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

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cosmos10040
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Re: Led's Generic Weapon Mod (UPDATED! April 12 2022)

Post by cosmos10040 »

These are some good ideas, would be nice seeing some of these suggestions come into play
LedIris
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Re: Led's Generic Weapon Mod (UPDATED! April 12 2022)

Post by LedIris »

Hi! It surely has been a while, but as always, this mod is far from dead. Nowadays I'm also living 50+ hour weeks, so my free time is pretty limited.
I'm a big fan of the ideas to use up pistol ammo! I've been wanting to add akimbo pistols for a very very long time so I'll have to try figuring that out. I also tried the burst-fire implementation and I was a big fan, but I implemented it pretty terribly, so that'll take some more experimenting.
Personally, I'm leaning towards the akimbo pistols route. But of course, I would love to hear any more thoughts on the matter.

I have a new build almost ready to be pushed, which contains some nice fixes and settings I was messing with, as well as some requests. As mentioned previously I would absolutely love to rewrite this in ZScript as I've very slowly been getting to grips with it and it's some truly powerful stuff ;) that'll be for another time.

Apologies for a long wait but as always I appreciate the love for the mod! I've noticed a lot of videos cropping up, so I will update the OP soon. Cheers!
LedIris
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Re: Led's Generic Weapon Mod (UPDATED! April 2 2023)

Post by LedIris »

Update for April 2 2023!

A nice new feature with this update is the ability to bring back the vanilla items in place of the modified ones. Very handy for multiplayer! I've also implemented a burst-fire for the pistol, though I'm not 100% happy with its implementation so I'd like some feedback on this!
I've also separated the voxels from the main file to stop the issue with the setting not saving in the options. Now, you can just load these alongside the mod.

For the full changelog...
Spoiler: Changelog
Enjoy and let me know what you think! If there are any bugs or things you don't like, let me know! Cheers :D
Coornib22
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Re: Led's Generic Weapon Mod (UPDATED! April 2 2023)

Post by Coornib22 »

Hello! I haven't really done this before, but I'll try to give some constructive feedback.

So I goofed around in MoC and Fallen Leaves for a teeny bit, and I just wanted to assure you that your mod is incredibly satisfying.

I know you're not really happy with the pistol's burst fire, but I appreciated it. It takes I think one more bullet to kill an imp with a burst than semi-auto (so 6 bullets - 2 bursts) which I actually think is better in terms of speed, without an appreciable dent in efficiency. It also can melt a hell knight faster that you'd expect. But that definitely is inefficient. And honestly it just feels good, and isn't a bad option for crowd control for low-level mobs.

I was curious why the pump-action's slower reload played even when ADSing, despite the default firerate's animation changing (albeit slightly) when doing the same?

And a matter of personal preference is that I'm not the biggest fan of how low the weapon models become when aiming down sights. If feels off perspective-wise, maybe because the model, even the sights, seem significantly below the screen's center/ crosshair.

Anyway though, I hope this can be a little helpful!
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Minidoomer21
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Re: Led's Generic Weapon Mod (UPDATED! April 2 2023)

Post by Minidoomer21 »

I was thinking of making the Quick-punch a standalone addon, but i'm not quite sure how to do it properly. Anyone got any ideas?
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Fireseth
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Re: Led's Generic Weapon Mod (UPDATED! April 2 2023)

Post by Fireseth »

I'm glad that this mod is "far from dead" as it's the only gameplay-altering mod that I enjoy using. I'm also glad that my SSG addon still works! :D
The burst feature on the pistol is proof of concept for your mod and it's good so far. I would definitely like to see an implementation similar to this: https://www.youtube.com/watch?v=tYIrF3i7Tt0
But, if for some reason, you can't figure out how to implement it or you just don't want to, I'll be content with what is already in the modification.

New Weapon Suggestion:
An interesting addition to your mod would definitely be the MP-40. It seems like that should be the weapon that's used by the enemy soldiers in DOOM 2's Map31 and 32 so it would make sense to be able to pick it up and use it. A unique way of implementing it that I've seen in mods like Brutal Doom (I think) is that you add it as a drop from the Wolfenstein soldiers only, and not allowing players to acquire it through using IDFA or IDKFA. It would be a fun little easter egg and an extra weapon. I thought about this feature because you already added a rifle that's used on the Doom Marine's player model as well as the zombies in the game, so why not add a secret MP-40?
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Fireseth
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Re: Led's Generic Weapon Mod (UPDATED! April 2 2023)

Post by Fireseth »

The only thing that I don't like about this mod are the explosions. I mean, the explosions themselves are good looking sprites, but they are inconsistent with the rest of Doom, except for barrel explosions, since you can make them look vanilla within the mod settings. For example, the Rocket Launcher will always use the new explosion sprites, and there is no option to make it use vanilla sprites. I just don't like how it looks different when compared to the Cyberdemon's Rocket Launcher explosions, the Cyberdemon death animation, Mancubi explosions, etc... Would be cool to see a feature that enables vanilla explosion effects for the Rocket Launcher, then my complaint will go away...

The fact that this is really the only pet peeve I have with this mod shows that this is a really good mod. My only complaint is literally about a few sprites. Gameplay is perfect, everything else is fantastic. Keep up the good work Led, this is my favorite gameplay mod to use, as I mentioned in my previous post.
crowbar_gaming
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Re: Led's Generic Weapon Mod (UPDATED! April 2 2023)

Post by crowbar_gaming »

@LedIris hello I am a doom map maker who would like to use your mod (Led's Generic Weapon Mod) in my IWAD I understand if you don't want this and I will respect you decision.
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tuintje
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Re: Led's Generic Weapon Mod (UPDATED! April 2 2023)

Post by tuintje »

Fireseth wrote: Tue May 30, 2023 5:04 pm The only thing that I don't like about this mod are the explosions. I mean, the explosions themselves are good looking sprites, but they are inconsistent with the rest of Doom, except for barrel explosions, since you can make them look vanilla within the mod settings. For example, the Rocket Launcher will always use the new explosion sprites, and there is no option to make it use vanilla sprites. I just don't like how it looks different when compared to the Cyberdemon's Rocket Launcher explosions, the Cyberdemon death animation, Mancubi explosions, etc... Would be cool to see a feature that enables vanilla explosion effects for the Rocket Launcher, then my complaint will go away...

The fact that this is really the only pet peeve I have with this mod shows that this is a really good mod. My only complaint is literally about a few sprites. Gameplay is perfect, everything else is fantastic. Keep up the good work Led, this is my favorite gameplay mod to use, as I mentioned in my previous post.
Yeah i had a huge problem with the rocket explosion too so i changed it to the old explosion, for the rest the mod is perfect.
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nondotxyz
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Re: Led's Generic Weapon Mod (UPDATED! April 2 2023)

Post by nondotxyz »

Dunno if this was intentional due to the mod was still recently updated, but I wonder if the beretta was considered to be the intended starting weapon, as it is clash with Smooth Doom which resets to the default starting pistol. As the ammo of both the beretta and the regular pistol are different types, this makes finding pistol ammo quite hard as every enemy is dropping beretta's ammo.
LedIris
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Re: Led's Generic Weapon Mod (UPDATED! April 2 2023)

Post by LedIris »

Fireseth wrote:I'm glad that this mod is "far from dead" as it's the only gameplay-altering mod that I enjoy using. I'm also glad that my SSG addon still works! :D
Hi! Thanks for the love, that's awesome! I make sure to test with the existing addons just to make sure everything works. Rest assured they won't break :D
Fireseth wrote:New Weapon Suggestion: An interesting addition to your mod would definitely be the MP-40.
I've thought about this a lot, and even whipped up a quick proof-of-concept. It works out quite nicely, but I'd like to hear some more thoughts on this!
crowbar_gaming wrote:hello I am a doom map maker who would like to use your mod (Led's Generic Weapon Mod) in my IWAD I understand if you don't want this and I will respect you decision.
Fine with me! Make sure you refer to the credits.txt file when using this mod, as you will see a list of resources that have been used from other authors.
Fireseth wrote:The only thing that I don't like about this mod are the explosions.
tuintje wrote:Yeah i had a huge problem with the rocket explosion too so i changed it to the old explosion
Next update I will add a vanilla explosion toggle in the options so that you can change them at will :) I too have thought about the explosion sprites for some time now.
nondotxyz wrote:Dunno if this was intentional due to the mod was still recently updated, but I wonder if the beretta was considered to be the intended starting weapon, as it is clash with Smooth Doom which resets to the default starting pistol.
Did you use the Monsters Only version? If you'd like to use Smooth Doom with this, make sure you use that, as it doesn't touch weapons at all and works very nicely with this mod. Hope this helps!
Shadow_Wulfe
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Re: Led's Generic Weapon Mod (UPDATED! April 2 2023)

Post by Shadow_Wulfe »

Since the Voxel pack is suggested, will this work with new Voxel update?
Antoxa1740
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Re: Led's Generic Weapon Mod (UPDATED! April 2 2023)

Post by Antoxa1740 »

what do you think about adding silenced (stealth) weapons? for example, a silencer for a pistol, or a separate silent pistol / silent submachine gun
LedIris
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Re: Led's Generic Weapon Mod (UPDATED! April 2 2023)

Post by LedIris »

Shadow-Wulfe wrote:Since the Voxel pack is suggested, will this work with new Voxel update?
If you're talking about Voxel Doom, then yes! This mod works with both the voxels pack and Voxel Doom respectively
Antoxa1740 wrote:what do you think about adding silenced (stealth) weapons? for example, a silencer for a pistol, or a separate silent pistol / silent submachine gun
I have never really given it much thought over the years and I don't have any plans to add things like these to the mod

For a quick little progress update: Amongst other little fixes and features, the ability to toggle between vanilla and modified rocket explosions has been implemented, and also takes effect on the projectiles! I plan on messing about more with the burst fire implementation, see if I can clean it up a bit. No ETA as of yet, as I am still enjoying the luxury of 50+ hour work weeks :D
VtheVictorious
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Re: Led's Generic Weapon Mod (UPDATED! April 2 2023)

Post by VtheVictorious »

this is my go-to weapon overhaul, i adore it. but i didn't like the chaingun firing sound effect in this mod, so i made a new one. comparison here: https://www.youtube.com/watch?v=N3nzV1r ... Victorious

download (saved the link in the wayback machine in case it goes down) --
direct mediafire link: https://download1588.mediafire.com/bjp9 ... cement.zip

wayback archive: https://web.archive.org/web/20231115013 ... cement.zip

just load my mod into ZDL and make sure it loads after (under) led's generic weapons.

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