Hey guys. There will be a new version in a couple of days, but right now you can download a dev build to get some updates: https://github.com/jekyllgrim/Painslaye ... -dev-build
This dev build, among other things, will work properly in GZDoom 4.9 and 4.10, and also comes with full support for Heretic
Painslayer 2.0.1: A Painkiller-themed weapon mod (upd: 24 Oct 2023)
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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.
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 1.3.0: A Painkiller-themed weapon mod
Painslayer 1.3.0 released!
DOWNLOAD HERE: https://github.com/jekyllgrim/Painslayer/releases
Heretic gameplay demo:
Painslayer 1.3.0
ADDED
DOWNLOAD HERE: https://github.com/jekyllgrim/Painslayer/releases
Heretic gameplay demo:
Painslayer 1.3.0
ADDED
- Full Heretic support out of the box. Note, while playing Heretic, those power-ups that get replaced with Painslayer versions (such as the Tome of Power being replaced with Weapon Modifier) are placed into the inventory bar and can be used at a button press, just like Heretic powerups. (While playing Doom all power-ups are used on pickup, just like in Doom.)
- Implemented Painkiller-styled skill and episode menus to match the main menu.
- Flavor on-screen indicators for active power-ups: bits of helmet for the Antirad Suit, red glow at the bottom for the Weapon Modifier.
- Weapon Modifier sound and Golden Cards looped active sounds no longer change pitch if you're using the *Dexterity* card.
- Fixed incorrect logic for the function that checks all players' inventories in multiplayer (it used to return `true` even when only one player had the item that was being checked for). This should make dynamic weapon/ammo spawning more consistent in multiplayer.
- Multiple fixes to Russian localization. Some of the terms now have new RU translations.
- Corpses carried by stakes/bolts will no longer remain stuck in the air if the stake/bolt hit a sky and disappeared.
- Fixed hitscan attack spread to use Doom-like formula instead of a rectangular pattern.
- Grenades and Heater Bombs will now bounce off TERRAIN-defined liquid surfaces instead of disappearing on them.
- Visual rings around power-up pickups should now properly reappear if the power-up is respawned (e.g. in multiplayer).
- All strings are now properly implemented/localized via the LANGUAGE lump.
- Treasure sparkles will now properly disappear as soon as the treasure is picked up.
- Painslayer armor icons are now properly implemented via Gameinfo rather than using a `HandlePickup()` hack.
- Improved positioning of bullet tracers relative to guns (mainly the Minigun and the Rifle).
- Unequipping the *666 Ammo* card will now reset ammo to its default maxamount if it was above it. Previously the ammo would be reset to the exact amount it was before the card was equipped, thus potentially taking away the ammo that was picked up earlier that was still under the default maximum amount.
- Unequipping the *Blessing* card will now reset health to its default maxamount if it was above it. Previously health would be reset to the exact amount it was before the card was equipped, thus potentially taking away the health that was picked up earlier that was still under the default maximum amount.
- The *Blessing* card now uses `bonushealth` rather than modifying the player's `maxhealth`, so it's now properly considered a health upgrade by GZDoom's systems.
- Added proper dummy sprite definitions for actors that use models.
- Fixed data type errors, int/uint comparisons, etc. for proper GZDoom 4.9+ compatibility.
- Soul sprites now always face the player regardless of pitch, so that they don't appear flat when viewed from above or below.
- Refactored and streamlined weapon replacement handling.
- Refactored a lot of code, expanded comments, backported better util functions from my other projects.
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Re: Painslayer 1.3.0: A Painkiller-themed weapon mod (upd: 31 Dec 2022)
I edit male player skin from this: https://zandronum.com/forum/viewtopic.php?t=1751 for this mod (including crouching):
https://www.mediafire.com/file/f1cgrsdx ... s.pk3/file. What can i say? this mod is perfect in every way.
https://www.mediafire.com/file/f1cgrsdx ... s.pk3/file. What can i say? this mod is perfect in every way.
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Re: Painslayer 1.3.0: A Painkiller-themed weapon mod (upd: 31 Dec 2022)
Hello, I encounter many crashes with some specific custom monsters (from other mods); whenever you use alternative freeze shot of shotgun to these enemies (except those vanilla skin replacers).
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Re: Painslayer 1.3.0: A Painkiller-themed weapon mod (upd: 31 Dec 2022)
I'll need your GZDoom version, map pack name (if used), map number, other mod name (if used), error text (if there is one), and detailed steps to reproduce.
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Re: Painslayer 1.3.0: A Painkiller-themed weapon mod (upd: 31 Dec 2022)
Hello. It's GZDoom 4.10.0.
Here are few example of monsters:
- Blot from Silent Hill monster pack viewtopic.php?p=1236107#p1236107. Or you can just download Blot from Realm667's bestiary.
- Trash Monster from from Realm667's bestiary; or from Strange Aeons wad: https://mikestoybox.net/doom-maps/
All you have to do is pick up the shotgun and use freezing attack.
Perhaps there is a total fix, in case of something similar like this. Please help an thank you.
Here are few example of monsters:
- Blot from Silent Hill monster pack viewtopic.php?p=1236107#p1236107. Or you can just download Blot from Realm667's bestiary.
- Trash Monster from from Realm667's bestiary; or from Strange Aeons wad: https://mikestoybox.net/doom-maps/
All you have to do is pick up the shotgun and use freezing attack.
Perhaps there is a total fix, in case of something similar like this. Please help an thank you.
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Re: Painslayer 1.3.0: A Painkiller-themed weapon mod (upd: 31 Dec 2022)
I found the culprint, thanks. It's caused by monsters not having a Pain state sequence, while the Freezer projectiles try to force them into it. I'll be fixed soon in a new release.Unregret wrote: ↑Thu Apr 06, 2023 6:30 am Hello. It's GZDoom 4.10.0.
Here are few example of monsters:
- Blot from Silent Hill monster pack viewtopic.php?p=1236107#p1236107. Or you can just download Blot from Realm667's bestiary.
- Trash Monster from from Realm667's bestiary; or from Strange Aeons wad: https://mikestoybox.net/doom-maps/
All you have to do is pick up the shotgun and use freezing attack.
Perhaps there is a total fix, in case of something similar like this. Please help an thank you.
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Re: Painslayer 1.3.0: A Painkiller-themed weapon mod (upd: 31 Dec 2022)
Thank you, this fix will make Painslayer compatible with other monster pack as well.
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Re: Painslayer 1.4.0: A Painkiller-themed weapon mod (upd: 17 Apr 2023)
Painslayer 1.4.0 Released
https://github.com/jekyllgrim/Painslayer/releases
ADDED
https://github.com/jekyllgrim/Painslayer/releases
ADDED
- New option: Keep dead bodies (CVAR: pk_keepbodies). False by default. If enabled, killed enemies will still produce smoke and drop a soul, but the corpse will stay behind instead of disappearing. This will let the Arch-Vile resurrect them. Note, you won't be able to endlessly juggle these corpses with the Killer: after dropping a soul, they will become non-interactive.
Enemies frozen by Freezer and then shattered will not leave dead bodies in any case.
Enemies pinned by stakes/bolts will still be pinned, they will detach and fall on the ground after a delay, then poof. - New option: Painkiller map start effects (CVAR: pk_startsound). True by default. Plays the map start sound and displays the fade-in effect from the origina Painkiller.
- New function: Quick weapon switch (bound to Q by default). This lets you quickly switch between the current and the previously selected weapons.
- The Boltgun now has more pronounced recoil when firing Heater bombs.
- In-game sounds and music will now pause when the Black Tarot Board is open (only in singleplayer).
- Fixed inventory bar being invisible in the minimal version of the HUD (Heretic).
- Fixed the Freezer causing a VM abort when hitting custom monsters that don't have a Pain state sequence.
- Fixed Grenades being a more common drop from enemies than Minigun bullets (should've been the other way around.)
- Fixed Boltgun the small highlight of the Boltgun scope appearing outside of the gun's sprite when looking around.
- Fixed a possible abort related to the monster compass in the HUD in case a boss enemy's health value was changed to be higher than its default health value. (Can happen with other gameplay mods, such as Corruption Cards.) Note, the healthbar on the HUD still won't update correctly if the monster's spawnhealth value wasn't changed alongside its health value (this is something that should be addressed by the relevant mods, not the HUD code).
- Fixed an issue with loading a map-start quicksave after dying in a level that caused the Tarot slots to be locked while not saving your card choices made at the beginning of said map.
- Fixed the Reset to defaults option not resetting some of the firemodes.
- Map markers that appear when the player picks up a Crystal Ball power-up will now properly move if the relevant item is moved and disappear when the item is picked up.
- A shader will now be applied to your screen when you have the Pentagram power-up, in addition to the horns in the HUD.
- Soul pickups will now emit particles when flying towards the player (as a result of the Soul Catcher silver card or the Auto-attract gold and souls option).
- The numeric indicator for collected gold in the HUD now updates with interpolation rather than instantly, which looks a bit fancier.
- Removed the bad BIGFONT replacement that didn't work in some languages and generally didn't look good.
- Removed awkward whitespace in the option names in the Firemodes options that would look wrong with custom menu fonts.
- When gold pieces pop out of a broken chest, they will wait a few tics before being drawn to you if you stand close rather than instantly flying towards you in a line.
- The Minigun is now set as primary fire mode and the Rocket Launcher as secondary for the slot 4 weapon by default. While this goes against how it was defined in Painkiller, it feels a lot more natural judging by player reports.
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Re: Painslayer 1.4.0: A Painkiller-themed weapon mod (upd: 17 Apr 2023)
Randomly just noticed that I've not made a post here when I released 2.0.0 and 2.0.1... This was actually in October
Well, better late than never:
Painslayer 2.0.0 and 2.0.1 patchnotes
DOWNLOAD: https://github.com/jekyllgrim/Painslayer/releases
Changed
Well, better late than never:
Painslayer 2.0.0 and 2.0.1 patchnotes
DOWNLOAD: https://github.com/jekyllgrim/Painslayer/releases
Changed
- The vast majority of particle effects (particles hovering over powerups, smoke and fire particles spawned by projectiles, etc.) have been moved to GZDoom's new native textured particle system. This will vastly improve performance of particles even at very high particle count, especially above moving floors.
- General weapon changes:
- Gravity-affected projectiles (stakes, Heater bombs, grenades) will no longer be affected by water sectors and will have the same gravity on the surface and underwater. While arguably unrealistic, this makes their behavior much more predictable, keeping them useful underwater.
- Projectiles will not spawn flames while underwater. (For example, the trail of a burning stake or explosions of grenades and rockets while under the effect of the Weapon Modifier power-up.) - Pain/Killer:
- Killer (alternative attack) now deals exactly 40 damage (instead of 15 multiplied by 1-8 randomly).
- Combo Killer (combo attack) was brought a bit more in line with its original Painkiller behavior and generally slightly nerfed, since it was a bit too powerful against single targets, like bosses:
- Combo Killer now deals exactly 200 damage (instead of 80 multiplied by 1-8 randomly).
- Combo Killer will now fly *through* the enemy it hits rather than bouncing back automatically. This means the player will need to manually recall it by pressing altfire, requiring a bit more attention and skill. (Note, the projectile will still only damage the first enemy it hits, flying through other actors harmlessly.)
- The delay between recalling Combo Killer and being able to fire it again was increased from 3 tics to 6 tics. - Stakegun/Grenade Launcher:
- Stakes will fly at a lower speed if fired underwater. This is partly for the sake of realism, and partly to side-step bugs caused by weird water behavior in GZDoom.
- Grenades will now deal exactly 50 damage on impact (used to be 20 multiplied by 1-8 randomly). Explosion damage remains unchanged (the same as in Doom).
- Explosive stakes (combo attack) will now deal exactly 60 damage on impact (used to be 25 multiplied by 1-8 randomly). - Minigun/Rocket Launcher:
- The Minigun spin speed will now gradually increase and decrease when you hold down/let go of the attack button, and the speed won't be reset upon letting go of the button. This means that you won't be forced to watch the whole wind-up/wind-down animation when firing in short bursts.
- Rockets will now deal exactly 50 damage on impact (used to be 20 multiplied by 1-8 randomly). Explosion damage remains unchanged (the same as in Doom). - Electro/Driver:
- Shurikens (primary attack) will now deal exactly 20 damage on impact (instead of 7 multiplied by 1-8 randomly). This makes them more consistent, and they will generally be a bit more powerful, since Driver used to feel rather underwhelming.
- The auto-aim/latch-on behavior of the Electro beam (secondary attack) will now always prioritize monsters and other players over shootable props (such as breakable chests).
- If Electro is fired while underwater, it'll damage the player and everything around them. The actual beam won't be spawned, and instead a large electic muzzle flash will be displayed. It is still possible to keep attacking, and it may even be useful if the shooter has health to spare.
- If the Electro beam is fired *into* water, while the player is outside of it, it'll damage everything in the water around the point of impact on the water's surface.
- Electric Disk (combo attack) will also damage everything around itself while underwater. - Boltgun/Heater:
- Bolt (primary attack) base damage has been increased from 53 to 57.
- Bolts will fly at a lower speed if fired underwater. This is partly for the sake of realism, and partly to side-step bugs caused by weird water behavior in GZDoom.
- Heater bombs (secondary attack) will now explode automatically 4 seconds after being fired even if they don't hit anything. (To cover the cases where they fall down a deep pit or float in a large pool for a while).
- Heater bombs will now deal exactly 35 damage on impact (instead of 10 multiplied randomly by 1-8).
- Explosive Bolts (combo attack) will now deal exactly 35 damage on impact (used to be 25 multiplied randomly by 1-8). - Mega Soul (Megasphere replacement):
- Now has new appearance, with a gold-and-red color scheme and particles (similarly to Gold Soul). The reasoning was that the original design (green soul with red bits inside) was rather underwhelming, being too similar to the base green soul pickup; polls showed that players with little experience in Painkiller/Painslayer mostly perceived it as a weaker pickup compared to Gold Soul (which is a Soulsphere replacement).
- Mega Soull will now be always picked up when touched, even if the player has full health and armor. This is to bring its behavior more in line with Doom's Megasphere. - Gold Soul (Soulsphere replacement) will now heal 100 HP up to 200 rather than 100 HP up to 100. This is different from the original Painkiller behavior, but is in line with what Soulsphere does in Doom, and is thus a reasonable mechanical adjustment.
- The *Blessing* Tarot Card will now increase maximum health to 250 (in addition to its main effect of increasing base health to 150).
- Players who are currently in Demon Mode will appear as flat-red and fullbright to other players in network games.
- Added a new, prettier idle electric arc to the Electro sprites.
- Added a new trail consisting of electric sparks to the Electro Disk (combo attack projectile).
- Minigun firing animation now uses 8 frames instead of 4, for smoother animation during wind-up/wind-down sequences.
- [2.0.1] Fixed an oversight that prevented the mod from working in GZDoom 4.11
- [2.0.1] Fixed a bug that allowed stakes and bolts to shoot items, rendering them un-pickup-able and destroying them
- Fixed a VM abort related to the Crystal Ball powerup: picking up items that had a map marker attached to them will no longer cause an abort.
- Fixed various projectiles (bolts, stakes, Heater bombs) being fired at weird angles if fired inside a 3D water sector.
- Fixed Electro beam sometimes not latching on targets.
- Heads-up display:
- Fixed boss healthbars flickering
- Fixed boss healthbars stretching vertically if the hud_aspectscale CVAR was set to true (they will now match the compass shape)
- Fixed boss healthbars being occasionally displayed for already dead bosses - Fixed Freezer reload duration not being shortened by the Dexterity Tarot Card.
- Fixed burning enemies becoming scorched if they were killed by a non-fire attack while burning.
- Fixed a Demon Mode bug where the level music would resume playing if the player saved and loaded the game while still in Demon Mode. The music will now stay properly muted for the duration of the Demon Mode.
- Fixed flames spawned by grenade/rocket explosions (while under the effects of Weapon Modifier) being fired at too high speeds.
- Fixed monster corpses still being colored in red when in Demon Mode, if the "Keep enemy corpses" option is used.
- Fixed invisible ammo spawners persisting in the map after the actual ammo was already spawned.
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Re: Painslayer 2.0.1: A Painkiller-themed weapon mod (upd: 24 Oct 2023)
I'm a fan of Painkiller so I'm having a blast with this mod.The weapons and movement are well recreated.Sprites are looking great and I love that you can really bolt enemies to walls.It plays well with Beautiful Doom and Maps Of Chaos Hardcore but I have some small issues.After killing Cyberdemon on Tower Of Babel the level should end but it didn't.I don't know if this was intended but souls are not being counted when player is in demon mode like in the OG Painkiller.Also in my opinion there are too many ammo boxes laying around and the mod lacks statistics board that shows how much gold, souls, ammo and armor the player have collected on the level or how much chests are left to be destroyed.Plus the souls could emit more light like in Hell&Damnation because right now it's so subtle that it's barely visible.Other than those small issues the mod is one of the best in it's category.
Last edited by norbi1991 on Wed Mar 06, 2024 6:24 am, edited 1 time in total.