Led's Generic Weapon Mod (UPDATED! April 12 2022)

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Re: Led's Generic Weapon Mod (HOTFIX Dec 20 2020)

Postby Cheater87 » Sun Feb 27, 2022 3:42 pm

Dr_Cosmobyte wrote:What GZDoom version you're using? Are you loading any mods with it?


Had to get the latest dev build to get it to work, was using the latest stable version.
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Re: Led's Generic Weapon Mod (HOTFIX Dec 20 2020)

Postby LedIris » Sun Apr 10, 2022 12:45 am

Hey guys! Just a little update post to let you know that the next build is still in the works and while I don't have a definite ETA it should definitely be released very soon. I have been spending a lot of time cleaning up and rewriting almost all of the code which will make it easier for not only me to work on but also other people if they wish. On top of this I have added quite a few features that have been requested over the last few months! Including but not limited to: weapon switching has been sped up by 1 tic which feels a bit more responsive without being too fast, and the berserk/radsuit palettes have been dimmed which is much easier on the eyes (in general, all pickup flashes have been slightly dimmed as well) Rifles are also seeing a slight buff to their spawn rate. To address the disappearing multiplayer keys concern, one thing I have been considering is just taking out the modified keys altogether and bundling them in a separate pk3 addon similar to the bloody chainsaw mod, so that those who wish to play multiplayer or play with vanilla keys can do so. Let me know your thoughts, and thanks again for the continued support of the mod! :)
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Re: Led's Generic Weapon Mod (UPDATED! April 12 2022)

Postby LedIris » Tue Apr 12, 2022 10:53 am

Update for April 12 2022!

Spoiler: Changelog for build 41222 (warning: wall of text!)


Hope you guys enjoy! Please let me know if there are any issues or bugs you might notice. Let me know what you think! :D
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Re: Led's Generic Weapon Mod (UPDATED! April 12 2022)

Postby Dr_Cosmobyte » Tue Apr 12, 2022 5:11 pm

YES!

Y E S!

Y E S
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Re: Led's Generic Weapon Mod (UPDATED! April 12 2022)

Postby mamaluigisbagel » Wed Apr 13, 2022 1:50 am

Glad to see this still getting updated! Its still my definitive mod (as close as I can get at least) when I want to play with vanilla weapons w/ reloading. I know there were a few others, but they usually had other weird additions or only a few of the weapons had to reload. And yes, blasphemy. I dunno, I'm weird in that I like immersion in Doom.
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Re: Led's Generic Weapon Mod (UPDATED! April 12 2022)

Postby kalensar » Wed Apr 13, 2022 2:15 am

mamaluigisbagel wrote:Glad to see this still getting updated! Its still my definitive mod (as close as I can get at least) when I want to play with vanilla weapons w/ reloading. I know there were a few others, but they usually had other weird additions or only a few of the weapons had to reload. And yes, blasphemy. I dunno, I'm weird in that I like immersion in Doom.


I just barely made a vanilla enhancer mod not long ago about vanilla-esque weapons with reloading! I know the feels on that. Mine went off toward basic Build Style feels but was meant for vanilla doom immersion.

Thank you for making me want to take another look at this mod.
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Re: Led's Generic Weapon Mod (UPDATED! April 12 2022)

Postby Captain J » Wed Apr 13, 2022 6:35 am

Super mega nice to see this mod's still kicking and doing fabulously. It's always nice to see the smooth weapon animations and such. And which reminds me, i've got two suggestions you might like!:

One is Pistol having 3 burst fire-mode or full auto. Second is BFG refusing to reload if you have an insufficient cells to fire. Feels like could've used it for Plasma Rifle instead.
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Re: Led's Generic Weapon Mod (UPDATED! April 12 2022)

Postby Fireseth » Wed Apr 13, 2022 8:46 pm

Captain J wrote:One is Pistol having 3 burst fire-mode or full auto. Second is BFG refusing to reload if you have an insufficient cells to fire. Feels like could've used it for Plasma Rifle instead.

I second these suggestions. I also suggest that the missiles from the Cyberdemon should have the same explosion sprites as those fired from the player's rocket launcher. It seems a bit odd that the Cyberdemon shoots the same projectile as the player but it's rocket explosions sprites are vanilla while the player's rocket explosion sprites are different.

I encountered an issue where every time I try to change "Enable Voxels?" from "Yes" to "No", it doesn't save. So every time the game boots up, I'll have to go into settings and change it every single time. All of the other settings save just fine, but not this option for some reason.

EDIT 1: I just found out that this problem had already been mentioned previously in the thread... Anyone have a fix?

EDIT 2: I found a fix, I just deleted the voxels folder and voxelsdef.txt. :)
Last edited by Fireseth on Fri Apr 15, 2022 10:11 pm, edited 2 times in total.
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Re: Led's Generic Weapon Mod (UPDATED! April 12 2022)

Postby Fireseth » Thu Apr 14, 2022 10:58 am

Here is an addon I compiled that replaces the sprites of the super shotgun with those from the Weapons of Saturn mod.
Link: https://www.dropbox.com/s/vgpvn7hmkxfl4 ... g.pk3?dl=1
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Re: Led's Generic Weapon Mod (UPDATED! April 12 2022)

Postby LedIris » Sat Apr 16, 2022 9:23 am

Dr_Cosmobyte wrote:YES! Y E S! Y E S

mamaluigisbagel wrote:Glad to see this still getting updated! Its still my definitive mod (as close as I can get at least) when I want to play with vanilla weapons w/ reloading. I know there were a few others, but they usually had other weird additions or only a few of the weapons had to reload. And yes, blasphemy. I dunno, I'm weird in that I like immersion in Doom.

Captain J wrote:Super mega nice to see this mod's still kicking and doing fabulously. It's always nice to see the smooth weapon animations and such.


Thanks a lot guys! I'm so glad you all enjoy this mod! The support after all these years is so great to see. :D

Captain J wrote:One is Pistol having 3 burst fire-mode or full auto. Second is BFG refusing to reload if you have an insufficient cells to fire. Feels like could've used it for Plasma Rifle instead.


Thanks for the suggestions J! I've just added the BFG one for the next release, very useful indeed. It now no longer reloads unless you have at least 40 cells.
I like the pistol one too! That will probably get added as a cvar or an addon at some point.

Fireseth wrote:Here is an addon I compiled that replaces the sprites of the super shotgun with those from the Weapons of Saturn mod.


Hey, that's pretty awesome! I gave it a whirl and it actually works really well, when I get home i'll add this to the OP. Thanks dude! :D
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Re: Led's Generic Weapon Mod (UPDATED! April 12 2022)

Postby Fireseth » Sat Apr 16, 2022 12:44 pm

LedIris wrote:
Captain J wrote:One is Pistol having 3 burst fire-mode or full auto....

...I like the pistol one too! That will probably get added as a cvar or an addon at some point.

A secondary burst for the pistol would be great! Something like BD:Platinum's rendition of the burst toggle is great (as seen in the video below), and I'd love to see something similar to that in your mod/an addon, especially how the player would utilize two hands instead of one. Granted, this would probably more complex but I think it would definitely be cooler!
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Re: Led's Generic Weapon Mod (UPDATED! April 12 2022)

Postby Randomguy7 » Tue Apr 19, 2022 9:47 pm

The only thing that ruins this mod for me is the fact that the chaingunners no longer drop their weapon. This ruins the intended progression in certain wads that only give you chainguns when an enemy drops them. I'd love to see an option to have them dropped, even if the weapon is seriously overpowered- maybe have it only drop on certain tics?
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Re: Led's Generic Weapon Mod (UPDATED! April 12 2022)

Postby LedIris » Wed Apr 20, 2022 5:28 am

Fireseth wrote:A secondary burst for the pistol would be great! Something like BD:Platinum's rendition of the burst toggle is great (as seen in the video), and I'd love to see something similar to that in your mod/an addon, especially how the player would utilize two hands instead of one. Granted, this would probably more complex but I think it would definitely be cooler!

Hey, I really like the animation on that one! I'll see what i can come up with, that looks pretty awesome :) thanks dude!
Randomguy7 wrote:The only thing that ruins this mod for me is the fact that the chaingunners no longer drop their weapon. This ruins the intended progression in certain wads that only give you chainguns when an enemy drops them. I'd love to see an option to have them dropped, even if the weapon is seriously overpowered- maybe have it only drop on certain tics?

Uh, i'm not entirely sure what you mean by this as this mod doesn't touch enemies at all, so chaingunners have always dropped this mod's miniguns. I wasn't able to reproduce this behaviour either, so that's a bit strange. Would you be able to reproduce it somehow? That would really help! Thanks :D
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Re: Led's Generic Weapon Mod (UPDATED! April 12 2022)

Postby Cheater87 » Sun Apr 24, 2022 8:59 pm

Yay you fixed the SSG no reload alt fire glitch! So happy to see that!
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Re: Led's Generic Weapon Mod (UPDATED! April 12 2022)

Postby Randomguy7 » Tue Apr 26, 2022 12:33 am

LedIris wrote:
Fireseth wrote:A secondary burst for the pistol would be great! Something like BD:Platinum's rendition of the burst toggle is great (as seen in the video), and I'd love to see something similar to that in your mod/an addon, especially how the player would utilize two hands instead of one. Granted, this would probably more complex but I think it would definitely be cooler!

Hey, I really like the animation on that one! I'll see what i can come up with, that looks pretty awesome :) thanks dude!
Randomguy7 wrote:The only thing that ruins this mod for me is the fact that the chaingunners no longer drop their weapon. This ruins the intended progression in certain wads that only give you chainguns when an enemy drops them. I'd love to see an option to have them dropped, even if the weapon is seriously overpowered- maybe have it only drop on certain tics?

Uh, i'm not entirely sure what you mean by this as this mod doesn't touch enemies at all, so chaingunners have always dropped this mod's miniguns. I wasn't able to reproduce this behaviour either, so that's a bit strange. Would you be able to reproduce it somehow? That would really help! Thanks :D

I got it to happen with the meat grinder enemies standalone by sergeant_mk_iv so I guess it doesn't really have anything to do with your mod
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