Painslayer 1.2.0: A Painkiller-themed weapon mod

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Blackgrowl
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Re: Painslayer 1.1.1: A Painkiller-themed weapon mod

Post by Blackgrowl »

Well, I myself am not excited about it.
...Only because you clearly deserve it. :D

Magnificently done, I can't wait to have some free time to give it a try, the latest version I tried was 0.9 and I can see you made QUITE the changes, not just fixing bugs.
I don't even have to try the mod to know it will be fun.
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Dr_Cosmobyte
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Re: Painslayer 1.1.1: A Painkiller-themed weapon mod

Post by Dr_Cosmobyte »

Congrats man! :D

You surely deserve it!
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Rowsol
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Re: Painslayer 1.1.1: A Painkiller-themed weapon mod

Post by Rowsol »

This is pretty sweet but I have to question the "no tarot cards on the easiest difficulty" thing. Why?
I ran into a bug. https://youtu.be/L39ea3pzWO8 I had this weapon equipped, went into demon mode, and then when I came out it was doing this.
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ZikShadow
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Re: Painslayer 1.1.1: A Painkiller-themed weapon mod

Post by ZikShadow »

Rowsol wrote:This is pretty sweet but I have to question the "no tarot cards on the easiest difficulty" thing. Why?
I believe that's to reflect how Painkiller does the Slumber difficulty as well. This mod is aiming for accuracy, so the move is natural.
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Rowsol
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Re: Painslayer 1.1.1: A Painkiller-themed weapon mod

Post by Rowsol »

I figured that was the case. It only became an issue for me when I removed all the difficulty skills I didn't want to use so I wouldn't have to pick a difficulty.
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Captain J
 
 
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Re: Painslayer 1.1.1: A Painkiller-themed weapon mod

Post by Captain J »

First of all, contratulations on achieveing magnificent award that is Cacoward 2021!! It's that awesome and the features this mod tolds is beyond brilliant. Tho i never played Painkiller, it's easy to get use to and get a lot of sense what it really is. Also weapon animations are smooth and satisfying too. Rope dangling around on Assualt Rifle, Hyper-realistic Flame effects, Scope reflections on Boltgun, and even enemy interactions depends on what weapon you use... They're all perfect!!
Spoiler: Played the Stable Version with GZDoom g4.7.1 64-bit
And lastly, it reminds me the time when i played Aeons of Death and got the weapons from the same game this mod based on. Really wondered where the weapons came from and it all makes sense now!
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Jekyll Grim Payne
 
 
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Re: Painslayer 1.2.0: A Painkiller-themed weapon mod

Post by Jekyll Grim Payne »

Painslayer 1.2.0 released

DOWNLOAD

FIXED
  • Fixed Mega Soul not providing any armor on pickup.
  • Fixed Golden Cards not refreshing on map change.
  • Fixed shattered corpses of flying monsters floating into the air .
  • Fixed and issue where, when the player has Weapon Modifier, the Electro beam would jump from the original monster to the surrounding monsters only when the player was close enough to that monster. The distance check was incorrectly based off the player's position.
ADDED
  • Implemented a feature that allows refreshing the number of Golden Cards activations by paying gold. If you've used the cards in the map, you'll be able to click a button at the center of the Tarot board to refresh the activations. The maximum number of activations is 1 by default or 2 with the "Forgiveness" Silver Card equipped. The refresh cost is always equial to the purchase cost of the currently equipped golden cards combined.
  • Added Painkiller crosshairs and a visual crosshair selection menu under Mod Settings.
  • Added an indicator for currently equipped cards to the HUD (can be disabled).
  • Added an indicator of the remaining Golden Cards activations to the HUD.
CHANGED/IMPROVED
  • Electro will no longer be able to trigger the enemy's painchance if they were damaged by it not very long ago. This nerf especially affects Electro Disk, so that it can't be used to stunlock bosses into oblivion by stacking multiple disks on them.
  • Added a safeguard for Electro and Flamethrower so that they won't cause VM aborts if the monster's Death state sequence is 0 tics long.
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Imp Hunter
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Re: Painslayer 1.2.0: A Painkiller-themed weapon mod

Post by Imp Hunter »

I'm having an issue trying to play this mod on GZDoom 4.7.1:

Code: Select all

Script error, "Painslayer120.pk3:modeldef.txt" line 393:
Unknown sprite BAL1 in model definition for PK_Pentagram
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Jekyll Grim Payne
 
 
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Re: Painslayer 1.2.0: A Painkiller-themed weapon mod

Post by Jekyll Grim Payne »

Imp Hunter wrote:I'm having an issue trying to play this mod on GZDoom 4.7.1:

Code: Select all

Script error, "Painslayer120.pk3:modeldef.txt" line 393:
Unknown sprite BAL1 in model definition for PK_Pentagram
Are you trying to run it with a non-Doom iwad?
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Jekyll Grim Payne
 
 
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Re: Painslayer 1.1.1: A Painkiller-themed weapon mod

Post by Jekyll Grim Payne »

Captain J wrote: - When the enemies die, they disappear and give me the soul energy. But the speed of disappearing is significanly slow.
It was tweaked significantly around 1.1.0, so maybe you played an earlier release? As of now it works pretty much as intended. Faster dissipation would make it a lot harder to get to the souls of enemies that were killed from long range, while making it too easy to grab souls of the enemies that were close to you (which isn't meant to be easily doable). Generally the timinig is fairly close to the original game.
Captain J wrote:- When i pick up Treasures dropped from dead enemies, this tiny sparkles still appear tho they're disappeared.
Yes, that's an elusive small bug I haven't gotten around to fixing.
Captain J wrote:- Player makes both Vanilla and Custom oof sound when landing.
I could not reproduce that and I don't see how that's possible, since sounds are assigned via player aliases in SNDINFO. Maybe you're thinking of the wall oof sound, which is indeed unchanged from vanilla.
Captain J wrote:- Stakegun/Grenade Laucher's Grenade gets launched rather high up Friday the 18th for NES style so it mostly misses the target. I know that i can combine both projectiles to make it propelled but mid-range-wise, it's sub useful.
Can't say I've noticed that. I've just checked, and at the safe range (where grenade explosion can't hurt you) the grenade will hit the enemy if you're aiming straight at them.
Captain J wrote:For some reason that message on the upper right refuses to be adjusted. I did resize both HUD and the Monitor ratio but i still can't bring the message down and read it completely.
Not mentioned, but this is fixed in 1.2.0. Caused by me not knowing that GZDoom FPS counter (which I use all the time)/ shifts parts of the HUD down.
Captain J wrote:it reminds me the time when i played Aeons of Death and got the weapons from the same game this mod based on. Really wondered where the weapons came from and it all makes sense now!
If I remember correctly, AEoD Painkiller weapons were based on terrible rips from a terrible Painkiller-inspired mod I made in 2008 :)
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Captain J
 
 
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Re: Painslayer 1.1.1: A Painkiller-themed weapon mod

Post by Captain J »

Jekyll Grim Payne wrote:It was tweaked significantly around 1.1.0, so maybe you played an earlier release? As of now it works pretty much as intended. Faster dissipation would make it a lot harder to get to the souls of enemies that were killed from long range, while making it too easy to grab souls of the enemies that were close to you (which isn't meant to be easily doable). Generally the timinig is fairly close to the original game.
As i described it on the Spoiler, i downloaded and tried the stable releases.Also that's interesting to know of timing being faithful to the original game. Doom mostly can be frantic and requires quick maneuvering so it can be felt sluggish. So that's pretty fair.
I could not reproduce that and I don't see how that's possible, since sounds are assigned via player aliases in SNDINFO. Maybe you're thinking of the wall oof sound, which is indeed unchanged from vanilla.
Not the wall oof one. The Landing grunt sound the player's making. They're making both sounds when landing from greater height. Vanilla one is really there but it's understandably quiet than the custom one. Try find a stair and then jump, drop down on different height. You'll hear something off from it.
Can't say I've noticed that. I've just checked, and at the safe range (where grenade explosion can't hurt you) the grenade will hit the enemy if you're aiming straight at them.
The trajectory it makes is concerning-level of high, but it hits the target nonetheless. My Bad!
If I remember correctly, AEoD Painkiller weapons were based on terrible rips from a terrible Painkiller-inspired mod I made in 2008 :)
Oh shi, i didn't know that!! Absolutely nice to know and you knew how to mod way back :D

And it's just an audio glitch but Spinning Gauntlet's Primary Fire, Shotgun/Freezer's Primary Fire and Electro/Driver's Secondary Fire cut off the player's pain sound. Plus if you hold Secondary Fire button with Rocket Launcher/Chaingun and get hit, the pain sound won't play until you stop firing.

Thanks for quick reply and the update. Quick and nimble-
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Imp Hunter
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Re: Painslayer 1.2.0: A Painkiller-themed weapon mod

Post by Imp Hunter »

Jekyll Grim Payne wrote:
Imp Hunter wrote:I'm having an issue trying to play this mod on GZDoom 4.7.1:

Code: Select all

Script error, "Painslayer120.pk3:modeldef.txt" line 393:
Unknown sprite BAL1 in model definition for PK_Pentagram
Are you trying to run it with a non-Doom iwad?
No, I was using Doom 2
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Jekyll Grim Payne
 
 
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Re: Painslayer 1.1.1: A Painkiller-themed weapon mod

Post by Jekyll Grim Payne »

Captain J wrote: Not the wall oof one. The Landing grunt sound the player's making. They're making both sounds when landing from greater height. Vanilla one is really there but it's understandably quiet than the custom one. Try find a stair and then jump, drop down on different height. You'll hear something off from it.
I just found out that the player produces both *land and *grunt sounds when landing, and in vanilla they're just bound to the same "oof" sound. It's really weird. I'm guessing the idea is that the *land sound is supposed to be the sound of feet hitting the ground, while *grunt is the player exhaling, but again, makes no sense for vanilla. I'm just going to make the *land one null, I guess, although this is weird.
Captain J wrote:And it's just an audio glitch but Spinning Gauntlet's Primary Fire, Shotgun/Freezer's Primary Fire and Electro/Driver's Secondary Fire cut off the player's pain sound. Plus if you hold Secondary Fire button with Rocket Launcher/Chaingun and get hit, the pain sound won't play until you stop firing.
First of all... spinning... gauntlet? Do you mean the Pain/Killer? :D It's not a gauntlet :)
Anyway, I could partially reproduce it but not for the cases you've described. Electro and Pain don't actually block pain sounds for me. But, say, firing the Minigun does. But that's not something I have control over, and I highly doubt this is unique to this mod. Firing weapons puts the player pawn into its Missile sequence, and it can only play the pain sound in its Pain sequence, so if the weapon fires fast enough, the player pawn will never enter its Pain sequence and will never play its pain sound, apparently.
Imp Hunter wrote: No, I was using Doom 2
Well, BAL1 is a sprite that exists in Doom, so I can't reproduce this error and can't imagine how you're getting it. I'll need your GZDoom version, any other mods you're running it with, the iwad, the map and exact steps to reproduce it.
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MentzWolf
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Re: Painslayer 1.2.0: A Painkiller-themed weapon mod

Post by MentzWolf »

A bit of a silly question but do ya plan on adding the weapons from Overdose in the near future?
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Jekyll Grim Payne
 
 
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Re: Painslayer 1.2.0: A Painkiller-themed weapon mod

Post by Jekyll Grim Payne »

MentzWolf wrote:A bit of a silly question but do ya plan on adding the weapons from Overdose in the near future?
I understand the interest, but alas, no. I don't like anything that came out after BooH; I also want to keep the mod balanced and playable, and turning it into a large collection of guns would go against that.

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