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.
Re: Led's Generic Weapon Mod (HOTFIX Dec 20 2020)
Posted: Sun Apr 10, 2022 12:45 am
by LedIris
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!
Re: Led's Generic Weapon Mod (UPDATED! April 12 2022)
Posted: Tue Apr 12, 2022 10:53 am
by LedIris
Update for April 12 2022!
Spoiler: Changelog for build 41222 (warning: wall of text!)
• Unused files removed
• All weapon select/deselect animations have been sped up by 1 tic
• The toggle-reload system has been completely reworked! Previously it would draw ammo from your reserve ammo (e.g. shells, rockets) rather than your internal ammo. Now, when disabling reloading, ammo is drawn from your internal ammo as normal, however the reload animations are completely disabled and reloading will now skip these. This does not apply to the Super Shotgun or Minigun - in the former's case, the weapon simply autoreloads on empty, and in the latter's case, the weapon will only play a reload animation when completely empty (it will also autoreload on empty and, if reloaded freely, no animation is played)
• Recoil has been rewritten for all weapons. The values are the same, however they are more spread out so that recoil in general is much smoother and more visually pleasing than before
• Slightly more smoke effects have been added for bullet-based weapons
• Running out of ammo while holding down Fire with the Minigun will reload (instead of forever winding down) and will keep firing for as long as you hold down Fire afterwards
• You can now more quickly swap to different weapons while the Minigun is winding down after firing and reloading
• Fixed a bug where burst-firing your last few shots with the Minigun would temporarily show the ammo belt before disappearing
• Fixed a bug where sometimes selecting the empty Minigun would have the ammo belt appear and disappear
• A_WeaponReady flags have been added for the Chainsaw attack animations so that you can reuse it consistently after attacking
• Quick Punch's camera pitching is now much smoother and less jarring
• Quick punching with Berserk won't zoom the camera in as much as it used to
• Quick punching with Berserk will not send enemies as far back as before
• Crack decal left after a Berserk quick punch has had its scale lowered
• A new keybind has also been added for those who wish to Quick Punch with no +use on punch function
• Spamming your Quick Punch key while punching will also no longer make you punch unintentionally afterwards
• Individual shell pickups have had their Z-height slightly lowered on spawn to reduce their chances of spawning in unreachable locations
• This also applies to the split medikit pickups
• Radsuit and Berserk's screen palette alpha has been halved which should be a bit easier on the eyes
• Explosion sounds for Rocket Launcher and optional modified barrels have been swapped
• Modified barrel explosion sprites have been updated for more consistency with Rocket Launcher's explosion sprites
• Small cell ammo has a new pickup sound
• BFG has a new pickup sound
• Plasma Rifle and BFG have new holster and equip sounds
• The volume of the player's landing sound has been reduced a bit
• Distant explosion sounds now have a slight delay before playing
• Classic pump option for the Shotgun has a slightly different, smoother animation
• Shotgun's reload animation can always be stopped by switching weapons and has a new deselect animation if you do so (same with Quick Punch)
• Foley sounds play more consistently across all weapons
• Subtle jump sounds have been added to the player
• Slot 1's Fist punch has been updated with a higher quality sprite
• Slot 1's Fist Berserk punch sound effect updated
• Dynamic lights added for the Light Armor pickup from the Mixed barrel settings' Supply Crates
• Minigun's HUD ammobox graphic has been scaled down to better fit with the others
• Keys respawn after a while in multiplayer/coop
• First person death animation has been updated. Your dropped weapon decoration no longer slides away from you before fading out - it now acts as if it was actually dropped, bouncing away slightly and remaining still for a while before fading out.
• Dropped weapon decoration no longer spawns underwater
• FP death animation sprites have also been updated to be widescreen-friendly
• Added a new submenu which allows you to adjust the intensity of the pickup flashes for each individually modified item, powerup and key. Previously these were locked to one value, now they can be customized to your liking. They are adjusted in increments of 0.05 with a minimum of 0.00 and a maximum of 1.00. You can find this submenu in the Visuals & Performance settings in the Mod Options
• You can now also adjust the intensity of the blue and green firing flashes for the Plasma Rifle and the BFG respectively. The increments are the same as above. This can be done in the Weapons settings in the Mod Options
• Casings for all bullet-based weapons have been adjusted. They now actually look as if they are coming out of your weapon! They also have less chances of going through/spawning inside walls. On top of that, their roll is also adjusted randomly in the air, allowing for slightly more variation
• Added a menu option which allows you to enable/disable the ironsights for the Rifle and Shotgun. When these are disabled, trying to zoom will simply do nothing (at least for now)
• Also, the Rifle and Shotgun can now be reloaded instantly from ironsights. Reload no longer has to be pressed twice
• Rifle and its ammo spawn rate has also been increased slightly
• Plasma Rifle's altfire damage has been increased slightly
• Weapons no longer bob through firing and reload animations. Since GZDoom updates have added a setting for this, I have added it to the Options menu so that you can adjust the bobbing yourself (keep in mind it will apply globally)
Hope you guys enjoy! Please let me know if there are any issues or bugs you might notice. Let me know what you think!
Re: Led's Generic Weapon Mod (UPDATED! April 12 2022)
Posted: Tue Apr 12, 2022 5:11 pm
by Dr_Cosmobyte
YES!
Y E S!
Y E S
Re: Led's Generic Weapon Mod (UPDATED! April 12 2022)
Posted: Wed Apr 13, 2022 1:50 am
by mamaluigisbagel
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.
Re: Led's Generic Weapon Mod (UPDATED! April 12 2022)
Posted: Wed Apr 13, 2022 2:15 am
by kalensar
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.
Re: Led's Generic Weapon Mod (UPDATED! April 12 2022)
Posted: Wed Apr 13, 2022 6:35 am
by Captain J
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.
Re: Led's Generic Weapon Mod (UPDATED! April 12 2022)
Posted: Wed Apr 13, 2022 8:46 pm
by Fireseth
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.
Re: Led's Generic Weapon Mod (UPDATED! April 12 2022)
Re: Led's Generic Weapon Mod (UPDATED! April 12 2022)
Posted: Sat Apr 16, 2022 9:23 am
by LedIris
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.
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!
Re: Led's Generic Weapon Mod (UPDATED! April 12 2022)
Posted: Sat Apr 16, 2022 12:44 pm
by Fireseth
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!
Re: Led's Generic Weapon Mod (UPDATED! April 12 2022)
Posted: Tue Apr 19, 2022 9:47 pm
by Randomguy7
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?
Re: Led's Generic Weapon Mod (UPDATED! April 12 2022)
Posted: Wed Apr 20, 2022 5:28 am
by LedIris
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
Re: Led's Generic Weapon Mod (UPDATED! April 12 2022)
Posted: Sun Apr 24, 2022 8:59 pm
by Cheater87
Yay you fixed the SSG no reload alt fire glitch! So happy to see that!
Re: Led's Generic Weapon Mod (UPDATED! April 12 2022)
Posted: Tue Apr 26, 2022 12:33 am
by Randomguy7
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
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