i hope it will help make the game better ๐
thank you!
you the man!
No problem. Our QA team is going to be reviewing it shortly.
hey @dawn saffron have you tried it under different renderers? just curious
That's what I was asking
and doesn't work in vulkan
works in opengl
doesn't in vulkan
if it shows opengl in the upper right corner, it loads
if it shows vulkan there, it doesn't
has that been tested by multiple people?
yes
alright. Just my expiriences it's usually something on the players end
k
3 people
Have you tried turning it off and back on? /s
I just looked at a SnapMap
And it blew my head off
id Software just published new campaign-style reference SnapMaps
They have spawn logic in it I don't really get.
what if the game started normal
but then they had the idea of snap map
and the whole game is a heavily modded snapmap
hi
hello
Check out this video on Streamable using your phone, tablet or desktop.
i did this
that's what imagine the interation with a toddler sounds like
brbrbrbrbrbrbrbrbrbrbrbrbr
lol
it's also a shitty way to do html
if you need to do multiple line breaks, just fucking use CSS
i imagine lol
achieve the same thing in like 3 lines of css
no
one if you compressed it
i like spamming <br>
Implying they could of had that option
i mean
i'm using bootstrap with pieces of code from w3schools
do you expect
my website to be good
If there's a better way and they didn't use that way, most likely they didn't know how or didn't know they could
also here's my doom shite
too lazy to find other stuff
i have a mod with an invisible shotgun and a fingergun
but im too lazy to put that
BRRRRRRRRRRRRRR
and doesn't require <br> spamming
BRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR
<brazilian>
ok there
i've replaced my brazilians
into divisions
do i gotta put a <br> or some shit
inside
http://i.imgur.com/QSPq9lc.jpg mate holy shit set a max size on yer images
it's going off my screen
1600x900 is more common than that
it's again literally a line or 2 of css to set max width
Are you on an intel atom or something?
eh, i like css ๐
it's got ridiculous amounts of flaws, but that's because it's built on html
I kinda wanna make maps
an inherently flawed system
if we could get rid of html and replace it i'd be happy
i got into some subwedit and changed the css
a e s t h e t i c
I've tried making a map before. It didn't turn out great.
also this is a tiling doomguy
with a weird palette
yes
@unreal oyster are you rpoduf of me
wait
thats not how it works
img-width?
image-width?
how was it
help
Well organized and easy to understand Web building tutorials with lots of examples of how to use HTML, CSS, JavaScript, SQL, PHP, and XML.
i don't know how you say "1600x900 is more common than that" when 1366x768 is the most popular res currently
for PCs
Why would you settle for a weird fucking size man
i'm not sure lol
1600x900 at least works with the 16:9 ratio
tbh absolute width isn't good anyway
max-width and max-height are far more flexible
i was about to make non-game screenshots a diff. class
like max-width:50vw;max-height:auto
which will make images always 1/2 of the browser width & scale height automatically
much nicer ๐
i used img { max-width: 640px; max-height: 320px; }
yeah, i guess that works
also
i generally set max-height to auto so i don't have to fuck around with it
i once made a doom map the size of the whole grid
this big
and 8192 ceiling height
i mean all it does is completely fucks the game logic
What did that accomplish
big as fuck floor
the ceilign worked
but you could go through walls (they were on the edge of the map)
at the very edge, the AI will fuck itself up because the numbers are too large to do precise calculation
f l o a t s
and when you go over the max XYZ limit it just turns to -32(whatever limit there is)
and then starts counting down
so it basically teleports you to the other edge
even doom logic is better than hl2 logic
in hl2 you can fly to where u want
and so this happens
video uploaded by yours truly
What happens
uh. doom engines don't use floats for physics, mate
oh ok
they use fixed point numbers
Floats can muck up any physics engine if you don't do it right
it's a really old concept that cannot be gotten rid off because it would break so many wads
dot dot dot dot dot dot dot dot dot dot dot dot dot dot dot dot dot dot dot dot dot dot
probably including doom.wad
Line rider gets really funky when you approach the float limit
time to test AI
circle is a 32x32 block on a corner, to make sure the game doesn't center the map
Uh
and arrow is the box where i'll spawn
Maps I make are not good
oh, ok
hm, maybe i'm thinking of floats actually. in fact i probably am
woops
floats lose precision at their limits, fixed points don't
floats are still better for most things but fixed point doesn't have that accuracy issue
yeah it is floats
floats keep losing their precision the farther it goes
ex. player position, it clips in far spaces
this video explains
player and enemy shit that happens
with floats
long double is pretty much too big for any of that to matter though
wasn't there a
version of the doom weapons
but zoomed out
from farther away
Thoughts on that video @frank basin ?
Sorry I'm on my phone
Oh okay
Low battery
Kk
@royal wave That is way to scary *_*
Are you av mouse in this map?
Kinda I guess
If that's a metaphor
Here's an example on how big the stalls are
Is there a reason for this large scale or...
It's basically supposed to be a big map
Okay.
The whole idea of it is you're shrunk down and you wanna escape Taco Bell
I might, but that'd be hard probably
Two 3D floors on top of each other?
Wait
I did that before actually
Working on a self made doom launcher. I'm uploading my latest work on github atm. But here's a screen grab of what it looks like. Let me know if you want to help contribute ๐
I wish the game actually had that built-in.
yeah, it does lack it which is why I deceded to make one lol
I also didn't know where to share this so I decided why not here lol
NICE!
That will be something I would have used instead of making extra shortcuts with command line switches.
lol, glad it can be of service!
I figured out about patch scaling
I knew about flat scaling
But not about patch scaling yet
Patch scaling?
Go to the texture editing options in GZDB
Or this
And there should be a texture scaling thing
@unreal oyster ACTOR ScriptedNigger native replaces ScriptedMarine
would this be good
why are you fucking pinging me
@haughty flower Hey there. What's up?
well, apart from the garbage actor name, i don't see what the problem would be
not sure why you'd need the native keyword though
grabbed it off https://zdoom.org/wiki/Classes:ScriptedMarine
Expected '{' but got 'replaces' instead.
oh no
Hey @haughty flower if someone asks you to not ping him/her please remember that next time.
Thanks.
Script error, "cuntassy.pk3:DECORATE" line 31:
action functions can only be imported by internal class and actor definitions!
Are you sure that's the correct filename?...
you wanna try reading the error first?
it pretty clearly says that you can't use action functions unless your actor is an internal class
this is why we have inheritance, and don't try to reinvent the wheel
change the offsets then
no, change the sprite offsets
ah ye
is there a way to mass-change offsets
nvm found
wow this is hot
i need some pain sounds
I like that idea
eat like a lot of dry foods
ass ets
kill me
at this moment sprite knew
he's a fucking faggot
and he has no arms
so he died
@haughty flower Can you please shitpost in #172869448863055872 ?
im showing off my sprites
That's okay
What he's saying is use less cussing
Good
homosexual male
ok good
found his arm
this was supposed to be his punch animation
but it no vork
so whatever
switch hands
draw him punching with the hand that's farther away so it stands out better
@royal wave its unused sprite
he doesn't have a sprite for punching
in the wad itself
make one then
not hard to open it up in paint
shrug whatever
hey @steel onyx are you proud of me
Check out this video on Streamable using your phone, tablet or desktop.
Stop @ ing me
I should ask Railgunner or Jimmy to do some HUD graphics for nerf guns
Railgunner might be able to do it
Yeah
i just painted over my real life nerfgun
Like in Doom's style
with a doom palette
@formal breach and then i just animated the hand and shit
Hey man you should really chill with the pinging people. That's the second person to tell you to stop
blue was mod until a few minutes ago
also @haughty flower you really need to get a better camera if you are going to do any weapon scanning work
Pretty sure that's not your photo
that isn't the image
ohfuck
nah, clearly not even close to the same image
and i'm holding it with both hands, not 1
i can tell from the shitty MS-paint draw-over that it's a newer gen nerf
it's a strongarm
I tried
also i used photoshop pencil tool
Like that
no i know, just showing that color scheme
that one where the bottom loader pumps air
and there is a circle on the barrel with like 6 holes
showing that color scheme with non-potato quality, lol
still a grainy-ass photo though
the ones i used for sprite
i have no idea of how i exported the palette cause i made this sprite around starts of 2016
ye
if that was ms-paint i could excuse the quality but c'mon
that art style clash ๐
an artstyle clash is when you have two very different artstyles in the same place
but they no different
:c
100% the same
ok don't judge me i can't fuckin gdraw
sh
a "pixelfier engine"?
Yeah. you stick in an image and it will average out the pixels in a radisu, except much sharper
that's called photoshop sharpen effect
That's not what I mean by sharper
how about
you first palette-convert it
to doom palette
and then sharpen the pixels
OH MY GOD
Or you just not worry about making it a pallete image
ZDoom does allow you to use textures and sprites not bound to a pallete
Grenade hand
oh god
you're supposed to detach the fingers and move accordingly to the size of the object
this hand makes me want to do a jetpack mod
make it then
why
i don't believe it'll be cool
it'll be
EXPOSINO XD
XPOISNON
EXPLOSINION
๐ค ๐ญ
@haughty flower you can pixelize using the photoshop pixel tool but it won't produce an actually usable sprite
it'll be a blurry mess
mostly because it uses a trilinear algorithm instead of a square radius average method
using a sqyare radius average will produce a non-blurry image
ok, now compare that sprite to the detonator sprite from A Boy and His Barrel http://i.imgur.com/kgkQsPU.png
see what i mean with artstyle clash
no
the one i posted fits far better with doomguy's hand
my art is bootiful
your one has no shading, and is generally quite boring
you're boring
no, that's just retarded
still phallic
adding some shading
ikr
tbh the easiest way to create a "doom" like looking sprite is really to not use a pixellation filter, but just compress the image entirely
like that
pretty goddamn easy
would obviously need tons of touchup though
because that gun i posted would be shit looking in most situations
looks pretty flat and also STOP PINGING ME PLEASE
pong
I'd recommend adding some dither.
yes ik
I'd listen to him
It's a pattern that is used to prevent colour banding.
๐ค
no fuckin idea
google is my friend
but firefox isn't
so it just crashed
oh using those
Chrome4life
dot dot dot patterns
!google Miloteza
:fire: I didn't get any results.
!google google
:fire: I didn't get any results.
Your search bot is broken
@royal wave If that happens, the API Limit has been reached ๐ฆ
Api limit?
yeah, you can only use the google API so much
.>
for fairly obvious reasons
That's dumb though
it's to prevent some cunt pinging the api at 1 million times a second
But that doesn't stop them
Because that cunt can still ping it
And then the limit is hit
Then no one can use it
oh, it's a limit per key i think
not an overall limit
and since API access costs money, you can't just get multiple keys easily
and get around it
Still phallic, but much better
that's
Dither improves everything.
it doesn't really look phallic to me, more like a banana
Bananas are phallic too
not if they are curved enough lol
Kek
Ever had a banana show?
You get a guy to eat a banana really slow and maintain constant eye contact
First person to laugh loses
A signature trademark in the Japanese territory of Okinawa. A very disgusting and decrepit old lady inserts several freshly peeled bananas into her...
urban dictionary seems to think otherwise
Pff
8|
I like mine better
still looks pretty flat, but it is better yea
FIRMLY GRASP IT
hello, billy ma- miloteza here okay
i'm gonna
show my mod stuff
ok wait a second
technical problems
okay so
JETP B 0 ThrustThing (what's the angle for UP, 500, bNoLimit);
@royal wave he had technical promlems ๐
would that be correct kevan
hang on
ok
There you go
forgot the normal one doesn't do upward movement
also that's an ACS code, it's not gonna run in decorate
I'm getting that for you
also
when ACS says "compiled" does it mean it's converted into unreadable stuff
or is it possible to see
jetpeek
click "view as text
ok
now in the code place this:
ACS still works in DECORATE
just hang on
{
ThrustThingZ (0, force, up/down, 1);
}```
whatever you want
ok
When you compile a script, your script file remains the same and a new compiled file will be generated
script "Jetpack ON" (void)
{
ThrustThingZ (0, 8, 0, 1);
}
good
but
now save the .pk3
compiled files are readableยฟ
yes it will stay readable
You can put ThrustThingZ on a line in DECORATE just fine if needed
ther
shrug
fair enough
what do i put in LOADACS
yes, I do it all the time
the only thing that ever goes in LOADACS is the names of your compiled script files
you need your compiler file
wheres dat
download there
right at the top
you then need to go to your SLADE settings and put in the file path for ACC
wee
Line 3 in file "C:\Program Files (x86)\SLADE\temp\JETPEEK.acs" ...
C:\Program Files (x86)\SLADE\temp\JETPEEK.acs:3: Function thrustthingz is used but not defined.
woo
just go with setting it in decorate if it's giving you trouble
ok
Example of ACS in DECORATE from one of my mods:
TNT1 A 0 A_ChangeFlag("NoPain",1)
GO99 A 2 A_FaceTarget
GO99 A 10 A_FaceTarget
GO99 B 1 ThrustThingZ(0,28,0,0)
TNT1 A 0 ThrustThing(angle*256/360,20,0,0)
Goto MidLeap```
is dis good
but I do recommend learning ACS as it can be more expressive and flexible
so ZDoom reads line sone by one, right?
it goes to the "Ready" state
Oh ready?
what does it exactly do
that's when the weapon is raised and idle
o
JETP A 3 A_Raise
Loop
why is there a loop here
does it stop looping when it gets 100% raised
yup
wait, this was for a monster right?
moves onto the next state
no this is for wepon
if there wasn't something to tell it to stop, it'd keep going
The Select state can even be 0 tics long, this would simple have the weapon appear instantly on your screen when you switch to it. The duration of frames during the Select state simply determines how long it takes to rise up from the bottom of your screen.
TNT1 A 0 A_Raise
Loop```
Keep in mind though, in most cases, having a 0 tic loop may cause an error to occur, as a loop can only cycle 16 times within one tic before it is considered infinitely looping by the game and stopped.
Having the weapon raised instantly has some benefits, such as if you want an animation to be fully visible on the screen and not just already playing while rising up from the bottom of the screen.
but like
how do i put this into RAISE
JETP A 1
JETT ABCDA 5
JETP A 1
just after A_Raise?
or after Loop
Script error, "cuntassy.pk3:DECORATE" line 227:
Sprite names must be exactly 4 characters
here's line 227
JETP B 3 ThrustThingZ(0, 8, 0, 1);
@torn timber what is happening
remove the semicolon at the end
did
hold on
lemme try
ok thank
@torn timber @royal wave
but like
how do i put this into RAISE
JETT ABCDA 5
JETP A 1```
just after A_Raise?
or after Loop
You can try something like this to see if it shows up properly for you?
JETP A 1 A_Raise
JETT ABCDA 5 A_Raise
JETP A 1 A_Raise
Wait```
I'm not sure what your animation looks like, so I don't know if that's the best solution for you
you typically want to only use one line for raising your gun
he throws it up
and then grabs it in the middle of the air
i want him to raise up with JETP A
an alternative is to put something like
TNT1 AAAAAAAAA 0 A_Raise
"visible sprite here"
Loop```
as the Select state
and then throw it up
ok
how do i make like
how do i make the player spawn with different items
rather than a pistol
do i have to define a new player in DECORATE
@torn timber
3bad
ACTOR DoomPlayerTest: DoomPlayer replaces DoomPlayer
ok
and i just have to
remove all the things i dont need
and only have the lines and functions i have to edit
you just need to have what you're overriding there
ok
so Player.StartItem "Pistol" and Player.WeaponSlot 2, Pistol
the rest should remain the same from inheritence
ACTOR PloomPlayer : DoomPlayer replaces DoomPlayer
{
Player.DisplayName "Searine"
Player.StartItem "PistolEdit"
Player.StartItem "Jetpack"
Player.StartItem "Fist"
Player.StartItem "Clip", 150
}
would this be gud
ima ad the weaponslot now
i'ma add*
you also need the weapon slot, yeah
Player.DisplayName "Searine"
Player.StartItem "PistolEdit"
Player.StartItem "Jetpack"
Player.StartItem "Fist"
Player.StartItem "Clip", 150
Player.WeaponSlot 1, Fist, Chainsaw
Player.WeaponSlot 2, PistolEdit, Jetpack
Player.WeaponSlot 3, Shotgun, SuperShotgun
Player.WeaponSlot 4, Chaingun
Player.WeaponSlot 5, RocketLauncher
Player.WeaponSlot 6, PlasmaRifle
Player.WeaponSlot 7, BFG9000
}```
testing time
i still have normal pistol
angery
does it actually load this new player pawn actor?
if you look in player setup, you may be able to see the name of the player class there
on PistolEdit