Painslayer is a gameplay mod for GZDoom engine by Agent_Ash aka Jekyll Grim Payne, inspired by Painkiller (2004) by People Can Fly.
Painslayer aims to "demake" weapons from Painkiller and Painkiller: Battle Out of Hell into lovingly hand-painted sprites, while recreating the mechanics as closely as possible. It's meant to be played on existing Doom maps and is compatible with custom monsters.
Painslayer can be downloaded on GitHub: Github.com
The episode and skill selection menus finally match the Painkiller style of the main menu:
Full changelog
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.
Fixed
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.
Changed/Improved
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.
Painslayer is a weapon and gameplay mod for the GZDoom engine that aims to demake weapons from Painkiller and Painkiller: Battle out of Hell with lovingly...
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No. If I'd intended to use 3D models in this mod, I wouldn't have spent hours upon hours on creating the sprites and coding the weapons specifically to utilize sprite layers.
This mod is a conscious "demake" of Painkiller, meant to look fitting within the Doom aesthetic (which means lo-fi geometry, textures and sprite-based enemies), not a recreation of the original game.
I'm also not planning to borrow stuff from Painkiller: Mutilator and I'm not in competition with that mod; me and RDM are just doing different takes on what Painkiller could look like in GZDoom.
If anyone else wants to make an add-on, I have no problem with that (as long as they acquire all the necessary permissions), but it won't be easily doable because there are things that have to be coded differently for 3D models and for sprites, and it's also not possible to combine models with sprites in weapons.
No. For one, I don't have the rights to distribute their music.
I'm considering perhaps adding functionality to play it dynamically in the future (such as combat music activating during combat), but even if I do this, I'll not include the actual music into the mod, I'll perhaps give the players an opportunity to copy the tracks from their copy of Painkiller Black Edition.
That said, I'm not sure this pursuit is worth it because this is a gameplay mod, it's meant to be playable on existing maps, and the choice of music is largely the map author's concern. So, no promises for now, but if I have the time, I may add this functionality in the future.
Played it for a couple of hours and I really like it.
I love original Painkiller games and its weapons feel good here. I hope this mod will grow and more textures and monsters will change to look more like ones in Painkiller games.
Good job with weapons and the new card system. Good luck with your development!
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Will there be an addon to add 3D models and Painkiller monsters? I imagine you would borrow the Painkiller Mutilator mod models made by RDM.
No. If I'd intended to use 3D models in this mod, I wouldn't have spent hours upon hours on creating the sprites and coding the weapons specifically to utilize sprite layers.
This mod is a conscious "demake" of Painkiller, meant to look fitting within the Doom aesthetic (which means lo-fi geometry, textures and sprite-based enemies), not a recreation of the original game.
I'm also not planning to borrow stuff from Painkiller: Mutilator and I'm not in competition with that mod; me and RDM are just doing different takes on what Painkiller could look like in GZDoom.
If anyone else wants to make an add-on, I have no problem with that (as long as they acquire all the necessary permissions), but it won't be easily doable because there are things that have to be coded differently for 3D models and for sprites, and it's also not possible to combine models with sprites in weapons.
Is there ambient music from original PK?
No. For one, I don't have the rights to distribute their music.
I'm considering perhaps adding functionality to play it dynamically in the future (such as combat music activating during combat), but even if I do this, I'll not include the actual music into the mod, I'll perhaps give the players an opportunity to copy the tracks from their copy of Painkiller Black Edition.
That said, I'm not sure this pursuit is worth it because this is a gameplay mod, it's meant to be playable on existing maps, and the choice of music is largely the map author's concern. So, no promises for now, but if I have the time, I may add this functionality in the future.
Played it for a couple of hours and I really like it.
I love original Painkiller games and its weapons feel good here. I hope this mod will grow and more textures and monsters will change to look more like ones in Painkiller games.
Good job with weapons and the new card system. Good luck with your development!
Not bad, I like the way weapons and mechanics are translated.