Payback Weapons and Characters Mod

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adski_drochila
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Joined: Wed May 06, 2020 2:50 pm
Location: Russian Federation, Azov town

Re: Payback Weapons and Characters Mod

Post by adski_drochila »

Wonderful mod. Especially cool with human enemies. Been looking for something like this for a long time. Thank you very much for such a good job.

Tell me please, how elaborate are the weapons that don't spawn on levels? Why can they only be obtained through a cheat code? Is it just a matter of balance?
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DeeDeeOZ
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Location: VIC,Australia

Re: Payback Weapons and Characters Mod

Post by DeeDeeOZ »

adski_drochila wrote: Thu Nov 03, 2022 7:00 am how elaborate are the weapons that don't spawn on levels? Why can they only be obtained through a cheat code? Is it just a matter of balance?
the only weapons not currently spawning on levels are the player specific unique ones (pistol/melee mostly) this was mostly to make each character a little bit more unique, and a few other odd ones (these were planned to be used in an enemy set to go with this). The golden luger was supposed to be used by a boss character. The tranq rifle was going to do unique damage but works really well otherwise and the compound bow just looks bad graphically.

besides those everything else should turn up in levels, although some replace non weapon spawns like the blursphere. You will also see far more in mods where enemies drop pistols instead of clips.

Also very glad you enjoyed it. always nice to get some feedback.
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Shatter-Thought[V-4]
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Re: Payback Weapons and Characters Mod

Post by Shatter-Thought[V-4] »

This mod is super amazing, some cool weapons, characters, and overall fun gameplay.

I do question the use of dumping the weapons as you do, it is a little awkward having it be the alternate fire then a dedicated key (Not a huge issue with some keybinding change) , but dumping a weapon to lose it, and losing all the ammo in it is a little annoying in more monster-heavy maps when you may need said ammo from a weapon put into a better weapon pickup just a few feet away (Or if you are playing with monsters that do not drop weapons/ammo such as xenomorph invasion, making the gathering of any ammo in the area more important.)

Edit: The mods used below are fine with the latest Russian mercs, nothing going wrong.

There was a clash when I used this with Russian Mercs, with the error "R_InstallSprite: Sprite STZO frame U is missing rotations" given. I checked and there is an updated version of Russian Mercs so I will check that out to make sure if this 3.2.3 version works. The version I had tried initially was v2-9.

This is really fun though and among my favorite mods!

Edit: I would like to suggest an idea for weapons on the ground as one thing that's kind of annoying to get used to is figuring out which weapons go in which slot.

Giving them a few pixels of color above or discreetly drawn on the weapon ground sprites to indicate where they go can help players quickly decide on what to pick up, and what to dump, which can be helpful if they don't want to dump too many weapons trying to figure out what slot they have to clear out to get the new fancy weapon, or the weapon they need most of all in that situation.
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adski_drochila
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Location: Russian Federation, Azov town

Re: Payback Weapons and Characters Mod

Post by adski_drochila »

Will you make zoom effect for weapons with scope?
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DeeDeeOZ
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Location: VIC,Australia

Re: Payback Weapons and Characters Mod

Post by DeeDeeOZ »

Shatter-Thought[V-4] wrote: Fri Nov 04, 2022 2:31 am ..I do question the use of dumping the weapons as you do, it is a little awkward having it be the alternate fire then a dedicated key..
..but dumping a weapon to lose it, and losing all the ammo in it is a little annoying in more monster-heavy maps ..
..Or if you are playing with monsters that do not drop weapons/ammo.

Edit: I would like to suggest an idea for weapons on the ground as one thing that's kind of annoying to get used to is figuring out which weapons go in which slot. Giving them a few pixels of color above or discreetly drawn on the weapon ground sprites..
-This is a carryover from originally throwing the weapons at bad guys when out of ammo, also I'm still very much an amateur coder and worry about screwing stuff up, this was best way for me to avoid doing that.
-you really don't lose out very much for dumping guns. and it's actually more ammo effective then reloading sometimes.(example, you have a mp5 with 5 rounds left and there's a fresh one on the ground you could walk over it and grab 10 rounds (all weapons give you some reserve ammo even if you don't pick them up) reload and have a 15 round clip. Or dump it, pick up the new one and get the 10 round reserve plus full 30 clip(as all weapons come fully loaded) its one of the times where autoswitching weapons is actually useful.
-this is always going to be a problem. unless I increase the amount of ammo in pickups which could swing it the other way.
-Last point is actually a very good idea. and something I overlooked (very easy for me to know which weapons go were for some reason :lol: ) and will most likely implement something like this.
adski_drochila wrote: Sat Nov 05, 2022 2:04 pm Will you make zoom effect for weapons with scope?
-this is actually planned at some point, I normally don't like scopes or zooming in doom mods as the enemies don't really give you time to carefully aim and short of special set up maps, sniping is generally not needed. but also, don't like them being there and unusable, it is also fairly easy to do this. for now, they already have increased accuracy over non scoped weapons.

Glad to hear your both enjoying this. I currently have this/and its unreleased expansion Rogues on hiatus due to real life stuff and working on another project but seeing people interested always gets the old motivation going, so might update it sooner then later.
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DeeDeeOZ
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Location: VIC,Australia

Re: Payback Weapons and Characters Mod

Post by DeeDeeOZ »

so, as a test I chucked some simple little squares on the weapon sprites to see what difference it made and was pleasantly surprised at how easy it makes spotting weapon classes. so here is a copy for anyone interested.
https://www.dropbox.com/s/lr9savm9txkjj ... s.zip?dl=0
super simple

projectiles are grey P
light pistols are blue L, heavy is blue H
basic shotguns are red S, extra shotguns are red X
autopistols are yellow A, smgs are yellow S
rifles are green M, assault rifles are green A
launchers are orange H
mgs and flamer are pink H
all the character specific weapons have white/crossed squares so you know you cant dump them. as does the law as everyone can carry them
and I didn't bother with melee weapons (unsure if need to)

also it works great with either of my cartoony enemy packs if you haven't tried them viewtopic.php?f=43&t=74226

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