Led's Generic Weapon Mod (UPDATED! April 2 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.
- Samarai1000
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Re: Led's Generic Weapon Mod (Updated 3rd October)
Ah, alright. Awesome! Can't wait for them.
- Gamer With Dignity
- Posts: 105
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Re: Led's Generic Weapon Mod (Updated 3rd October)
I'm making a projectile bullets mod. Would it be okay with youif I added support for this mod too?
Re: Led's Generic Weapon Mod (Updated 3rd October)
Sure! Go right ahead.Gamer With Dignity wrote:I'm making a projectile bullets mod. Would it be okay with youif I added support for this mod too?


Re: Led's Generic Weapon Mod (Updated 3rd October)
Absolutely love this! Is there a way stepping on damaging liquid doesn't trigger the being hit with armor sound? Its kinda silly, although its not a huge deal. That and the plasma gun secondary fire; I think should have slightly bigger particles, would seem to give it stronger feel in my opinion.
I see myself using this mod a lot, thanks!
I see myself using this mod a lot, thanks!
Re: Led's Generic Weapon Mod (Updated 3rd October)
I'm not entirely sure how to remove the damaging-liquid-triggers-armor-sound thing. I do agree it is kinda sillyreaven wrote:Absolutely love this! Is there a way stepping on damaging liquid doesn't trigger the being hit with armor sound? Its kinda silly, although its not a huge deal. That and the plasma gun secondary fire; I think should have slightly bigger particles, would seem to give it stronger feel in my opinion.
I see myself using this mod a lot, thanks!


- Armaetus
- Posts: 1256
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Re: Led's Generic Weapon Mod (Updated 3rd October)
I'll see to check this out when I have a gaming desktop again. Does this affect enemies in any way?
- Tapwave
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Re: Led's Generic Weapon Mod (Updated 3rd October)
No.LedIris wrote:there are no tracers, custom monsters or custom gore/effects system. All this mod does is replace weapons, and add enhancements to vanilla items.
- Gamer With Dignity
- Posts: 105
- Joined: Fri Aug 19, 2016 3:53 pm
- Location: USA All The Way Baby!
Re: Led's Generic Weapon Mod (Updated 3rd October)
Actually he's right.Tapwave wrote: No.
Re: Led's Generic Weapon Mod (Updated 20th October)
Updated! Sorry for the wait.
-Started to add some voxels in. I didn't want to delay the update for too long, so for now they are unfinished. You can toggle them ON/OFF in the options menu.
-If you play with modified barrels - I changed the timings of them so that they don't explode as soon as the explosion animation plays. Also, shooting at the barrel will cause it to produce bullet sparks.
-The bullet puff animation from the quick punch attack has been removed
-Changed the knockback for the quick punch attack without berserk (was a bit too far before)
-Changed the armor bonus sound - it is the same, but higher quality and slightly quieter
-The intensity of the pickup flashes for health and armor bonuses has been toned down a bit
-The rifle spawns slightly, slightly more frequently now
Enjoy!
EDIT: I just updated the file again to include some more voxels. (plasma rifle pickup sprite, shell box sprite & individual pickup shells) Big thanks to GAA1992 for those.
-Started to add some voxels in. I didn't want to delay the update for too long, so for now they are unfinished. You can toggle them ON/OFF in the options menu.
-If you play with modified barrels - I changed the timings of them so that they don't explode as soon as the explosion animation plays. Also, shooting at the barrel will cause it to produce bullet sparks.
-The bullet puff animation from the quick punch attack has been removed
-Changed the knockback for the quick punch attack without berserk (was a bit too far before)
-Changed the armor bonus sound - it is the same, but higher quality and slightly quieter
-The intensity of the pickup flashes for health and armor bonuses has been toned down a bit
-The rifle spawns slightly, slightly more frequently now
Enjoy!

EDIT: I just updated the file again to include some more voxels. (plasma rifle pickup sprite, shell box sprite & individual pickup shells) Big thanks to GAA1992 for those.

Last edited by LedIris on Thu Oct 20, 2016 4:05 pm, edited 1 time in total.
- Dr_Cosmobyte
- Posts: 2858
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Re: Led's Generic Weapon Mod (Updated 20th October)
Yaaaaaaaay! May i abuse of your voxel cvars? Im planning about them for Lowtech Remake too... 
EDIT: It's not by ACS! O_o
Just a line! Hah, that's cool. May i copy that line?

EDIT: It's not by ACS! O_o
Just a line! Hah, that's cool. May i copy that line?

Re: Led's Generic Weapon Mod (Updated 20th October)
Sure. Go ahead!GAA1992 wrote:Yaaaaaaaay! May i abuse of your voxel cvars? Im planning about them for Lowtech Remake too...
EDIT: It's not by ACS! O_o
Just a line! Hah, that's cool. May i copy that line?

Re: Led's Generic Weapon Mod (Updated 22nd October)
Updated again!
-All health, weapon and ammo items now have voxels
-Reloading with pistol & rifle when on full ammo adds +1 round to the weapon
-Fixed a bug where interrupting the shotgun's reload sequence with alt-fire would cause strange behaviour
-The pivot points on the indivudal shell voxels have been fixed
-Terrain splashes no longer alert monsters
Have fun!
-All health, weapon and ammo items now have voxels
-Reloading with pistol & rifle when on full ammo adds +1 round to the weapon
-Fixed a bug where interrupting the shotgun's reload sequence with alt-fire would cause strange behaviour
-The pivot points on the indivudal shell voxels have been fixed
-Terrain splashes no longer alert monsters
Have fun!

Re: Led's Generic Weapon Mod (Updated 25th October)
File updated!
-Some weapon animations have been modified. To be specific:
Pistol's firing animation is smoother
Super Shotgun's reload is slightly smoother
Minigun's reload has more "weight" added to it
-Voxels have been added for the four shell pickup if you play without the individual shell system
-ACS scripts inside have been redone - scripts now use NamedWithExecute so as not to conflict with map scripts
-Zombieman, Shotgun Guy and Chaingunner now use the same weapon sounds as the player
Edit: I also quickly fixed a problem with the Green Armor voxels spinning on one frame but not the other. Also, medikit, stimpack and berserk voxels no longer spin
-Some weapon animations have been modified. To be specific:
Pistol's firing animation is smoother
Super Shotgun's reload is slightly smoother
Minigun's reload has more "weight" added to it
-Voxels have been added for the four shell pickup if you play without the individual shell system
-ACS scripts inside have been redone - scripts now use NamedWithExecute so as not to conflict with map scripts
-Zombieman, Shotgun Guy and Chaingunner now use the same weapon sounds as the player
Edit: I also quickly fixed a problem with the Green Armor voxels spinning on one frame but not the other. Also, medikit, stimpack and berserk voxels no longer spin
- Dr_Cosmobyte
- Posts: 2858
- Joined: Thu Jun 04, 2015 9:07 pm
- Preferred Pronouns: He/Him
- Location: Killing spiders.
- Contact:
Re: Led's Generic Weapon Mod (Updated 25th October)
If I'm not mistaken, the mini stimpack has no voxel. Woykd you like me to do one for you?
Re: Led's Generic Weapon Mod (Updated 25th October)
Sure! It would be a nice addition to the mod.GAA1992 wrote:If I'm not mistaken, the mini stimpack has no voxel. Woykd you like me to do one for you?

