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Re: Lithium 1.6.3 (Mar. 15, 2020)

PostPosted: Wed Jun 16, 2021 10:50 pm
by Marrub
It doesn't seem that Corruption Cards is extensible, unfortunately. I would definitely add cards if I could.

edit: pagequeen

Re: Lithium 1.6.3 (Mar. 15, 2020)

PostPosted: Fri Jun 18, 2021 9:51 pm
by Marrub
Marrub wrote:It doesn't seem that Corruption Cards is extensible, unfortunately. I would definitely add cards if I could.

edit: pagequeen

Wait, no, I'm apparently completely and utterly wrong. There is a way to extend it. I'll add this to my to-do list.

Re: Lithium 1.6.3 (Mar. 15, 2020)

PostPosted: Sat Jun 19, 2021 4:03 am
by Linz
Soo,I'm curious

How will Dark Lord and Assassin play?

Re: Lithium 1.6.3 (Mar. 15, 2020)

PostPosted: Sat Jun 19, 2021 5:13 am
by Marrub
Linz wrote:Soo,I'm curious

How will Dark Lord and Assassin play?

Dark Lord is an absolute tank with a maximum of 300 health and higher damage reduction, and more powerful weapons than the other classes. However, he lacks mobility, only being able to reach normal Doom speeds by sprinting, which lowers your weapon, and having essentially no vertical mobility. To supplement his weapons, he also has sub-weapons that act on a cool-down. All of his weapon upgrades will be side-grades instead of being better than the original weapons, unlike the other classes.

Assassin is essentially the opposite. She runs at high speed, and can sprint even faster than that. Her vertical mobility is slightly better than most classes, but can't fly or anything. Her weapons are all almost rhythmic. She'll also have some really ridiculous mechanics, like small procedural events you can do to get Score and ammo, and combos that buff her weapons.

Re: Lithium 1.6.3 (Mar. 15, 2020)

PostPosted: Sat Jun 19, 2021 7:04 am
by Linz
Oooooh,sounds like fun

Can't wait for the eventual update,I really enjoyed playing Lithium with Corruption Cards and such

Even if it got pretttyyy painful as things went along (was playing with Compendium as my WAD of choice,and after clearing two wads,things got pretty hectic

Re: Lithium 1.6.3 (Mar. 15, 2020)

PostPosted: Tue Jun 22, 2021 12:40 pm
by Dutchygamer
Unsure if this has been answered before, apologies if it has been:
I've been combining Lithium with my own monster randomizer mod, just to see if the two could work together. Been having a blast so far, and as far as I am able to see it works pretty well together. The only thing I've noticed is that while most new monsters use the randomized levels the vanilla Doom monsters also have in Lithium (including the increased health and such), certain monsters refuse to use the randomized levels. After some double-checking if there was something special about the non-affected monsters (and failing to find something), I've tried looking through the mod to see how this logic works.

I have found the C function that sets monster levels (lsource/monsters/w_monster.c), but I haven't been able to find where it is actually called, nor why it would skip certain monsters.

Can you provide some insight in how this logic works? Maybe then I can figure what causes this strange behaviour :)

Re: Lithium 1.6.3 (Mar. 15, 2020)

PostPosted: Tue Jun 22, 2021 2:12 pm
by Marrub
Dutchygamer wrote:Unsure if this has been answered before, apologies if it has been:
I've been combining Lithium with my own monster randomizer mod, just to see if the two could work together. Been having a blast so far, and as far as I am able to see it works pretty well together. The only thing I've noticed is that while most new monsters use the randomized levels the vanilla Doom monsters also have in Lithium (including the increased health and such), certain monsters refuse to use the randomized levels. After some double-checking if there was something special about the non-affected monsters (and failing to find something), I've tried looking through the mod to see how this logic works.

I have found the C function that sets monster levels (lsource/monsters/w_monster.c), but I haven't been able to find where it is actually called, nor why it would skip certain monsters.

Can you provide some insight in how this logic works? Maybe then I can figure what causes this strange behaviour :)

This file will tell you how to add filters. If you just put a lithmons file in the root of your mod with your own filters in it (don't copy the original ones!) it'll work correctly. File has documentation in it.

Re: Lithium 1.6.3 (Mar. 15, 2020)

PostPosted: Wed Jun 23, 2021 12:41 pm
by Dutchygamer
Marrub wrote:This file will tell you how to add filters. If you just put a lithmons file in the root of your mod with your own filters in it (don't copy the original ones!) it'll work correctly. File has documentation in it.

Thanks for the quick reply :)
Looking at the file you linked to I understand why some monster do work, as they use names that are already declared for other mods. As instructed, I have added a file named lithmons in the root of the mod (next to SNDINFO, MENUDEF, etc), and contains the following data:
Code: Select allExpand view
(full) {
   pre: Mancubus      type: mancubus    filter: "Corpulent";
}

In this case I tested with a monster I knew wasn't picked up, which is declared as Corpulent. According to the documentation it should apply the Mancubus preset to the monster which is declared as "Corpulent", matching on the exact same name. I've done a bit of trial and error, and I can't seem to get it to work. I've tried it with both a .txt extension and without one. GZDoom version is 4.5, mod version is 1.6.3 in case that matters.
Just to be sure:
- should the file just be named lithmons, or should it have a specific extension (.txt, .zsc)?
- do I need to declare the presets again, or should it pick these up from Lithium itself?
- could it be that if the monster is defined in Decorate instead of ZScript it doesn't get picked up at all?
- similarly, does this work with the current version (1.6.3) or do I need a dev build for this?

Re: Lithium 1.6.3 (Mar. 15, 2020)

PostPosted: Wed Jun 23, 2021 11:16 pm
by Marrub
Dutchygamer wrote:Just to be sure:
- should the file just be named lithmons, or should it have a specific extension (.txt, .zsc)?
- do I need to declare the presets again, or should it pick these up from Lithium itself?
- could it be that if the monster is defined in Decorate instead of ZScript it doesn't get picked up at all?
- similarly, does this work with the current version (1.6.3) or do I need a dev build for this?

- The extension doesn't matter.
- You only need to declare the presets you need to add.
- It will be picked up regardless of which language it's in, DRLA monsters for instance are DECORATE and they work fine.
- Yeah, you'll need to use the git version of Lithium. There isn't any way to extend the monster filters in 1.6.3, they're hard-coded. I actually added this feature just a few days ago.

Re: Lithium 1.6.3 (Mar. 15, 2020)

PostPosted: Thu Jun 24, 2021 1:37 am
by Dutchygamer
Marrub wrote:
Dutchygamer wrote:Just to be sure:
- should the file just be named lithmons, or should it have a specific extension (.txt, .zsc)?
- do I need to declare the presets again, or should it pick these up from Lithium itself?
- could it be that if the monster is defined in Decorate instead of ZScript it doesn't get picked up at all?
- similarly, does this work with the current version (1.6.3) or do I need a dev build for this?

- The extension doesn't matter.
- You only need to declare the presets you need to add.
- It will be picked up regardless of which language it's in, DRLA monsters for instance are DECORATE and they work fine.
- Yeah, you'll need to use the git version of Lithium. There isn't any way to extend the monster filters in 1.6.3, they're hard-coded. I actually added this feature just a few days ago.

Aaaah, that explains a lot. I'll see if I can get it to work with the git version :)

Re: Lithium 1.6.3 (Mar. 15, 2020)

PostPosted: Fri Jul 02, 2021 10:30 pm
by combolynch
I am enjoying this mod so far, I am looking forward to play the new update.

But when I enable "No Phantoms", Phantoms are still shows up... Otherwise I love this mod !!

Re: Lithium 1.6.3 (Mar. 15, 2020)

PostPosted: Tue Jul 06, 2021 2:52 pm
by Marrub
  • New obituary system. Since I've dropped multi-player support entirely in 1.7, I decided to revamp the obituaries to actually show up when you die in single-player.
  • New item visibility setting, damage bobbing now rolls the view, various other changes.
  • Info pages you've unlocked are now available across saves, and they now have an indicator for when you haven't read them.
  • Performance improvements, stability improvements, etc. Lot of those.
  • More work on post-game content. Nothing much to show yet.

Re: Lithium 1.6.3 (Mar. 15, 2020)

PostPosted: Sun Jul 11, 2021 8:42 pm
by Doctrine Gamer
I tested all the difficulties and everything is ok except for Tourist, is it normal for enemies to spawn all the time?

Re: Lithium 1.6.3 (Mar. 15, 2020)

PostPosted: Sun Jul 11, 2021 9:24 pm
by Marrub
Doctrine Gamer wrote:I tested all the difficulties and everything is ok except for Tourist, is it normal for enemies to spawn all the time?

Yes.

Re: Lithium 1.6.3 (Mar. 15, 2020)

PostPosted: Sun Jul 11, 2021 9:36 pm
by Doctrine Gamer
Marrub wrote:
Doctrine Gamer wrote:I tested all the difficulties and everything is ok except for Tourist, is it normal for enemies to spawn all the time?

Yes.


Thank you! I thought I had loaded the mod in the wrong order and had given some conflict in difficulty as it is a behavior that usually apply in the highest difficulties.