Lithium 1.7.0 Beta (Apr. 17, 2022)

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Wivicer
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Re: Lithium [1.5.1 Update][Aug.4]

Post by Wivicer »

Lithium [1.5.1 Update][Aug.4]









1.5.1 Update][Aug. 4]










ate][Aug. 4]








Aug
All jokes aside, cool mod. Loving everything about it.
Someone64
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Re: Lithium [1.5.1 Update][Aug.4]

Post by Someone64 »

Game crashes when you pick marine in both git and stable GZDoom versions it seems.
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Marrub
 
 
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Re: Lithium [1.5.1 Update][Aug.4]

Post by Marrub »

Wivicer wrote:All jokes aside, cool mod. Loving everything about it.
Good lord, how am I this bad at reading dates... The in-game changelog has an even worse error, hahahaha. Fixed the topic at least.
Someone64 wrote:Game crashes when you pick marine in both git and stable GZDoom versions it seems.
I haven't ever had that happen to me, can you elaborate or does it really just crash?
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Redead-ITA
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Re: Lithium [1.5.1 Update][Sep. 4]

Post by Redead-ITA »

i can confirm on someone 64 bug
it also happend to me while i was using gzdoom 3.1 to play it
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Wivicer
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Re: Lithium [1.5.1 Update][Sep. 4]

Post by Wivicer »

It crashes to desktop with a bug-report window.
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Marrub
 
 
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Re: Lithium [1.5.2 Update][Sep. 4]

Post by Marrub »

Fixed, sorry for the trouble.
Someone64
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Re: Lithium [1.5.2 Update][Sep. 4]

Post by Someone64 »

Since when did the rifle have infinite rifle grenades, btw? Isn't that kind of overpowered? I swear I remember it using rocket ammo before.

EDIT: If you switch away from your poison loaded shotgun then switch back and hold fire so it fires immediately after switched to it will fire a plasma shot even if it doesn't when you fire it normally.
Chyvachok
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Re: Lithium [1.5.2 Update][Sep. 4]

Post by Chyvachok »

Very good mod, very interesting to play, one of the best gameplay mods which I played on Doom.

Also about suggestions, how about make option to increase Black Doomguys which carry stuff you need to upgrade yourself? It will be useful for short map packs, or map mods like Valiant which is have 32 maps, but it split into 5 episodes where you loss all stuff and begin with pistol start, and other map maps which have multiple pistol start levels, I managed only in third episode of Valiant actually fully upgrade myself.

And thing which I not very liked is some of bosses, which was probably added with DoomRL Monsters Lithium Patch, Terminator and some powered up Cyberdemon variants have instant hit beam attack similar to players second plasma rifle upgrade which I can't avoid at all and they are very bullet spongy, and plus sometimes they appear in places where you don't have space to maneuver, I used cheats to actually kill them because they was unkillable for me. Also can you make in options ability to see boss health like for regular monsters too?
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Marrub
 
 
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Re: Lithium [1.5.2 Update][Sep. 4]

Post by Marrub »

Someone64 wrote:Since when did the rifle have infinite rifle grenades, btw? Isn't that kind of overpowered? I swear I remember it using rocket ammo before.
It's always had infinite ammo. It takes long enough to reload that taking ammo would be under-powered.
Someone128 wrote:EDIT: If you switch away from your poison loaded shotgun then switch back and hold fire so it fires immediately after switched to it will fire a plasma shot even if it doesn't when you fire it normally.
This is a feature.
Chyvachok wrote:Very good mod, very interesting to play, one of the best gameplay mods which I played on Doom.
Thank you very much!
Chyvachok wrote:Also about suggestions, how about make option to increase Black Doomguys which carry stuff you need to upgrade yourself? It will be useful for short map packs, or map mods like Valiant which is have 32 maps, but it split into 5 episodes where you loss all stuff and begin with pistol start, and other map maps which have multiple pistol start levels, I managed only in third episode of Valiant actually fully upgrade myself.
You don't lose any CBI upgrades upon dying, they're gained for all players and will always be acquired at the end of a map, so losing them isn't really possible. As for making more spawn, you can already do that with CVars (lith_boss*) but they aren't supposed to be very common.
Chyvachok wrote:And thing which I not very liked is some of bosses, which was probably added with DoomRL Monsters Lithium Patch, Terminator and some powered up Cyberdemon variants have instant hit beam attack similar to players second plasma rifle upgrade which I can't avoid at all and they are very bullet spongy, and plus sometimes they appear in places where you don't have space to maneuver, I used cheats to actually kill them because they was unkillable for me.
Go yell at Yholl, those are his monsters, not mine.
Chyvachok wrote:Also can you make in options ability to see boss health like for regular monsters too?
You can already see their health on their health bar, but I'll go make it easier to see their real health when that option is disabled.
Chyvachok
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Re: Lithium [1.5.2 Update][Sep. 4]

Post by Chyvachok »

Marrub wrote: You don't lose any CBI upgrades upon dying, they're gained for all players and will always be acquired at the end of a map, so losing them isn't really possible.
In Valiant map pack you get returned into main menu, and when you need to start next chapter in the new game menu, so only way to keep CBI upgrades is spawn them using console I guess.
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Outtagum
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Re: Lithium [1.5.2 Update][Sep. 4]

Post by Outtagum »

I'm having a lot of fun with this mod. It really adds a nice twist on the usual Doom weapon mod, especially when used along with DoomRL monsters.

I was wondering, though, if you would consider releasing a small standalone mod with just the outdoor rain in it? I really, really like the rain but not all mapsets are compatible with Lithium and there are other times I just want to play with more basic weapons. :)
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Marrub
 
 
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Re: Lithium [1.5.2 Update][Sep. 4]

Post by Marrub »

Chyvachok wrote:
Marrub wrote: You don't lose any CBI upgrades upon dying, they're gained for all players and will always be acquired at the end of a map, so losing them isn't really possible.
In Valiant map pack you get returned into main menu, and when you need to start next chapter in the new game menu, so only way to keep CBI upgrades is spawn them using console I guess.
Ah, I haven't played Valiant before. You could use the console to changemap to the next episode.
Outtagum wrote:I'm having a lot of fun with this mod. It really adds a nice twist on the usual Doom weapon mod, especially when used along with DoomRL monsters.

I was wondering, though, if you would consider releasing a small standalone mod with just the outdoor rain in it? I really, really like the rain but not all mapsets are compatible with Lithium and there are other times I just want to play with more basic weapons. :)
I've had a lot of requests for this but unfortunately no. It's not particularly complex, but it relies a lot on a bunch of functionality in Lithium. I would have to re-write it from scratch in ACS and fixed-point math hurts my brain. Sorry.
HolyHeadcrab
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Re: Lithium [1.5.2 Update][Sep. 4]

Post by HolyHeadcrab »

I was running the latest version with Maps of Chaos, and when I bought the revolver I got the line

ACS: I don't know what Former Sargeant Lv 13 is.

I couldn't select the revolver and the option to buy it was greyed out.
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Outtagum
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Re: Lithium [1.5.2 Update][Sep. 4]

Post by Outtagum »

No worries. Thanks for replying. :)
Chloroxite
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Re: Lithium [1.5.2 Update][Sep. 4]

Post by Chloroxite »

Possibly one of my favorite mods, you did a great job on this, only changes I would make if I were to mess with it are all minor and down to personal tastes, such as a low health indicator or sound (like a faint heartbeat), or a different shotgun sprite (I am very picky with my shotguns. lul). The lore in the mod is also very interesting, to the point were you have crafted a sort of world...A world I would love to see used in a full mapset (Or maybe even a strife-like iwad). Keep up the good work!

EDIT: After trying the Cybermage (who is hands down the better class) I found his shotgun to be of my tastes.
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