This dev build, among other things, will work properly in GZDoom 4.9 and 4.10, and also comes with full support for Heretic
Painslayer 1.3.0: A Painkiller-themed weapon mod (upd: 31 Dec 2022)
Forum rules
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.
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: 949
- Joined: Mon Jul 21, 2008 4:08 am
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Re: Painslayer 1.2.0: A Painkiller-themed weapon mod
Hey guys. There will be a new version in a couple of days, but right now you can download a dev build to get some updates: https://github.com/jekyllgrim/Painslaye ... -dev-build
This dev build, among other things, will work properly in GZDoom 4.9 and 4.10, and also comes with full support for Heretic
This dev build, among other things, will work properly in GZDoom 4.9 and 4.10, and also comes with full support for Heretic
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- Posts: 949
- Joined: Mon Jul 21, 2008 4:08 am
- Graphics Processor: nVidia (Modern GZDoom)
Re: Painslayer 1.3.0: A Painkiller-themed weapon mod
Painslayer 1.3.0 released!
DOWNLOAD HERE: https://github.com/jekyllgrim/Painslayer/releases
Heretic gameplay demo:
Painslayer 1.3.0
ADDED
DOWNLOAD HERE: https://github.com/jekyllgrim/Painslayer/releases
Heretic gameplay demo:
Painslayer 1.3.0
ADDED
- Full Heretic support out of the box. Note, while playing Heretic, those power-ups that get replaced with Painslayer versions (such as the Tome of Power being replaced with Weapon Modifier) are placed into the inventory bar and can be used at a button press, just like Heretic powerups. (While playing Doom all power-ups are used on pickup, just like in Doom.)
- Implemented Painkiller-styled skill and episode menus to match the main menu.
- Flavor on-screen indicators for active power-ups: bits of helmet for the Antirad Suit, red glow at the bottom for the Weapon Modifier.
- Weapon Modifier sound and Golden Cards looped active sounds no longer change pitch if you're using the *Dexterity* card.
- Fixed incorrect logic for the function that checks all players' inventories in multiplayer (it used to return `true` even when only one player had the item that was being checked for). This should make with dynamic weapon/ammo spawning more consistent in multiplayer.
- Multiple fixes to Russian localization. Some of the terms now have new RU translations.
- Corpses carried by stakes/bolts will no longer remain stuck in the air if the stake/bolt hit a sky and disappeared.
- Fixed hitscan attack spread to use Doom-like formula instead of a rectangular pattern.
- Grenades and Heater Bombs will now bounce off TERRAIN-defined liquid surfaces instead of disappearing on them.
- Visual rings around power-up pickups should now properly reappear if the power-up is respawned (e.g. in multiplayer).
- All strings are now properly implemented/localized via the LANGUAGE lump.
- Treasure sparkles will now properly disappear as soon as the treasure is picked up.
- Painslayer armor icons are now properly implemented via Gameinfo rather than using a `HandlePickup()` hack.
- Improved positioning of bullet tracers relative to guns (mainly the Minigun and the Rifle).
- Unequipping the *666 Ammo* card will now reset ammo to its default maxamount if it was above it. Previously the ammo would be reset to the exact amount it was before the card was equipped, thus potentially taking away the ammo that was picked up earlier that was still under the default maximum amount.
- Unequipping the *Blessing* card will now reset health to its default maxamount if it was above it. Previously health would be reset to the exact amount it was before the card was equipped, thus potentially taking away the health that was picked up earlier that was still under the default maximum amount.
- The *Blessing* card now uses `bonushealth` rather than modifying the player's `maxhealth`, so it's not properly considered a health upgrade by GZDoom's systems.
- Added proper dummy sprite definitions for actors that use models.
- Fixed data type errors, int/uint comparisons, etc. for proper GZDoom 4.9+ compatibility.
- Soul sprites now always face the player regardless of pitch, so that they don't appear flat when viewed from above or below.
- Refactored and streamlined weapon replacement handling.
- Refactored a lot of code, expanded comments, backported better util functions from my other projects.
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Re: Painslayer 1.3.0: A Painkiller-themed weapon mod (upd: 31 Dec 2022)
I edit male player skin from this: https://zandronum.com/forum/viewtopic.php?t=1751 for this mod (including crouching):
https://www.mediafire.com/file/f1cgrsdx ... s.pk3/file. What can i say? this mod is perfect in every way.
https://www.mediafire.com/file/f1cgrsdx ... s.pk3/file. What can i say? this mod is perfect in every way.