Led's Generic Weapon Mod (UPDATED! April 2 2023)

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Cheater87
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Re: Led's Generic Weapon Mod (UPDATED! April 12 2022)

Post by Cheater87 »

I did notice the berserk pack doesn't replace the health pack icon on the hud when alt hud is enabled in this new update.
LedIris
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Re: Led's Generic Weapon Mod (UPDATED! April 12 2022)

Post by LedIris »

Cheater87 wrote:I did notice the berserk pack doesn't replace the health pack icon on the hud when alt hud is enabled in this new update.
Oops! i also noticed this just now. Should hopefully be fixed in the next update if i can track that down. :)
Also just quickly updated the OP to add Fireseth's WoS SSG mod to the addons section because i forgot. :D
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Vermifuge
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Re: Led's Generic Weapon Mod (UPDATED! April 12 2022)

Post by Vermifuge »

I noticed that at one point plasmagun alt-fire railgun projectiles would pierce... would you consider bringing it back? If it wouldn't be too much trouble, I suggest making it so if the projectile kills, whatever damage wasn't soaked by the target continues through until it hits another target and so on. It would go a long way towards digging out the plasma gun's niche, since there's a bit of overlap with other weapons that fill the rapid-fire sustained damage role.
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Nems
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Re: Led's Generic Weapon Mod (UPDATED! April 12 2022)

Post by Nems »

So I'm currently playing this and I have to say I really love how punchy all of the guns sound. Everything feels like it has power behind it. Even the pistol feels damn satisfying to use. :D

I do have two suggestions though:

1) Could you set it up so that voxels are disabled by default? Currently they're enabled each time I start or continue a game and it's a little aggravating to have to turn them back off. Not a deal breaker, mind you, just kind of a hindrance. :P
2) Is it possible to add a CVAR that disables the custom keys? I have "Always Show Keys" set to On in the Automap Options and I'm guessing the keys don't show up on the automap because of that. Also not a deal breaker but it is a bit of a hindrance. :P

Look forward to future updates for this. <3
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-Ghost-
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Re: Led's Generic Weapon Mod (UPDATED! April 12 2022)

Post by -Ghost- »

I'd second that, I honestly just turn the voxels off as well.
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FelesNoctis
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Re: Led's Generic Weapon Mod (UPDATED! April 12 2022)

Post by FelesNoctis »

While building HUD support for this in my latest project, I came across an issue. When I asked about it, Weasel told me that starting an actor name with a number is no longer supported, likely due to ZScript. Referencing the "9mmAmmo" is problematic because of this.
image_2022-05-13_205304796.png
I've written a workaround for my project for display purposes, mirroring the ammo with my own in ACS for tracking, but I figured I'd toss this at you. :P
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LedIris
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Re: Led's Generic Weapon Mod (UPDATED! April 12 2022)

Post by LedIris »

Nems wrote:So I'm currently playing this and I have to say I really love how punchy all of the guns sound. Everything feels like it has power behind it. Even the pistol feels damn satisfying to use. :D
Thank you! I really appreciate the love! My personal favourite is the SSG, that double fire never gets old.
Vermifuge wrote:I noticed that at one point plasmagun alt-fire railgun projectiles would pierce... would you consider bringing it back? If it wouldn't be too much trouble, I suggest making it so if the projectile kills, whatever damage wasn't soaked by the target continues through until it hits another target and so on. It would go a long way towards digging out the plasma gun's niche, since there's a bit of overlap with other weapons that fill the rapid-fire sustained damage role.
This is a cool idea! I'll see what i can come up with.
Nems wrote:1) Could you set it up so that voxels are disabled by default? Currently they're enabled each time I start or continue a game and it's a little aggravating to have to turn them back off. Not a deal breaker, mind you, just kind of a hindrance. :P
2) Is it possible to add a CVAR that disables the custom keys? I have "Always Show Keys" set to On in the Automap Options and I'm guessing the keys don't show up on the automap because of that. Also not a deal breaker but it is a bit of a hindrance. :P
-Ghost- wrote:I'd second that, I honestly just turn the voxels off as well.
I've been thinking of just making the voxels a separate addon file similar to the already existing bloody chainsaw and WoS SSG so that they can be loaded alongside the mod instead. For the keys i can add a cvar for that :)
FelesNoctis wrote:While building HUD support for this in my latest project, I came across an issue. When I asked about it, Weasel told me that starting an actor name with a number is no longer supported, likely due to ZScript. Referencing the "9mmAmmo" is problematic because of this.
Fixed this on my end! This will be in the next build, thank you for the heads up :D
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Nems
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Re: Led's Generic Weapon Mod (UPDATED! April 12 2022)

Post by Nems »

LedIris wrote:I've been thinking of just making the voxels a separate addon file similar to the already existing bloody chainsaw and WoS SSG so that they can be loaded alongside the mod instead. For the keys i can add a cvar for that :)
Nice. Thank you! :D

Something else that came to me as I was playing was the fact that I felt like the max ammo for the minigun is currently pretty low (150 without backpack, 300 with). I feel like it could be bumped up more (I was thinking 300 without backpack, 600 with) though this could be because I love my dakka. :P I don't think this would cause an ammo imbalance but I could be wrong. :P
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Endless
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Re: Led's Generic Weapon Mod (UPDATED! April 12 2022)

Post by Endless »

After a long time of not playing a lot of GZDoom, it's good that one of my favorite mods is back :) Awesome to see a new update! Congrats.
LedIris
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Re: Led's Generic Weapon Mod (UPDATED! April 12 2022)

Post by LedIris »

Thanks for the love Endless! Always a pleasure!
I love the idea of the ammo increase for the minigun, I have tried it and while I too loooove the extra dakka I'm a bit hesitant to actually implement it because it does feel like it may be a little bit too much. I'd love to hear any thoughts on this subject though!
I'm going to be away from my main computer for about a month or so, so progress has been a bit slow but certainly not halted! A minor little patch fixing some small issues will be available soon.
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Nems
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Re: Led's Generic Weapon Mod (UPDATED! April 12 2022)

Post by Nems »

LedIris wrote:I love the idea of the ammo increase for the minigun, I have tried it and while I too loooove the extra dakka I'm a bit hesitant to actually implement it because it does feel like it may be a little bit too much. I'd love to hear any thoughts on this subject though!
At the risk of sounding like a broken record, could make it an option in the menu to set the max ammo of the minigun to "Normal" or "Dakka". :P

Looking forward to that patch though! :3
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-Ghost-
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Re: Led's Generic Weapon Mod (UPDATED! April 12 2022)

Post by -Ghost- »

Yeah, that would probably be the easiest solution, just make it a toggle for "realistic" vs dakka.
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Crudux Cruo
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Re: Led's Generic Weapon Mod (UPDATED! April 12 2022)

Post by Crudux Cruo »

So along with weapons of saturn, Beautiful Doom, and FASPONS, this is one of my go to vanilla+ weapon sets...
I've really played this for a long time, and of all of them I think Faspons is the most well rounded, but THIS ONE takes the best parts out of all of them and has an unmatched visual flair and feel.

If you're in the business of updating, All the other mods generally add a weapon or two to round things out or really change things drastically. many people don't think of doom this way, but there are "early game" and "late game" weapon situations that generally make original weapons obsolete - these mods definitely pick up on that and round things out i feel, though everyone handles it a little different.
This mod does well, but i feel like there are a couple of things missing, namely...

Hand grenades... a way to use rockets before acquiring the rocket launcher, and perhaps made more like a fragmentation grenade to give rockets more use than just in a rocket launcher at high level monsters.
No way to match the single target damage of a rocket launcher, but might be better for crowds to give it that niche, while still making it a "early game" choice that wouldn't be useless in the "late game"

Dual berettas and/or a SMG. It would be nice to be able to dump pistol ammo quickly. It's there for the rifle/chaingun, but not the pistol. I feel like dual pistols with a lot of spread would make rifles still a better choice in the "early game", but give the player more options when it comes to pistol bullet usage. maybe upon finding a backpack you trade your dualies for a SMG that's more accurate and a little faster to reward the player and keep pistols more viable in the "late game".
Either that, or a backpack upgrade or rare drop of the pistol for a high calibur one, sort of like WoS does with the 1911.
I noticed a comment about the burst fire for the beretta, also a good idea that would be far less work and solve the problem.

Other than that, i personally prefer bonuses to give 2 rather than 1... it can add up, but in the original game it really didn't make much of a difference to pick up.

this sort of just struck me as a sort of "if this then this would be my go to" idea.
I may end up monkeying around and making a mini mod to add these things myself if i can ever stop working 50+ hour weeks and such, but if you ever got a gust of gumption to change things up there's some ideas/feedback for you. It's probably pretty late in the game after 6 years, but thats my two cents.
Last edited by Crudux Cruo on Fri Jul 29, 2022 4:33 pm, edited 1 time in total.
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Crudux Cruo
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Re: Led's Generic Weapon Mod (UPDATED! April 12 2022)

Post by Crudux Cruo »

For anyone who wanted to try it here's my custom pistol tweak which is a quick ish, somewhat loose 3 round burst from the pistol as an altfire.
Just replace the TXT file with a zip manager or a wad editor and it will function.
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-Ghost-
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Re: Led's Generic Weapon Mod (UPDATED! April 12 2022)

Post by -Ghost- »

Crudux Cruo wrote: Fri Jul 29, 2022 3:57 pm So along with weapons of saturn, Beautiful Doom, and FASPONS, this is one of my go to vanilla+ weapon sets...
I've really played this for a long time, and of all of them I think Faspons is the most well rounded, but THIS ONE takes the best parts out of all of them and has an unmatched visual flair and feel.

If you're in the business of updating, All the other mods generally add a weapon or two to round things out or really change things drastically. many people don't think of doom this way, but there are "early game" and "late game" weapon situations that generally make original weapons obsolete - these mods definitely pick up on that and round things out i feel, though everyone handles it a little different.
This mod does well, but i feel like there are a couple of things missing, namely...

Hand grenades... a way to use rockets before acquiring the rocket launcher, and perhaps made more like a fragmentation grenade to give rockets more use than just in a rocket launcher at high level monsters.
No way to match the single target damage of a rocket launcher, but might be better for crowds to give it that niche, while still making it a "early game" choice that wouldn't be useless in the "late game"

Dual berettas and/or a SMG. It would be nice to be able to dump pistol ammo quickly. It's there for the rifle/chaingun, but not the pistol. I feel like dual pistols with a lot of spread would make rifles still a better choice in the "early game", but give the player more options when it comes to pistol bullet usage. maybe upon finding a backpack you trade your dualies for a SMG that's more accurate and a little faster to reward the player and keep pistols more viable in the "late game".
Either that, or a backpack upgrade or rare drop of the pistol for a high calibur one, sort of like WoS does with the 1911.
I noticed a comment about the burst fire for the beretta, also a good idea that would be far less work and solve the problem.

Other than that, i personally prefer bonuses to give 2 rather than 1... it can add up, but in the original game it really didn't make much of a difference to pick up.

this sort of just struck me as a sort of "if this then this would be my go to" idea.
I may end up monkeying around and making a mini mod to add these things myself if i can ever stop working 50+ hour weeks and such, but if you ever got a gust of gumption to change things up there's some ideas/feedback for you. It's probably pretty late in the game after 6 years, but thats my two cents.

These are good ideas, I'd like to second maybe adding one or two more weapons to round things out and spice up that mid to late megawad gameplay more. Maybe some sort of precision DMR and a SMG like mentioned above would be cool to give the player more combat options and also sort of "upgrade" their arsenal the further in they go.

Maybe some more items as well, like a basic healing item you can carry, armor repair kits, etc.?

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