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

Posted: Fri Apr 29, 2016 12:16 pm
by LedIris

Video by tuin

Downloads!

Requires the latest GZDoom or LZDoom!

Led's Generic Weapon Mod Updated 12th April, 2022

Addons! Load these alongside the mod for some new additions!

Bloody Chainsaw by Neccronixis
Weapons of Saturn Super Shotgun by Fireseth

What is this?

This is a simple gameplay mod consisting of new weapons and quality of life changes to vanilla items. All weapons have been overhauled and replaced with more satisfying and powerful counterparts whilst still retaining a strong balance in the game. Every weapon has its use!

I started off by combining code from mods like Faspons and Weapons of Saturn, as well as some code from Patriot1776, faslrn and wildweasel. I've hopefully made something enjoyable for everyone.

Features?

  • An options menu - want to customize some aspects of the mod to your liking? Feel free!
  • Reloading can be enabled/disabled on the fly!
  • New weapons, with added punch, casings & smoke
  • Adjustable pickup flashes - picking up important items could actually feel good!

What's new?

[spoiler=Changelog (warning: wall of text!)]• Unused files removed
• All weapon select/deselect animations have been sped up by 1 tic
• Fixed an error that could potentially prevent the mod from starting in LZDoom

• 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)[/spoiler]

Credits wrote:Lippeth - Weapons of Saturn. Permission granted to use resources. (thank you, dude)
Credits from Weapons of Saturn:
"SPRITES: Tormentor667, Mike12, perkristian, JoeyTD, CaptainJ, SgtMarkIV

CODE: wildweasel, Ed the Bat, Patriot1776, LedIris, faslrn

Resources have also been taken and modified from the following wads, mods and games:

Beautiful Doom by zer0
Brutal Doom by Sergeant_Mark_IV
Demon Eclipse by Eriance
Accessories to Murder by wildweasel and DoomNukem
Weasel Presents: NAZIS v2 by wildweasel
DOOMRL Arsenal by Yholl, SoloSpaghetti and Sgt. Shivers
Killing Floor by Tripwire Interactive
Return To Castle Wolfenstein by Gray Matter Interactive
Doom 3 by id Software"

Faslrn - Feedback, testing and code. (with permissions. Big thanks to him for the testing and support of the mod :) )
Captain J - Sprites, testing & feedback (big thanks to J! :D )
GAA1992 - Voxels, testing & feedback
Raven Software - Soldier Of Fortune II, Heretic/Hexen (sound effects)
2015, Inc - Medal of Honor: Allied Assault (sound effects)
Valve - Half-Life 2 (sound effects)


If I've missed any credits please let me know.

Re: [WIP] Another personal mod (Updated!)

Posted: Sat Apr 30, 2016 1:00 pm
by LedIris
Updated! I've replaced the chaingun with an assault rifle, still need to try balancing it a bit. Right now, it has a high rate of fire & damage at close range, with a lot of horizontal recoil & not very good damage at long range. It has great accuracy if fired in single shots. I would like to try finding beefier sounds for it, but I think they're fine at the moment.

Re: [WIP] Another personal mod (Updated!)

Posted: Sat Apr 30, 2016 3:19 pm
by faslrn
LedIris wrote:Updated! I've replaced the chaingun with an assault rifle, still need to try balancing it a bit. Right now, it has a high rate of fire & damage at close range, with a lot of horizontal recoil & not very good damage at long range. It has great accuracy if fired in single shots. I would like to try finding beefier sounds for it, but I think they're fine at the moment.


What are your plans for the others weapons ATM?

Re: [WIP] Another personal mod (Updated!)

Posted: Sat Apr 30, 2016 3:27 pm
by LedIris
faslrn wrote:
LedIris wrote:Updated! I've replaced the chaingun with an assault rifle, still need to try balancing it a bit. Right now, it has a high rate of fire & damage at close range, with a lot of horizontal recoil & not very good damage at long range. It has great accuracy if fired in single shots. I would like to try finding beefier sounds for it, but I think they're fine at the moment.


What are your plans for the others weapons ATM?


I still haven't quite thought that out. I was thinking of replacing them with WoS weapons, but made more satisfying and more fun to use, kind of like how you did with Faspons. Another idea is to replace them with smooth vanilla-like weapons. The way I'm making this is really unprofessional and sloppy, but I've been testing out different weapons and seeing how they fit with the aesthetics of the other weapons. I wanted to get the weapons that are already in at a stage where they are balanced, but fun to use, and fit for different purposes.

Re: [WIP] Another personal weapon mod (Updated!)

Posted: Sat Apr 30, 2016 3:34 pm
by Dr_Cosmobyte
Looks great so far! The individual shell system is marvelous! The sounds are great as well. Have you ever played Crossfire? Is a Counter Strike copy that has many cool weapons and sounds. I suggest you take a look. I have them, but not in a good quality.

Pickup flashes are a reliever! I wasn't used to them.

Loved the MOH sounds! And all the other ones actually.

I'm waiting for updates! Keep up the good work!

Re: [WIP] Another personal weapon mod (Updated!)

Posted: Sat Apr 30, 2016 3:47 pm
by LedIris
GAA1992 wrote:Looks great so far! The individual shell system is marvelous! The sounds are great as well. Have you ever played Crossfire? Is a Counter Strike copy that has many cool weapons and sounds. I suggest you take a look. I have them, but not in a good quality.

Pickup flashes are a reliever! I wasn't used to them.

Loved the MOH sounds! And all the other ones actually.

I'm waiting for updates! Keep up the good work!


Hey! Glad you liked! The individual shell system still needs tweaking, and it was actually really easy to code :D I've played Crossfire before, some sounds in it are very cool. Pickup flashes are a cool, very subtle effect IMO, and I think looks quite nice. :)

Re: [WIP] Another personal weapon mod (Updated!)

Posted: Sat Apr 30, 2016 4:00 pm
by faslrn
LedIris wrote:
faslrn wrote:
LedIris wrote:Updated! I've replaced the chaingun with an assault rifle, still need to try balancing it a bit. Right now, it has a high rate of fire & damage at close range, with a lot of horizontal recoil & not very good damage at long range. It has great accuracy if fired in single shots. I would like to try finding beefier sounds for it, but I think they're fine at the moment.


What are your plans for the others weapons ATM?


I still haven't quite thought that out. I was thinking of replacing them with WoS weapons, but made more satisfying and more fun to use, kind of like how you did with Faspons. Another idea is to replace them with smooth vanilla-like weapons. The way I'm making this is really unprofessional and sloppy, but I've been testing out different weapons and seeing how they fit with the aesthetics of the other weapons. I wanted to get the weapons that are already in at a stage where they are balanced, but fun to use, and fit for different purposes.


Don't worry about the sloppiness :lol: Let me know what you think of for each other weapons, would love to see what will do with them ;-)

LedIris wrote:
GAA1992 wrote:Looks great so far! The individual shell system is marvelous! The sounds are great as well. Have you ever played Crossfire? Is a Counter Strike copy that has many cool weapons and sounds. I suggest you take a look. I have them, but not in a good quality.

Pickup flashes are a reliever! I wasn't used to them.

Loved the MOH sounds! And all the other ones actually.

I'm waiting for updates! Keep up the good work!


Hey! Glad you liked! The individual shell system still needs tweaking, and it was actually really easy to code :D I've played Crossfire before, some sounds in it are very cool. Pickup flashes are a cool, very subtle effect IMO, and I think looks quite nice. :)


I had a thought about the new shell system: in Faspons, I have it where shotgun guys have the potential to drop a 4-pack of shells and I thought "what if shotgunners here died and spread 4 shells around that you could pick up?". I don't know if would look cool or play out but could be something to tinker with.

Re: [WIP] Another personal weapon mod (Updated!)

Posted: Sat Apr 30, 2016 4:17 pm
by LedIris
faslrn wrote:Don't worry about the sloppiness :lol: Let me know what you think of for each other weapons, would love to see what will do with them ;-)

I had a thought about the new shell system: in Faspons, I have it where shotgun guys have the potential to drop a 4-pack of shells and I thought "what if shotgunners here died and spread 4 shells around that you could pick up?". I don't know if would look cool or play out but could be something to tinker with.

I actually did tinker with that. I made a test shotgunner that dropped the individual shells, and it actually worked pretty well! The shells dropped were randomized, so they all looked different every time, and it looked pretty cool. I don't know if I'll be implementing this in the mod or not, but it was a pretty cool looking effect. :) I think in the next update I'll replace the SSG, then move on to the Rocket Launcher. I've been testing offset animations to see how they look on WoS weapons, and they look real nice, so I'll be adding them in.

Re: [WIP] Another personal weapon mod (Updated!)

Posted: Sat Apr 30, 2016 7:49 pm
by LedIris
Updated! I've added the Rocket Launcher in, as well as pickup sounds for the Berserk, Shellbox, Ammobox, Rocket and Rocketbox. The Berserk also has a pickup flash now. I had to remove the offsets that were put on the Rocket Launcher's original reload as they would leave a pixel gap just below the weapon. :(

Re: [WIP] Another personal weapon mod (Updated! 1 May)

Posted: Sun May 01, 2016 7:39 am
by LedIris
Updated! I've added the Super Shotgun in now. You can single fire it twice with primary fire, or you can fire both shots with a secondary fire. I've tried to make the animation look nice.
How is the balance on the weapons? I would like to know, so I can work on it a bit more.

Hotfix: Fixed the Super Shotgun being picked up with no ammo

Re: [WIP] Another personal weapon mod (Hotfix v2 1 May)

Posted: Sun May 01, 2016 10:22 am
by LedIris
Important update: I fixed the Yellow Skull key (previously when picked up it gave a Blue Skull instead)

Re: [WIP] Another personal weapon mod (Hotfix v2 1 May)

Posted: Sun May 01, 2016 11:21 am
by Dr_Cosmobyte
What i like most is the attention you give to fix errors as fast as you can to bring better material on.

I'll edit this post here soon with feedback!


EDIT: Well, i think it's a good idea to make separate ways. Mainly for compatibility reasons.

Everything fires, feels smooth, and norths the gameplay to a faster rhythm.

There's only one thing. The Rocket Launcher reload calls a sprite that spawns something weird. Just keep looking to the left upper part of the weapon to see what i mean.


Keep up the good work! Now we just need these cell weapons to disintegrate them! :)

Re: [WIP] Another personal weapon mod (Hotfix v2 1 May)

Posted: Sun May 01, 2016 11:31 am
by -Ghost-
What's different between this and your other gameplay mod? Seems like it'd be easier to merge them together.

Re: [WIP] Another personal weapon mod (Hotfix v2 1 May)

Posted: Sun May 01, 2016 11:41 am
by LedIris
-Ghost- wrote:What's different between this and your other gameplay mod? Seems like it'd be easier to merge them together.


The other gameplay mod is a mess - it's code is all over the place, there's a lot of unused content taking up space and I felt like starting again with all of it. As well as this, the fact that it had it's own gore system probably turned off people who are fond of using Ketchup or Droplets. Not everybody likes tracers, either, as they make WADs that use switches activated by gunfire harder. (Fragport is an example) I'd like to make something that appeals to a bigger audience.

With this mod, I have tried to make the code a lot easier to read, as well as accomplishing the same tasks that my other gameplay mod did, only organized a lot better. This mod doesn't have tracers, custom monsters or gore - it's purely a weapon/item mod, so it's more compatible with HUDs, Ketchup and monster replacement mods, things like that.

I've also improved a bit with DECORATE since my other gameplay mod, and I've been attempting to make the weapons feel a bit more satisfying than in the other gameplay mod. (Like getting involved with offsets to make the weapons look much better when firing)

Re: [WIP] Another personal weapon mod (Hotfix v2 1 May)

Posted: Sun May 01, 2016 12:32 pm
by LedIris
GAA1992 wrote:What i like most is the attention you give to fix errors as fast as you can to bring better material on.

I'll edit this post here soon with feedback!


EDIT: Well, i think it's a good idea to make separate ways. Mainly for compatibility reasons.

Everything fires, feels smooth, and norths the gameplay to a faster rhythm.

There's only one thing. The Rocket Launcher reload calls a sprite that spawns something weird. Just keep looking to the left upper part of the weapon to see what i mean.


Keep up the good work! Now we just need these cell weapons to disintegrate them! :)


Hey! Thanks for the feedback! Yeah, I am trying to improve on vanilla gameplay a bit. :) The "something weird" is actually supposed to be an empty rocket magazine, kinda like how the Rifle also drops an empty magazine. It looks really strange, might have to try finding new sprites for it. :lol:
I have a decent idea for the cell weapons, still not sure on the Chainsaw yet though. :wink:

Also, your comment on what you like most made my day. :mrgreen: