Painslayer 2.0.1: A Painkiller-themed weapon mod (upd: 24 Oct 2023)
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Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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Re: Painslayer 1.1.1: A Painkiller-themed weapon mod
Well, I myself am not excited about it.
...Only because you clearly deserve it.
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.
...Only because you clearly deserve it.
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
Congrats man!
You surely deserve it!
You surely deserve it!
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Re: Painslayer 1.1.1: A Painkiller-themed weapon mod
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.
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
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.Rowsol wrote:This is pretty sweet but I have to question the "no tarot cards on the easiest difficulty" thing. Why?
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Re: Painslayer 1.1.1: A Painkiller-themed weapon mod
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
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-bitAnd 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
Painslayer 1.2.0 released
DOWNLOAD
FIXED
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.
- 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.
- 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
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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Re: Painslayer 1.2.0: A Painkiller-themed weapon mod
Are you trying to run it with a non-Doom iwad?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
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Re: Painslayer 1.1.1: A Painkiller-themed weapon mod
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 the enemies die, they disappear and give me the soul energy. But the speed of disappearing is significanly slow.
Yes, that's an elusive small bug I haven't gotten around to fixing.Captain J wrote:- When i pick up Treasures dropped from dead enemies, this tiny sparkles still appear tho they're disappeared.
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:- Player makes both Vanilla and Custom oof sound when landing.
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:- 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.
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: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.
If I remember correctly, AEoD Painkiller weapons were based on terrible rips from a terrible Painkiller-inspired mod I made in 2008Captain 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!
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Re: Painslayer 1.1.1: A Painkiller-themed weapon mod
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.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.
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 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.
The trajectory it makes is concerning-level of high, but it hits the target nonetheless. My Bad!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.
Oh shi, i didn't know that!! Absolutely nice to know and you knew how to mod way backIf I remember correctly, AEoD Painkiller weapons were based on terrible rips from a terrible Painkiller-inspired mod I made in 2008
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
No, I was using Doom 2Jekyll Grim Payne wrote:Are you trying to run it with a non-Doom iwad?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
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Re: Painslayer 1.1.1: A Painkiller-themed weapon mod
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: 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.
First of all... spinning... gauntlet? Do you mean the Pain/Killer? It's not a gauntletCaptain 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.
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.
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.Imp Hunter wrote: No, I was using Doom 2
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Re: Painslayer 1.2.0: A Painkiller-themed weapon mod
A bit of a silly question but do ya plan on adding the weapons from Overdose in the near future?
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Re: Painslayer 1.2.0: A Painkiller-themed weapon mod
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.MentzWolf wrote:A bit of a silly question but do ya plan on adding the weapons from Overdose in the near future?