Painslayer 1.2.0: A Painkiller-themed weapon mod

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Re: [RELEASE] Painslayer 0.9.0: A Painkiller-themed weapon m

Postby Death_Ripper666 » Thu Jul 15, 2021 2:35 am

I love this weapons mod alot! I can't seem to stop playing it with different mapsets and monsters which makes thing alot fun. Keep up the great work you doing there! Looking forward for Painslayer to reach 1.0.0! :D
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Re: [RELEASE] Painslayer 0.9.0: A Painkiller-themed weapon m

Postby Chairkicker » Tue Jul 20, 2021 7:47 pm

Great work on the mod, it's my favorite weapon mod for doom I've found so far.

That said, the mod seems to suffer from a bug that causes saves to often fail. The precise behavior of this is mysterious, but it always produces the same error upon trying to save:

Attempt to save pointer to unhandled type NativeStruct<Secplane>

There have been levels where whole swaths of the level can't be saved in and I have to move to another area to save. It occurs under several conditions but the most reliable reproduction I have is thus:
1) spawn in any map and acquire/cheat in a stakegun
2) find an enemy and pin them to the wall with the stakegun
3) try to save, observe error

Google search has yielded no results for this error but I can experience it every time, even on a completely fresh gzdoom 4.6 install. Good luck finding it, and thanks in advance.
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Re: [RELEASE] Painslayer 0.9.0: A Painkiller-themed weapon m

Postby Jekyll Grim Payne » Wed Jul 21, 2021 1:22 pm

Chairkicker wrote:Great work on the mod, it's my favorite weapon mod for doom I've found so far.

That said, the mod seems to suffer from a bug that causes saves to often fail. The precise behavior of this is mysterious, but it always produces the same error upon trying to save:

Attempt to save pointer to unhandled type NativeStruct<Secplane>


Looking into it, thanks for reporting.

UPD: I've found the culprit and fixed it; I've not made a new release yet, though, but you can download the freshest dev build from the repository (see first post for a link and explanation on how to use it).
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Re: [RELEASE] Painslayer 0.9.1: A Painkiller-themed weapon m

Postby Jekyll Grim Payne » Sun Jul 25, 2021 3:39 pm

Painslayer 0.9.1 released
Download: https://github.com/jekyllgrim/Painslaye ... /tag/0.9.1

FIXED
  • Fixed a critical bug that blocked saving if there were stakes/bolts/shurikens in the world that were stuck in double-sided walls or 3D floors.
  • Fixed Steps of Thunder card damaging the bearer
  • Fixed Main Menu items being positioned incorrectly at some resolutions
  • Fixed monster compass arrow being incorrectly scaled/positioned at some resolutions (again)
  • Fixed Electro lightning not hitting non-monster shootable objects (such as explosive barrels) and not stopping at solid objects
  • Fixed Electro lightning attacking dead bodies
  • Fixed souls' dynamic lights being incorrectly colored

ADDED
  • Added "Switch Rocket Launcher/Minigun fire modes" to Mod Settings. If enabled, the Rocket Launcher/Minigun's fire modes will be switched: the primary attack will fire Minigun, while the secondary attack will fire rockets. While RL/Minigun is the classic Painkiller order, it can be confusing and counter-intuitive.

CHANGED/IMPROVED
  • Active Golden Card icons will now be drawn relative to the bottom of the screen, which should prevent them from appearing too close to the center of the screen at some resolutions
  • Fullscreen Main Menu background will no longer be drawn if the menu is opened while playing a map
  • Fullscreen Main Menu will not have gaps at some resolutions
  • Dexterity card will no longer make player grunts high-pitched
  • Slightly improved the recoil animation for Pain/Killer when the blades return
Last edited by Jekyll Grim Payne on Tue Jul 27, 2021 2:27 am, edited 1 time in total.
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Re: [RELEASE] Painslayer 0.9.1: A Painkiller-themed weapon m

Postby Chairkicker » Mon Jul 26, 2021 12:35 am

Problem fixed, well done. Your promptness is impressive.
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Re: [RELEASE] Painslayer 0.9.1: A Painkiller-themed weapon m

Postby Blackgrowl » Mon Aug 02, 2021 4:33 am

All I can say is...
https://www.youtube.com/watch?v=_J6-3l3hCm0

Nah, I have more to say actually.
I always had this idea of making a Painkiller weapon wad, but I had zero motivation and knowledge of how to, so I'm glad somebody else had the same idea and did it.
The "Sprites" is what I was hoping for, not a direct port of Painkiller 3D Model weapons into Doom, so, amazing job!

Only question I got right now is, will there be plans to add sprite versions of Painkiller monsters later on? I mean, I wouldn't even mind if they were 3D Models either.
Though knowing how Doom works, gonna be hard to deal with the vast variety that Painkiller itself has.

Keep up the good work either way.
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Re: [RELEASE] Painslayer 0.9.1: A Painkiller-themed weapon m

Postby Jekyll Grim Payne » Tue Aug 03, 2021 9:40 am

Blackgrowl wrote:I always had this idea of making a Painkiller weapon wad, but I had zero motivation and knowledge of how to, so I'm glad somebody else had the same idea and did it.
The "Sprites" is what I was hoping for, not a direct port of Painkiller 3D Model weapons into Doom, so, amazing job!

Only question I got right now is, will there be plans to add sprite versions of Painkiller monsters later on? I mean, I wouldn't even mind if they were 3D Models either.
Though knowing how Doom works, gonna be hard to deal with the vast variety that Painkiller itself has.


Happy to hear you like it!

Regarding the monsters, honestly, I have no plans for that right now. I kinda tried to specifically tune the mod in such a way that it'd be playable in regular Doom and would be compatible with monster mods / megawads that define their own monsters. Doing a monster pack specifically for this mod is a fine idea, but I just know that I don't currently have enough time and resources to handle that. Besides, I have very little experience in doing good renders into sprites, and drawing all those monsters by hand, like I did with weapons, would be unfeasible. I'd definitely be interested if somebody with more experience in that area would take a crack at it, but right now—no promises.
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Re: Painslayer 0.9.9: A Painkiller-themed weapon mod

Postby Jekyll Grim Payne » Tue Nov 02, 2021 4:39 am

Painslayer 0.9.9 released. This is essentially a pre-release: I'm going to catch and iron out as many bugs and issues as I can, then release 1.0.

CHANGELOG:

FIXED
  • Fixed Freezer not affecting other players in multiplayer
  • The HUD can be scaled and always displays with square pixels (no more stretched compass)
  • Fixed gold spawning at the wrong height from gibbed enemies
  • **Steps of Thunder** Tarot Card will no longer damage enemies that are flying or on a different elevation than you
  • Killer projectile will no longer hook non-monster targets or bosses
  • Fixed "Attract gold/souls" option disabled message to display "On" and "Off" properly
  • Fixed key icons in the HUD not being placed correctly in accordance with HUD scale
  • Fixed enemies dying using "demon mode" death animation if dying by any other means while the player got a short demon mode "preview" by getting 64th or 65th soul
  • Fixed frozen corpses being visible if the dead actor called `A_SetRenderStyle` in their Death sequence
  • Fixed "is player Demon" check returning false positives in edge cases when there's enough soul but they aren't actually a demon (like being resurrected with cheats)
  • Fixed "give all" / IDKFA cheats resulting in a vanilla blue armor icon being present in the HUD

ADDED
  • Added **Painkiller movement physics** from ZMovement as a gameplay option
  • Added **Particles** performance option that allows choosing between Off, Reduced or Full amount of particles
  • Added an option to switch Primary/Secondary fire modes for every weapon. This may result in some minor hiccups with combo attacks (such as being able to autofire them when you shouldn't) which isn't something that can be fixed
  • Added in-game **Codex** with information on weapon mechanics, items and Black Tarot/gold
  • Added in-game popups for new Codex tabs when you pick up an item for the first time in play session. The pop-up will go away once you open the codex. They can also be disabled completely in Mod Settings.
  • Added items: **Chest of Souls** (Invisibility replacement), **Demon Eyes** aka Fear Vision (Light Amp replacement), **Crystal Ball** (Full Map replacement)
  • Added visual effects and overlays for active powerups such as Pentagram (invulnerability; displays demon horns)
  • Monster compass will now display boss image and healthbar when near a woken-up boss monster
  • Added destructible chests with gold that may spawn instead of Health Bonuses with randomized position
  • Added explosive barrel replacement in Painkiller style

CHANGED/IMPROVED
  • Freezer will now only freeze enemies for up to 64 tics, and re-freezing them refreshes the duration but doesn't extend it beyond 64 tics. All the durations are doubled with Weapon Modifier and halved if the target is another player and not a monster.
  • Antirad sabatons are replaced with a **Protection Suit**, which works the same but fits the style better
  • Added reflection the Boltgun's sniper scope
  • Added better font colors
  • While you normally won't spawn without weapons, Painkiller will now appear as a Pistol replacement if Pistol is used as a placeable item on a map
  • Slightly increased corpse hitbox for Killer
  • Corpses hit by killer are now less affected by gravity. Killer no longer affects boss corpses.
  • Doom's Green Armor is now always replaced with Silver Armor. Bronze Armor may occasionally spawn instead of Armor Bonuses.
  • Added weapon icons for Alt Hud and All Map markers
  • Implemented better ice corpses
  • Slightly increased Soul Catcher distance. It will no longer let the player pick up gold while they have "noclip" active.
  • Health numbers will become red in the HUD when you're at 20 HP or below
  • Optimized small particle classes to be safe to spawn locally
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Re: Painslayer 1.0.0: A Painkiller-themed weapon mod

Postby Jekyll Grim Payne » Tue Nov 09, 2021 5:33 am

Painslayer 1.0.0 Released
FIXED
  • Explosive barrels' remains no longer block the player
  • Explosive barrels' tops will now fade out, similarly to other debris
  • Rockets will no longer spawn two types of trails
  • Fixed "Trying to click slot" debug message while using Black Tarot Board
  • Fixed typos and mistakes in the in-game texts
  • Demon Mode shader should now be more stable at colorizing the enemies red
  • Fixed Heater bomb model having slightly incorrect vertical offset
ADDED
  • Added Particles intensity option that lets the user choose between None, Reduced and Full. At Reduced some of the extra particle effects, like smoke or ricochet sparks, will be disabled
  • Added Max. number of particles option that lets the user specify the absolute maximum of debris existing at the same time
CHANGED/IMPROVED
  • There's now a hard limit on the maximum number of debris existing at the same time
  • Bronze Armors will now always spawn instead of Armor Bonus (instead of randomly) but no more than one Bronze Armor within a 1200-unit radius. This makes sure that the player both gets an armor wherever there was armor in the original map, but doesn't get too many of them at the same time.
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Re: Painslayer 1.0.0: A Painkiller-themed weapon mod

Postby Kinsie » Sat Nov 27, 2021 2:47 am

Minor Bug Report: Certain Tick effects, like monsters dissipating into souls on death and explosion sprites scaling up in size, don't check IsFrozen() first and as such do not respect the Freeze cheat code or Time Freeze powerups.
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Re: Painslayer 1.1.0: A Painkiller-themed weapon mod

Postby Jekyll Grim Payne » Tue Nov 30, 2021 4:11 pm

Painslayer 1.1.0 release trailer:


Painslayer 1.1.0 Changelog
FIXED
  • [Multiplayer] Fixed Codex and Tarot Board opening for all players instead of the player who opens them
  • [Multiplayer] (Hopefully) fixed various stuff that could cause desyncs in multiplayer. The mod should be playable in coop and deathmatch.
  • [Multiplayer] Fixed a critical oversight where unfreezing would reset the flags on a player incorrectly resulting in multiple issues.
  • Rewrote and fixed the code related to staking monsters. Staking and pinning them to walls should now be consistent, with the corpse ending up where it visually should. If the stake hits the floor, the corpse will properly detach instead of sometimes disappering.
  • Rewrote and fixed effects on monster death (body poofing, soul spawning). Monsters will now disappear slightly faster and the disappearance timer will be consistent. `A_BossDeath` will be called when necessary (Maps relying on this, like "Dead Simple", will be properly beatable).
  • Fixed frozen monsters not calling `A_BossDeath` when shattered.
  • Fixed Black Tarot Cards sometimes failing to equip into a slot and ending up stuck on the board, being rendered functionally unusable.
  • Fixed missing copyright/permissions/credits information

ADDED
  • Added barrel contraction animation to Rocket Launcher when firing rockets
CHANGED/IMPROVED
  • Reduced vertical size of the corpse hitbox when hitting with a Killer projectile (this way it'll be easier to hit enemies behind the corpse with Killer)
  • Adjusted the Killer's corpse-drag effect; it should now be a bit more consistent and easier to control
  • All monsters will now play their death animation until the end before disappering. The disappearance will no longer depend on the corpse's velocity after death.
  • Freezer no longer affects Arch-Viles, since this made them completely irrelevant in the mod. This change won't affect mods with their own versions of Arch-Vile.
  • Freezer no longer affects monsters with NOICEDEATH flag. Some examples include Lost Souls and Commander Keen.
  • Freezer duration slightly extended.
  • Freezer will now put monsters into their Pain state sequence while frozen.
  • [Multiplayer] A frozen player's screen will stay blue longer.
  • [Multiplayer] Frozen players will no longer see an ice encasing around them from their own viewport, since it looked bad and obstructed the view.
  • [Multiplayer] Players hit by a stake will no longer see that stake from their own viewport, since it looked bad and obstructed the view.
  • Bodies thrown back by a shotgun blast will now slow down while rotating.
  • When attacked with fire (such as Flamethrower), frozen enemies don't immediately unfreeze, instead their ice encasing slowly melts, while absorbing 90% of incoming fire damage.
  • Added a new projectile firing function by Lewisk3 using Gutamatics. This should help with behavior, trajectories and possibly collision of stakes, bolts, shurikens and rockets should now be more precise.
  • Explosions of shurikens without Weapon Modifier will now appear larger, since they deal more damage without Weapon Modifier despite being harder to produce
  • Bosses and non-monster objects destroyed by Electro will no longer shake for a while after death (as opposed to regular monsters who still do that)
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Re: Painslayer 1.1.0: A Painkiller-themed weapon mod

Postby Logan MTM » Tue Nov 30, 2021 5:22 pm

I LIKE IT SO DAMN MUCH!!!
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Re: Painslayer 1.1.0: A Painkiller-themed weapon mod

Postby Lord Misfit » Sat Dec 04, 2021 10:58 am

So save game attempts seem to really hate stakes/bolts lodged in walls/floors/ceilings. This Twitch clip from Serious Cacodemon's last stream should show some demonstration [at my request]. This cost him at a couple of minor points due to him not expecting these savegame failures early and causing some small setbacks, so I figured I'd clip this for you. Not sure if this is all PainSlayer's side, or if the engine itself is also responsible. >.>

clip: https://clips.twitch.tv/SpunkyCleanWorm ... Nb9x87fk_o

Additionally, he seemed to be reporting the "Forgiveness" card was also borked in terms of it only seeming to work once and never again. I just heard he's joined your Discord, so he might have or haven't yet reported these bugs to you, but I'm just making sure, being I was watching the stream in question and took notice. :V
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Re: Painslayer 1.1.1: A Painkiller-themed weapon mod

Postby Jekyll Grim Payne » Sun Dec 05, 2021 6:13 am

Painslayer 1.1.1released

DOWNLOAD

FIXED
  • Fixed a critical oversight that resulted in inability to save your game if there were were stakes/shurikens/bolts stuck in planes anywhere in the map.
  • Fixed some Silver Tarot Cards ceasing to work after a map change, such as "Soul Keeper" and "Forgiveness" (thanks Serious Cacodemon for reporting).
  • Fixed "666 Ammo" Silver Card not giving certain ammo types.
  • Fixed "666 Ammo" Silver Card not resetting ammo reserves to 666 at the start of a new map, which contradicted its description.
  • Fixed an oversight which resulted in Shatter (Freezer + Shotgun combo attack) producing an ice corpse that would not be subjected to gravity if the original monster was flying (e.g. Cacodemon).
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Re: Painslayer 1.1.1: A Painkiller-themed weapon mod

Postby Jekyll Grim Payne » Fri Dec 10, 2021 8:22 am

A very exciting development: Painslayer received a 2021 Cacoward in the Gameplay category!
Kinsie wrote a lovely review of the mod: https://www.doomworld.com/cacowards/2021/gameplay/



I'm super excited, since this is my first ever Cacoward. Not gonna lie, working hard and then seeing that hard work recognized by my favorite community feels good ❤️

Thanks to everyone who played, participated and expressed their interest—you helped make this happen!


P.S. There are a few known issues, expect a new small update within a few days.
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