Led's Generic Weapon Mod (UPDATED! April 12 2022)
Posted: Fri Apr 29, 2016 12:16 pm
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!)
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.