Led's Generic Weapon Mod (UPDATED! April 2 2023)
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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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- Posts: 361
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Re: [Beta] Personal Weapon/Item Mod (Updated 3rd July)
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
-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
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- Posts: 361
- Joined: Tue Oct 29, 2013 10:14 am
Re: [Beta] Led's Generic Weapon Mod (Updated 6th July)
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
-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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Re: [Beta] Led's Generic Weapon Mod (Updated 6th July)
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.
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.
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Re: [Beta] Led's Generic Weapon Mod (Updated 6th July)
The only thing "generic" about this enjoyable, well-crafted mod is the title. Good job!
However, I am not sure I understand what do you mean by "Aim punch - armor now has a new benefit!"
However, I am not sure I understand what do you mean by "Aim punch - armor now has a new benefit!"
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Re: [Beta] Led's Generic Weapon Mod (Updated 6th July)
Thanks, glad that you enjoy!JohnnyTheWolf wrote:The only thing "generic" about this enjoyable, well-crafted mod is the title. Good job!
However, I am not sure I understand what do you mean by "Aim punch - armor now has a new benefit!"
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.
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Re: [Beta] Led's Generic Weapon Mod (Updated 16th July)
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
-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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Re: [Beta] Led's Generic Weapon Mod (Updated 16th July)
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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Re: [Beta] Led's Generic Weapon Mod (Updated 16th July)
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.
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.
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Re: [Beta] Led's Generic Weapon Mod (Updated 16th July)
I guess I could implement this. I have done it before, and it is quite easy to implement.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.
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.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.
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Re: [Beta] Led's Generic Weapon Mod (Updated 16th July)
Why just not import to rifle what pistol has? Let me check for you if it's actually that hard.
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Re: [Beta] Led's Generic Weapon Mod (Updated 16th July)
I can do that. 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.Captain J wrote:Why just not import to rifle what pistol has? Let me check for you if it's actually that hard.
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Re: [Beta] Led's Generic Weapon Mod (Updated 16th July)
No minigun? My baby is gone...
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Re: [Beta] Led's Generic Weapon Mod (Updated 16th July)
Minigun is being worked on. 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.Echelon5 wrote:No minigun? My baby is gone...
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Re: [Beta] Led's Generic Weapon Mod (Updated 16th July)
So i made one. It's pulling the bolt like M16 variations. Is this will do just fine?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.
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Re: [Beta] Led's Generic Weapon Mod (Updated 16th July)
Wow! That's really cool! I'll be including that in the next update. Thanks a bunch!Captain J wrote:So i made one. It's pulling the bolt like M16 variations. Is this will do just fine?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.