Painslayer 1.2.0: A Painkiller-themed weapon mod

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Re: Painslayer 1.1.1: A Painkiller-themed weapon mod

Postby Blackgrowl » Sat Dec 11, 2021 4:36 am

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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Re: Painslayer 1.1.1: A Painkiller-themed weapon mod

Postby Dr_Cosmobyte » Sat Dec 11, 2021 10:04 am

Congrats man! :D

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

Postby Rowsol » Fri Jan 07, 2022 1:51 pm

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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Re: Painslayer 1.1.1: A Painkiller-themed weapon mod

Postby ZikShadow » Sat Jan 08, 2022 6:15 am

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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Re: Painslayer 1.1.1: A Painkiller-themed weapon mod

Postby Rowsol » Sat Jan 08, 2022 7:32 am

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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Re: Painslayer 1.1.1: A Painkiller-themed weapon mod

Postby Captain J » Sat Jan 08, 2022 8:49 am

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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Re: Painslayer 1.2.0: A Painkiller-themed weapon mod

Postby Jekyll Grim Payne » Mon Jan 10, 2022 11:49 am

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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Re: Painslayer 1.2.0: A Painkiller-themed weapon mod

Postby Imp Hunter » Wed Jan 12, 2022 9:13 pm

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

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

Postby Jekyll Grim Payne » Thu Jan 13, 2022 3:48 am

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

Code: Select allExpand view
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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Re: Painslayer 1.1.1: A Painkiller-themed weapon mod

Postby Jekyll Grim Payne » Thu Jan 13, 2022 4:03 am

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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Re: Painslayer 1.1.1: A Painkiller-themed weapon mod

Postby Captain J » Thu Jan 13, 2022 5:30 pm

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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Re: Painslayer 1.2.0: A Painkiller-themed weapon mod

Postby Imp Hunter » Sun Jan 16, 2022 5:41 pm

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

Code: Select allExpand view
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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