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

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LedIris
Posts: 355
Joined: Tue Oct 29, 2013 10:14 am

Re: [Beta] Personal Weapon/Item Mod (Updated 3rd July)

Post by LedIris »

File updated!
-Glowing flats are back, but brightmaps remain gone. (I'm probably not going to bring them back)
-BFG offsets fixed (now it is centered)
-Changed startup text to reflect new mod name
LedIris
Posts: 355
Joined: Tue Oct 29, 2013 10:14 am

Re: [Beta] Led's Generic Weapon Mod (Updated 6th July)

Post by LedIris »

File updated!
-New pistol select animation (it's a bit faster)
-Plasma rifle firing animation has been vastly improved
-New shotgun sounds added
-Plasma rifle rate of fire slightly increased
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-Ghost-
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Re: [Beta] Led's Generic Weapon Mod (Updated 6th July)

Post by -Ghost- »

Nice new sounds, the shotgun in particular sounds great!

One thing that might be cool as a little detail later would be to add some flavor text for pickups. Like instead of shells you see "Picked up two 8 gauge shells", "Picked up the kevlar vest", etc. It's a minor thing, but I always love when mods go and do that; WIldWeasal's mods are always good about it and it adds a little immersion.
JohnnyTheWolf
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Re: [Beta] Led's Generic Weapon Mod (Updated 6th July)

Post by JohnnyTheWolf »

The only thing "generic" about this enjoyable, well-crafted mod is the title. Good job! :P

However, I am not sure I understand what do you mean by "Aim punch - armor now has a new benefit!"
LedIris
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Joined: Tue Oct 29, 2013 10:14 am

Re: [Beta] Led's Generic Weapon Mod (Updated 6th July)

Post by LedIris »

JohnnyTheWolf wrote:The only thing "generic" about this enjoyable, well-crafted mod is the title. Good job! :P

However, I am not sure I understand what do you mean by "Aim punch - armor now has a new benefit!"
Thanks, glad that you enjoy!
Perhaps I should explain the aim punch a bit - when the player has no armor and gets damaged, the camera is pitched up very slightly, and armor removes this pitch. I'll update the first post with some more information on it when I get home. :wink:
LedIris
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Joined: Tue Oct 29, 2013 10:14 am

Re: [Beta] Led's Generic Weapon Mod (Updated 16th July)

Post by LedIris »

Quite a big update today!
-Supply crates are back! Smash them open to get items.
-Thanks to Lippeth, an options menu has been added for the mod, which allows you to disable smoke effects and shell casings. You can also swap out the modded barrels for vanilla barrels, or a mixture of modded + vanilla + supply crates. In coming updates I will add more options, but for now, this is OK.
-Powerful weapons have a zoom factor effect to make the animation look nicer
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Wivicer
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Graphics Processor: nVidia (Modern GZDoom)
Location: Minnesota

Re: [Beta] Led's Generic Weapon Mod (Updated 16th July)

Post by Wivicer »

One thing that's been bothering me about this mod is that the pistol has two separate reload animations, one for when there's still a bullet in the chamber and one for when the gun is completely empty, but there's no extra bullet. It's an easy change, I've done it on my end. Just thought I'd bring it up.
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Captain J
 
 
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Re: [Beta] Led's Generic Weapon Mod (Updated 16th July)

Post by Captain J »

Well, you always need to cock your gun when the magazine is loaded right now but chamber is empty, right? To prepare the bullets to fire, of course.

Since it's based on beretta, i'm pretty sure it's reasonable. And about the assault rifle, it could be reasonable if it's a full-auto. That you don't need to pull the bolt when it's loaded.
LedIris
Posts: 355
Joined: Tue Oct 29, 2013 10:14 am

Re: [Beta] Led's Generic Weapon Mod (Updated 16th July)

Post by LedIris »

Wivicer wrote:One thing that's been bothering me about this mod is that the pistol has two separate reload animations, one for when there's still a bullet in the chamber and one for when the gun is completely empty, but there's no extra bullet. It's an easy change, I've done it on my end. Just thought I'd bring it up.
I guess I could implement this. I have done it before, and it is quite easy to implement.
Captain J wrote:Well, you always need to cock your gun when the magazine is loaded right now but chamber is empty, right? To prepare the bullets to fire, of course.

Since it's based on beretta, i'm pretty sure it's reasonable. And about the assault rifle, it could be reasonable if it's a full-auto. That you don't need to pull the bolt when it's loaded.
You mean, that the rifle should have different reloading animations as well? I'm not very good with editing sprites, so adding additional reloading frames would kill me. I could add a different reloading sound instead, it'll be easier than sprite editing.
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Captain J
 
 
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Re: [Beta] Led's Generic Weapon Mod (Updated 16th July)

Post by Captain J »

Why just not import to rifle what pistol has? Let me check for you if it's actually that hard.
LedIris
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Re: [Beta] Led's Generic Weapon Mod (Updated 16th July)

Post by LedIris »

Captain J wrote:Why just not import to rifle what pistol has? Let me check for you if it's actually that hard.
I can do that. :wink: I mean making different animations for it, as in editing the rifle sprite and adding some new hands or whatever. I'm not very good with any of that. So I could just add a different sound when you reload on an empty clip instead. :)
Echelon5
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Re: [Beta] Led's Generic Weapon Mod (Updated 16th July)

Post by Echelon5 »

No minigun? My baby is gone...
LedIris
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Joined: Tue Oct 29, 2013 10:14 am

Re: [Beta] Led's Generic Weapon Mod (Updated 16th July)

Post by LedIris »

Echelon5 wrote:No minigun? My baby is gone...
Minigun is being worked on. :wink: I've been working on it for quite a while now, trying to get the balance right. I don't want to change the monsters, so I'll be adding a random spawner to clip/ammo box or something to spawn in a rifle instead. :)
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Captain J
 
 
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Re: [Beta] Led's Generic Weapon Mod (Updated 16th July)

Post by Captain J »

LedIris wrote:I mean making different animations for it, as in editing the rifle sprite and adding some new hands or whatever. I'm not very good with any of that. So I could just add a different sound when you reload on an empty clip instead. :)
ARloading.PNG
So i made one. It's pulling the bolt like M16 variations. Is this will do just fine?
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LedIris
Posts: 355
Joined: Tue Oct 29, 2013 10:14 am

Re: [Beta] Led's Generic Weapon Mod (Updated 16th July)

Post by LedIris »

Captain J wrote:
LedIris wrote:I mean making different animations for it, as in editing the rifle sprite and adding some new hands or whatever. I'm not very good with any of that. So I could just add a different sound when you reload on an empty clip instead. :)
ARloading.PNG
So i made one. It's pulling the bolt like M16 variations. Is this will do just fine?
Wow! That's really cool! I'll be including that in the next update. Thanks a bunch! :wub:

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