Faspons [REL: MAR 13 2020 / DEV: MAR 16 2020]

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Re: Faspons (WoS Mod) [v1.07] - July 30, 2015

Postby Skrell » Mon Aug 03, 2015 10:41 am

Gotcha! Also, should I expect the imp's fireballs to have lightsourcing on them? Is this something related to your MOD or just gzdoom ?
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Re: Faspons (WoS Mod) [v1.07] - July 30, 2015

Postby faslrn » Mon Aug 03, 2015 10:53 am

Skrell wrote:Gotcha! Also, should I expect the imp's fireballs to have lightsourcing on them? Is this something related to your MOD or just gzdoom ?


Related to the mod. I am trying to generate the GLDefs as part of my next release. I don't believe there was ever one included with the original Weapons of Saturn mod so I'll be generating one from scratch.
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Re: Faspons (WoS Mod) [v1.07] - July 30, 2015

Postby Skrell » Mon Aug 03, 2015 10:56 am

Great to hear!! Thank you!
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Re: Faspons (WoS Mod) [v1.07] - July 30, 2015

Postby faslrn » Mon Aug 03, 2015 12:20 pm

Skrell wrote:Great to hear!! Thank you!


:wink:

AUG 3 [v1.08]
  • Added option to disable key pickup autosaves
  • Added GLDefs for the weapons and monster attacks (others being worked on)
  • Fixed issue with zombies and imps being slightly less responsive when seeing the player
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Re: Faspons (WoS Mod) [v1.08] - Aug 3, 2015

Postby patrik » Mon Aug 03, 2015 2:29 pm

To faslrn:
That key-pickup-autosave is great idea. :thumb: Could you release it in form of standalone mini mod?
(And sorry, if I am asking too much, but it would be great if you could maybe also add support for Heretic, HeXen and Strife keys.)
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Re: Faspons (WoS Mod) [v1.08] - Aug 3, 2015

Postby faslrn » Mon Aug 03, 2015 2:37 pm

patrik wrote:To faslrn:
That key-pickup-autosave is great idea. :thumb: Could you release it in form of standalone mini mod?
(And sorry, if I am asking too much, but it would be great if you could maybe also add support for Heretic, HeXen and Strife keys.)


Yeah, I can do that. When I get home, I'll cook it up with the additional support.
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Re: Faspons (WoS Mod) [v1.08] - Aug 3, 2015

Postby faslrn » Tue Aug 04, 2015 3:43 pm

patrik wrote:To faslrn:
That key-pickup-autosave is great idea. :thumb: Could you release it in form of standalone mini mod?
(And sorry, if I am asking too much, but it would be great if you could maybe also add support for Heretic, HeXen and Strife keys.)


Just a follow-up, here is the key autosave feature as a standalone mod:



It works with:

  • Doom
  • Hexen
  • Heretic
  • Strife

Let me know if you run into any issues.
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Re: Faspons (WoS Mod) [v1.08] - Aug 3, 2015

Postby faslrn » Wed Aug 05, 2015 8:37 am

Another update!:

AUG 5 [v1.09]
  • Added more items to the GLDefs. Includes:
    • Keys
    • Armours
    • Lamps
    • Health / Armour bonuses
    • Power-ups
  • Pinkies will now get tired after they charge to bring some balance
  • Added some jazz to the weapon switch animations to make them look a bit cooler
  • Grenade drop chance from enemies doubled
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Re: Faspons (WoS Mod) [v1.09] - Aug 5, 2015

Postby LedIris » Wed Aug 05, 2015 9:03 am

The link is broken for me, 'File not found'
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Re: Faspons (WoS Mod) [v1.09] - Aug 5, 2015

Postby faslrn » Wed Aug 05, 2015 9:05 am

LedIris wrote:The link is broken for me, 'File not found'


Fixed. Forgot I made the download a direct link to the file.
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Re: Faspons (WoS Mod) [v1.08] - Aug 3, 2015

Postby patrik » Thu Aug 06, 2015 5:21 am

faslrn wrote:Just a follow-up, here is the key autosave feature as a standalone mod:
Let me know if you run into any issues.

I tested it bit with all IWADs, and it seems to work allright. It is even compatible with stable release of Zandronum, so it shouldnt pose problems to anybody. Thanks. :wink:

BTW, chainsaw from your Faspons mod (regardless of using original or Doom 64 skin) seem to change brightness of shading when used.
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Re: Faspons (WoS Mod) [v1.08] - Aug 3, 2015

Postby faslrn » Thu Aug 06, 2015 7:52 am

patrik wrote:
faslrn wrote:Just a follow-up, here is the key autosave feature as a standalone mod:
Let me know if you run into any issues.

I tested it bit with all IWADs, and it seems to work allright. It is even compatible with stable release of Zandronum, so it shouldnt pose problems to anybody. Thanks. :wink:

BTW, chainsaw from your Faspons mod (regardless of using original or Doom 64 skin) seem to change brightness of shading when used.


You're welcome :wink:

I will look into the brightness issue. I have tons of time at work today to fiddle around. Would you happen to have some screenshots or a small video for me to look at for reference?
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Re: Faspons (WoS Mod) [v1.08] - Aug 3, 2015

Postby patrik » Thu Aug 06, 2015 11:43 am

faslrn wrote:I will look into the brightness issue. I have tons of time at work today to fiddle around. Would you happen to have some screenshots or a small video for me to look at for reference?

(NOTE: I tested this only in software renderer of zdoom, because my GPU is too pathetic for gzdoom.)
It can be very easily reproduced. Just for example launch DOOM2.WAD, right out of the bat on first map, go into hall that connects starting area with lookout with chainsaw.
And there fire chainsaw and observe walls. At default gamma level they are supposed to be pitch black, but after you use it, they will bright up a bit and they will stay that way, up to the moment you will use it again. Funny glitch is that it will cycle between lighting and darkening if you keep using it.
I just noticed rifle does the same thing. Only difference is that, it wont cycle between lighting and darkening and walls just stay brightened up.
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Re: Faspons (WoS Mod) [v1.08] - Aug 3, 2015

Postby faslrn » Thu Aug 06, 2015 11:47 am

patrik wrote:
faslrn wrote:I will look into the brightness issue. I have tons of time at work today to fiddle around. Would you happen to have some screenshots or a small video for me to look at for reference?

(NOTE: I tested this only in software renderer of zdoom, because my GPU is too pathetic for gzdoom.)
It can be very easily reproduced. Just for example launch DOOM2.WAD, right out of the bat on first map, go into hall that connects starting area with lookout with chainsaw.
And there fire chainsaw and observe walls. At default gamma level they are supposed to be pitch black, but after you use it, they will bright up a bit and they will stay that way, up to the moment you will use it again. Funny glitch is that it will cycle between lighting and darkening if you keep using it.
I just noticed rifle does the same thing. Only difference is that, it wont cycle between lighting and darkening and walls just stay brightened up.


Thanks for the info! I can totally replicate it. It actually happens for any weapon because of the GLDefs something. Let me see what I can do.

[EDIT]k,it totally has to do with the puffs har har, to do with lights with the A_Saw and other weapons. See what I can do to resolve this.

Got it resolved! Will go through to make sure any other smoke effects are removed when disabling the option through the menu and upload that version.
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Re: Faspons (WoS Mod) [v1.10] - Aug 6, 2015

Postby faslrn » Thu Aug 06, 2015 4:21 pm

New update (mostly bug fixes):

AUG 6 [v1.10]
  • Fixed bug with map lighting when firing certain weapons
  • Expanded the fancy smoke disable to many other smoke effects in the game
  • Added a new Pinky idle animation
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