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UZDoom mod that adds interpolated animations for the weapons

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Fluid Weapons (a.k.a. Interpolated Weapons)

UZDoom weapon mod with interpolated weapon animations, particle effects and more.


Contents


What's the difference between this and other weapon mods like Smooth Doom or Beautiful Doom?

The main reason of creation of this mod was to popularize the usage of interpolation in weapon mods. With it, weapon animations aren't capped at 35 fps unlike animation in most of the weapon mods to date. Interpolated animations look smooth if the game is running in 60 fps, 90 fps or 120 fps and more, or even if you slow time with i_timescale command or with other mods.
Besides that, there's no actor based visual effects in this mod, instead particles and visual thinkers are used, which makes the mod lighter on the performance and makes all of the visual options to be client-sided.

Mod requirements

  • GZDoom (4.14.2), UZDoom, LZDoom (4.14.3 or newer), or any other source port that supports zscript 4.14.2 or newer.
  • Any iwad (doom.wad, doom2.wad, plutonia.wad, freedoom.wad), but keep in mind that the mod was tested and designed for official DOOM wads, and even though it's possible to run the mod with, let's say, freedom, its sprites won't magically change to fit the game.
  • Wad Smoosh is also supported

Compatibility

  • Mod is supposed to work with most of the enemy randomizers or map packs, but I recommend to set it later in your mods loading order.
  • Thanks to weapon giving algorithm used in the mod that doesn't involves changes in playerpawn class, the mod is compatible with mods like ZMovement.
  • Since almost every graphics in the mod is made in DOOM .lmp format, the mod is compatible with mods that changes the game color palette
    however, only gloves with classic color will be changed by custom palette.
  • In theory, the mod should work with other weapon mods, but in most cases, you won't be able to use weapon of either of the mods.

Mod features

  • Fluid weapon animations with no framerate cap.
  • Vanilla gameplay: mod doesn't affect weapon mechanics, including time of switching or firing, damage randomization or anything else. Weapon states that affect gameplay were directly copied from code files within UZDoom.pk3 and was edited for audio/visual purposes only. However, there are some options in the mod settings that change gameplay, most of them are marked with "🌐" symbol. These options include better monsters alerting, instant firing (this option remove delay after players presses firing button and before weapon actually fires, without changing weapon firing rate), faster pistol firing, quick switching and berserk fists kickback.
  • Customization: almost every part of the mod, like specific animations or effects, can be turned on and off.
  • Client-side: most of mod visual or audio settings do not affect other players game in multiplayer. All server settings are marked with "🌐" symbol.
  • Visual recoil and screen shake can be turned on and configured.
  • Gloves color: you can choose classic tan, black, red, blue, green or any color you want for your gloves. There's even a speci
  • Weapon bob and sway: you can choose different bob styles, configure bob amount on Z axis and even turn on firing bob login from DOS Doom. Besides that, there's an option for two weapon sway styles: Half Life 2 and SW Battlefront (2015).
  • Various idle animations.
  • Casings can be set to appear only as animations or as an actual object inside the game.
  • There are 4 types of smoke in the mod:
    • Overlay: simple animations inside weapon states, like chainsaw smoke or smoke coming from shotgun's chamber.
    • Firing smoke: clouds of smoke made via visual thinkers that comes from the weapon on firing. The amount of this smokes depends on last shot damage.
    • Flowing smoke: you could've seen similar concept in Bioshock games. Amount of the smoke depends on how much you've been shooting.
    • Long-term smoke: clouds of smoke that cluster on the ceiling after a player was shooting for a long time in one place.
  • A lot of different particle effects for projectiles, monsters and decorations, each can be turned on and off and combined with others. The number of particles can be configured
  • Presets feature: there are 2 build in presets, vanilla, and advanced. One makes the game look and play as close to vanilla doom as possible, and the other toggles as much options as possible.
  • Simple dying animation with player dropping their weapon
  • Smooth animations in menus

Mod settings (CVars)

  • All CVars and CCMDs can be seen by typing MRIntW in the game console and pressing [TAB]
  • CVar types:
    • server - CVars of this type affect all players in the game. (example: fast pistol firing works for every player if it turned on by the host)
    • user - personalized settings which effects still can be seen by other players. (example: every player can set their own gloves color, but other players will be seeing gloves with the color set by you on your hands)
    • nosave - fully client-sided settings that do not affect other players game in any way. Their values also won't change after loading a saved game or a demo. (example: turning on or off particle effects won't make them appear for other players and won't affect their performance)

Options --> Configure Interpolated weapons

Setting name [CVar type] CVar Default Description
Fix weapon dynamic lighting [server] MRIntW_Lighting Yes Fixes weapons firing lighting. There's no point in turning this off
Better monster alerting [server] MRintW_BetterAlert No Makes monsters react on player's sounds more naturally. Monsters won't react on player punching the air and will be alerted by a working chainsaw
Visual recoil [user] MRIntW_Recoil No Weapon actions will raise player's camera and slowly return it back
Recoil amount [user] MRIntW_RecoilAmount 1 Strength of the recoil or smth
Recoil compensation [user] MRIntW_RecoilRecover 1 The speed of camera returning from being raised by recoil
Screen shake [nosave] MRIntW_ScreenShake No Screen shaking by weapon actions or explosions
Screen shake amount [nosave] MRIntW_ScreenShakeAmount 1 Strength of the screen shake
Instant firing [user] MRIntW_InstantFire Yes Removes firing delay without changing the fire rate
Fast pistol [server] MRIntW_FastPistol No Increases pistol firing rate making it a bit more useful
Quick switching [server] MRIntW_QuickSwitch No Ability to switch weapon during reloading or similar animations
Legacy of Rust Weapons [server] MRIntW_LoRWeaps Yes Enables Legacy of Rust weapons in regular Doom and adds animations for weapons in Legacy of Rust

Options --> Configure Interpolated weapons --> Animations settings

Setting name [CVar type] CVar Default Description
Gloves color [user] MRIntW_GlovesColor Classic Player's gloves color on weapon sprites
Custom color shades [user] MRIntW_GlovesColorShade 2 2 2 If gloves color is set to "Custom", gloves will be colored with gradient of MRIntW_GlovesColorShade and MRIntW_GlovesColorLight. I recommend you to set MRIntW_GlovesColorShade to the darkest value possible
Custom color lights [user] MRIntW_GlovesColorLight EF EF EF Gloves hue mostly depends on this one
Pickup and reload animations [nosave] MRIntW_ReloadAnims Reload only Если на оружии кончаются патроны, или при первом его подборе, будет проигрываться альтернативная анимация выбора
Disable muzzle flashes [nosave] MRIntW_NoMuzzleFlash No Disables muzzle flashes for weapons like in Doom Retro source port
Muzzle flash flare [nosave] MRIntW_FlashFlare No Bloom-like effect around muzzle flashes
Randomize customization [user] MRIntW_RandomStart No On the start of the level for player and weapon customization will be used random values, instead of ones set in the settings. This won't changed values set in the settings.
Untitled [nosave] MRIntW_RandomDemo Yes Apply setting above to demo playback

Options --> Configure Interpolated weapons --> Animations settings --> General weapon settings

Setting name [CVar type] CVar Default Description
Weapon bob style [nosave] MRIntW_BobStyle Smooth The way weapon moves while walking
Bob X range [nosave] MRIntW_BobRangeX 1 The horizontal range of weapon movement while walking
Bob Y range [nosave] MRIntW_BobRangeY 1 The vertical range of weapon movement while walking
Bob Z range [nosave] MRIntW_BobRangeZ 0 The inward range of weapon movement while walking. Similar to Rise of The Triad. Doesn't work with the chaingun, plasma rifle, BFG and calamity blade
Weapon bob when firing [nosave] MRIntW_ChangeFiringBob 1 Amount of weapon bob during firing
Original (DOS) Doom firing bob [nosave] MRIntW_VanillaFireBob No During firing weapon will stay in the same spot instead of continue bobbing or moving to the screen center
Switch animations [nosave] MRIntW_SwitchAnims Random variants Animations that will play when switching weapons
Bounce on land [nosave] MRIntW_Bounce Regular Realistic weapon movement in air and on landing
Run key [nosave] MRIntW_RunKey Does nothing Lowers weapon - if the run key (Shift) is being held, the weapon will go to the bottom of the screen; Raises weapon - the weapon is always at the bottom of the screen and is raised when the run key is being holded
Weapon sway [nosave] MRIntW_WeaponSway No Realistic weapon reaction to player moving the camera
Weapon sway style [nosave] MRIntW_WeaponSwayStyle Battlefront 2015 Half Life 2 - the weapon lags behind the camera movement, stays in place when it stops moving, resets its offset on firing; Battlefront 2015 - depending on the weapon, it lags behind or outstrips the camera movement and tilts. When the camera stops, the weapon resets its offset with wobble effect
Idle animations [nosave] MRIntW_IdleAnims Yes Breathing, warming-up e.t.c. while idling. Some weapons got unique idle animations (also when pressing alt fire or reloading key the weapon plays more expressed animations)
Shake hands on damage [nosave] MRIntW_DamageShake Yes Quick weapon shaking when receiving damage, like in Doom (2016). Shaking amount depends on the damage
Low health hands shaking [nosave] MRIntW_LowHealthShake No Small weapon shaking when the player's health is or lower than 25
Weapon offset [nosave] MRIntW_BaseOffset No Moves the weapon away from the screen center
Horizontal offset [nosave] MRIntW_BaseOffsetX 0 Weapon offset on X axis
Vertical offset [nosave] MRIntW_BaseOffsetY 0 Weapon offset on Y axis (inverted)

Options --> Configure Interpolated weapons --> Animations settings --> Customize weapons

Brass Knuckles

Setting name [CVar type] CVar Default Description
Switch main fist [user] MRIntW_RightPunch No Switches the hand with the brass knuckles
Hands shaking on berserk [user] MRIntW_BersShake Only without weapon After picking up berserk the player's hands will start shaking and the fist with brass knuckles will show on the screen
Bare hands [user] MRIntW_BareHands Yes Use gloveles sprite for fists
Gloves removal animation [user] MRIntW_GlovesStrip Yes When selecting fists, the gloves removal animation will play (if the option above is turned on)
Second fist always on screen [user] MRIntW_SecondFist No The hand with brass knuckles will be always shown on the screen
Punching fist [user] MRIntW_PunchingFist Main With which hand the player will be punching
Finishing punch [user] MRIntW_FinishPunch Only berserk Play special animation when the target is killed
Miss animation [user] MRIntW_MissPunch No Play special animation when nothing is hit
Finishing punch chance [user] MRIntW_FinishPunchChance 0.7 Chance of playing the finishing animation
Kickback from punching surface with berserk [user] MRIntW_SurfacePunchRecoil No When hitting the level geometry (walls/floor/ceiling) after picking up berserk, the player will be thrusted in the opposite direction
Fix fist on punched actor [nosave] MRIntW_FistFixedOnTarget No If the actor is hit, the fist will be fixed on it, ignoring the camera angle

Chainsaw

Setting name [CVar type] CVar Default Description
Starting animation [user] MRIntW_ChainsawStart No Special chainsaw select animation
Improved chainsaw cutting animation [user] MRIntW_ChainsawCutting Yes When cutting through actor, procedural animations with random angle and speed will be played
Chainsaw surface cutting shaking [user] MRIntW_ChainsawCuttingWall Yes When cutting the level geometry (walls/floor/ceiling) hands with the chainsaw will be shaking
Chainsaw smoke [nosave] MRIntW_ChainsawSmoke Yes Smoke coming from chainsaw
Blood on the chainsaw [nosave] MRIntW_ChainsawBlood No When cutting monsters or liquids on the level the chainsaw will be getting dirty
Blood dripping [nosave] MRIntW_ChainsawBlood No Liquids dripping from the chainsaw
Blood time (in seconds) [nosave] MRIntW_ChainsawBloodLife 60 Time before chainsaw starts cleaning up

Pistol

Setting name [CVar type] CVar Default Description
Hold pistol in the left hand [user] MRIntW_LHand Yes Doomguy is left-handed in the original game
Hold pistol with two hands [user] MRIntW_PistolSHand If enemy is far away Depending on this setting, player will use two hands when attacking a target standing far away, switch to one hand when attacking a close target or always hold the pistol with two hands
Replace pistol with rifle [user] MRIntW_Rifle No Visually replace the pistol with the rifle from the early Doom versions

Shotgun

Setting name [CVar type] CVar Default Description
Smoke from chamber [nosave] MRIntW_ShotgunSmoke Yes Smoke coming from the chamber when pumping the shotgun
Buckshot sparks [nosave] MRIntW_ShotgunSparks No Sparks coming from the muzzle when firing
Pumping angle [user] MRIntW_ShotgunPumpAngle 0 Shotgun angle when pumping it
Randomize angle [user] MRIntW_ShotgunPumpRandom No Random angle for each pumping
Random radius [user] MRIntW_ShotgunPumpRandRotation 1 The maximum value that can be randomly added to the angle
Shotguns firing animation recoil [nosave] MRIntW_ShotgunsRecoil 1 How much the SSG and shotgun sprite is affected by recoil

Super Shotgun

Setting name [CVar type] CVar Default Description
Holding stock while reloading [user] MRIntW_SSGHandless Always The animation makes a bit more sense when the player got time to lower the hand to grab shells before loading them
Smoke from barrels on reload [nosave] MRIntW_SSGSmoke Yes Smoke coming from the barrels after opening them
Buckshot sparks [nosave] MRIntW_SSGSparks No Sparks coming from the muzzle when firing
Shotguns firing animation recoil [nosave] MRIntW_ShotgunsRecoil 1 How much the SSG and shotgun sprite is affected by recoil

Chaingun

Setting name [CVar type] CVar Default Description
Fixed barrels position [user] MRIntW_ChaingunFixed No When stop firing the barrels will reset their position
Rotation speed [user] MRIntW_ChaingunSpeed 1 This setting doesn't affect gameplay (like almost every other setting in this section)
Stopping power [user] MRIntW_ChaingunStopTime .3 How fast the barrels stop spinning
Counterclockwise rotation [user] MRIntW_ChaingunCounterClock No The more customization the better
Max. smoking barrels [nosave] MRIntW_ChaingunMaxSmokes 3 Might help with the performance on the weakier devices. Besides that, the length of the smoke is divided by barrels amount

Rocket Launcher

Setting name [CVar type] CVar Default Description
Muzzle smoke [nosave] MRIntW_RocketSmoke 1 The strength of the smoke coming from the barrel

Plasma Rifle

Setting name [CVar type] CVar Default Description
Firing particles [nosave] MRIntW_PlasmaParticles Only muzzle flare Fancy!
Enable dyn. lighting for projectiles [nosave] MRIntW_PlasmaLight Yes Enable dynamic lighting for plasma
Disable dyn. lighting for every second projectile [nosave] MRIntW_PlasmaSkipLight No During continues firing, only even projectiles will emit dynamic light

BFG 9000

Setting name [CVar type] CVar Default Description
Firing particles [nosave] MRIntW_BFGParticles Yes Makes the firing animation much more interesting

Incinerator

Setting name [CVar type] CVar Default Description
Smoking [nosave] MRIntW_InciniSmoke Both Smoke coming from the gun

Calamity Blade

Setting name [CVar type] CVar Default Description
Charging particles [nosave] MRIntW_CalamityParticles Yes Particles coming from the charging gun

Options --> Configure Interpolated weapons --> Particles settings

Setting name [CVar type] CVar Default Description
Casings [nosave] MRIntW_Casings Animation only Turns on casings for firearms
Max. casings speed [user] MRIntW_CasingsRandom 1 The force with which the casings extract from the weapon
Casings bounce sound volume [nosave] MRIntW_CasingsVolume 1 Hello
Max. casings amount [nosave] MRIntW_CasingsAmount 300 If the casings amount will reach this limit, the oldest casings will vanish
Reduce casings clustering [nosave] MRIntW_CasingsClusteringReduce Yes Prevent a lot of casings cluster in one place
Lowres casings [nosave] MRIntW_CasingsLowRes No Alternative lowres sprite for casing objects (similar to ones found in Hideous Destructor)
Firing smoke [nosave] MRIntW_Smoke Yes Smoke coming from the weapon when firing
Flowing smoke [nosave] MRIntW_FlowingSmoke No Smoke that starts coming from the weapon after long firing, similar to the one from Bioshock series
Flowing smoke length [nosave] MRIntW_FlowingSmokeLength 0.6 If the values is lower than 0.6 the smoke flow might have breaks
Flowing smoke opacity [nosave] MRIntW_FlowingSmokeAlpha 0.2 How visible the smoke is
Max. smoking time [nosave] MRIntW_FlowingSmokeMaxTime 1 For how long the smoke will coming from the weapon
Flowing smoke particles amount [nosave] MRIntW_FlowingSmokePrecision 1 Controls the density of the flowing smoke particles. Lower values will increase performance, but individual particles might become more visible
Flowing smoke experimental texture [nosave] MRIntW_FlowingSmokeBioTexture No The more detailed smoke more similar to the smoke from Bioshock. Doesn't work perfectly
Long term smoke [nosave] MRIntW_LongTermSmoke No A pretty much experimental feature. When firing for a long time in the same spot, the room will be clustered with clouds of smoke
Particles texture [nosave] MRIntW_ParticleTexture Same as UZDoom particles Mod's effects which are turned on in this menu use this setting to determine particles appearance. If set to "Same as UZDoom particles", source port's particles texture will be used
Smoke particles texture [nosave] MRIntW_ParticleSmokeTexture Smooth This setting also is used only by effects below, but it only changes smoke-like particles texture. Added for cases in which the texture above doesn't fit for smoke effects
Player's weapon particles [nosave] MRIntW_PlayerParticles No Adds effects for player projectiles and all bullet puffs
Player weapon effects quality [nosave] MRIntW_PlayerParticlesAmount 1 Amount of the particles used by player effects. My GTX970 and Core i7 3770 can handle x2 value
Selected player weapon effects [nosave] MRIntW_PlayerWhichParticles 134021019 All selected player effects are contained in one CVar as flags
Monsters particles [nosave] MRIntW_MonsterParticles No Adds effects for monsters and their projectiles
Monsters effects quality [nosave] MRIntW_MonsterParticlesAmount 1 Amount of the particles used by monsters' effects. Maps with the big amount of monsters might require lower this value
Selected monsters effects [nosave] MRIntW_MonsterWhichParticles and [nosave] MRIntW_MonsterWhichParticles2 -33 and -2147483617 Same as the player effects, but because of the amount of effects I had to use two CVars to contain them
Apply effects to custom monsters [nosave] MRIntW_MonsterParticlesCustom No If this setting is disabled, only vanilla Doom monsters and projectile will have particle effects
Particle flies [nosave] MRIntW_ParticleFlies No Flies spawning on corpses like in Quake 2
Flies buzz volume [nosave] MRIntW_ParticleFliesVolume 0.4 I think not everyone will like this sound
Alternative lightnings [nosave] MRIntW_AltLightnings No By default, lightnings will appear instantly and slowly fade out. If that setting is tuned on, lightnings will quickly grow and then decompose
Decorations particles [nosave] MRIntW_DecorationParticles No Enables particle effects for decorations
Decorations effects quality [nosave] MRIntW_DecorationParticlesAmount 1 Number of particles used in decorations effects
Selected decorations effects [nosave] MRIntW_DecorationWhichParticles 511 Same as with player and monsters' effects
Teleportation particles [nosave] MRIntW_TeleportParticles No Enables particle effects for teleportations
Teleport style [nosave] MRIntW_TeleportParticlesStyle Wave The available variants are: 2 rings, Explosion, Vapor, Reverse explosion, Double vapor, Weird cloud, Wave
Monster teleport style [nosave] MRIntW_TeleportParticlesStyleMonsters Vapor Same as the previous one, but for monsters
Items respawn particles [nosave] MRIntW_RespawnParticles No The available variants are: Cloud, Wave, Dots (I prefer the last one)

Options --> Configure Interpolated weapons --> Sound settings

Setting name [CVar type] CVar Default Description
Casings bounce sound voulme [nosave] MRIntW_CasingsVolume 1 The same setting as in particles menu
Chainsaw idle volume [nosave] MRIntW_ChainsawVolume 1 Some people might think the sound is annoying
Chainsaw idle pitch randomness [nosave] MRIntW_ChainsawRandomPitch 0 Makes the chainsaw noise more variable
BFG alt fire volume [nosave] MRIntW_BFGAltVolume .6 Volume of the BFG working sound during altfire animation
High quality weapon sounds [nosave] MRIntW_HQSounds No Use less compressed sounds
Weapon switch sound [nosave] MRIntW_SwitchSounds No Play sounds during weapon switch animations
Chaingun custom firing sound [nosave] MRIntW_ChaingunSound No Chaingun will use unique sound instead of pistol's

Options --> Configure Interpolated weapons --> Ui settings

Setting name [CVar type] CVar Default Description
Smooth menus [nosave] MRIntW_SmoothUi Yes Uncaps framerate in menu, smooths scrolling and some elements
Smooth menu transitions [nosave] MRIntW_SmoothUiTransitions For all Adds smooth transitions between menus
Animated logo [nosave] MRIntW_SmoothUiLogo Yes Adds animations to M_Doom
Animated options [nosave] MRIntW_SmoothUiOptions Yes Adds special animations for submenus

Credits

(Original credits.txt file can be found in Mod info folder)

  • Sprites
    • Fist - id Software, Perkristian, some frames were taken from Charlie reskin pack for Hideous Destructor
    • Chainsaw - id Software, JoeyTD, Agent_Ash (chain animation, which was taken from Beautiful Doom)
    • Pistol - id Software, Perkristian (some frames were taken from ZScript version of Smooth Doom)
    • Shotgun - id Software, Perkristian
    • Super Shotgun - id Software, Perkristian
    • Chaingun - based on spirtes from Doom by id Software and Smooth Doom by Perkristian
    • Rocket Launcher - id Software, Perkristian
    • PlasmaGun (Plasma Rifle) - based on spirtes from Doom id Software and Smooth Doom by Perkristian
    • BFG 9000 - id Software
    • Rifle - id Software, DrPyspy
    • Casings - id Software
    • Lowres casings - based on sprites from Hideous Destructor
  • Sounds
    • Fist whoosh sound - id Software
    • Gloves takin on/off - based on sounds from The Soldier Z mod
    • Fist hitting wall sound - based on sounds from Beautiful Doom mod
    • Weapon dropping - based on sounds from The Soldier Z mod
  • Inspiration
    • Smooth Doom mod
    • Beautiful Doom mod
    • Hideous destructor mod
    • SmoothBlood mod
    • Doom Delta mod
    • Doom Deluxe mod
    • Bioshock
    • Bioshock Infinite
    • Doom 2016
    • Half Life 1-2
    • Power Slave
    • Quake 1, 2, 4
    • Unreal Tournament 3
    • Star Wars Battlefront 2015
    • Soldier of Fortune
    • Blood
    • Doom 3
    • Doom Retro
    • Black Lagoon anime series
    • Killer Bean Forever
    • C&Rsenal youtube channel (and C&Rsenal rus)
    • Импакт шутера - Kefir succerland на youtube
    • DOOM's pistol is kinda LAME... but it doesn't have to be! - Doomkid on youtube
    • Doom 2's Super Shotgun Graphics Are JANK - BeefGee on youtube
    • Squoosh app
  • Special thanks
    • Patis
    • RastamanGames
    • JSO_X
    • El_Donte
    • Dingus
    • Shark Bite
    • Linok_Games
    • NomakhThunder and his community
    • Hideous Destructor community
    • Russian Doom Community on discord
    • Thanks to the people from these telegram chats for criticism and ideas for the mod:
      • Delta touch 2.0
      • ENDOOM Community

For other modders

Feel free check this mod's files, use its assets or code. Although it will be great if you credit me or other authors.

If you want to work with this mod, or add something to it, check the Mod info folder and TexturexEditing!.txt file

Oh, and in case you wondering, NO A.I. WAS USED IN THIS MOD. All code was either written by me or taken from other mods. All text files including this readme in both languages were written by me. No AI was used for any assets of the mod too.


$\color{#FF0000}{Give\ me\ the\ damn\ download\ you\ nerd}$

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UZDoom mod that adds interpolated animations for the weapons

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