Ha every time you post there's an update. I know this was in the last update but really love how IDClever is able select through the names of maps of pwads as well as iwads, thanks m8f!m8f wrote:Thanks for the heads up!
Laser dot isn't visible when you point to the sky by design. The beam is fixed now.
Minor updates.
IDCLEVer Starter, Armament Tuning, Laser Sight, m_Gizmos
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
Re: [minimods] IDCLEVer Starter, Armament Tuning, Laser Sigh
- StroggVorbis
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Re: [minimods] IDCLEVer Starter, Armament Tuning, Laser Sigh
@m8f
Ultimate Custom Doom? You mean a port of Lud's to ZScript? :D
Ultimate Custom Doom? You mean a port of Lud's to ZScript? :D
- m8f
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Re: [minimods] IDCLEVer Starter, Armament Tuning, Laser Sigh
@DabbingSquidward
Exactly. It will be available later.
Exactly. It will be available later.
- m8f
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Re: [minimods] IDCLEVer Starter, Armament Tuning, Laser Sigh
Small update to IDCLEVer Starter (v0.5.3 now). Changes:
- fixed displaying MAP01-03.
Edit: also, I found that Level Menu is not compatible with Wadsmoosh yet.
- fixed displaying MAP01-03.
Edit: also, I found that Level Menu is not compatible with Wadsmoosh yet.
- mrtaterz
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Re: [minimods] IDCLEVer Starter, Armament Tuning, Laser Sigh
Your Level Menu should just be a part of GZDoom and should get integrated like Divide & Conquer did. Level Menu would be good for testing and debugging/quick access in many situations.
- m8f
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Re: [minimods] IDCLEVer Starter, Armament Tuning, Laser Sigh
Level Menu is half hacks and half hard-coded stuff. It won't be accepted to the engine. The code quality should rise with new features, not fall through the floor
Also, note that it is trivial to make a non-universal version of it for any desired level set.
Also, note that it is trivial to make a non-universal version of it for any desired level set.
- StroggVorbis
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Re: [minimods] IDCLEVer Starter, Armament Tuning, Laser Sigh
Armament Tuning doesn't like Abysm - Dawn of Innocence for some reason. The latter mod's JPHUD_START actor, which looks like this:
causes my FPS to drop from the default max of 200 to as low as 40, increasing the latency from 5ms to 20, whenever Armament Tuning is loaded. Summoning 2 to 3 more JPFHUD_STARTs locks up the game with 250+ ms. Any ideas?
Code: Select all
Class JPHUD_Start : Actor
{
Default
{
+NoBlockMap
+NoInteraction
}
States
{
Spawn:
TNT1 A 1 A_RadiusGive("JPHUD_SetHealth", 26383.0, RGF_Players|RGF_Monsters|RGF_Objects|RGF_NoSight, 1);
Loop;
}
}
- m8f
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Re: [minimods] IDCLEVer Starter, Armament Tuning, Laser Sigh
Armament Tuning contains pretty heavy work in WorldThingSpawned, and JPHUD_Start looks like it spawns lots of JPHUD_SetHealth.
This heavy work in can be optimized significantly by ruling out FindCVar.
I created an issue at the repository to not forget, but I won't revisit Armament Tuning (and my other minimods) for a while. I want to concentrate on something bigger this time (Doom-related, too).
Thanks for reporting!
This heavy work in can be optimized significantly by ruling out FindCVar.
I created an issue at the repository to not forget, but I won't revisit Armament Tuning (and my other minimods) for a while. I want to concentrate on something bigger this time (Doom-related, too).
Thanks for reporting!
Re: [minimods] IDCLEVer Starter, Armament Tuning, Laser Sigh
Hello m8f
I have discovered a very minor conflict when using your IDCLEVer alongside Perk's Smooth Weapons Enhanced v3.0 (viewtopic.php?f=43&t=32628). When pistol starting a new map, you start with all your weapons "holstered" (as in, no weapons are drawn). If you press either the pistol or fist hotkey, then everything will work as normal without issue. The only problem is that Doomguy does not draw his pistol on spawning in a new level anymore. I tried alternating the load order of these two mods, but it made no difference. How would I go about adding a check for IDCLEVer to make sure the "Smooth Pistol" gets drawn at mapstart if using Smooth Weapons? Or even just a quick edit of drawing Smooth Pistol anyway without checking if Smooth Weapons is loaded too.
This is how ZPerkHandler.zs looks like at the start
Apart from this, I have another question, regarding the Doom Complete WAD Smoosh.
How would I go about making the Level Menu compatible with doom_complete.pk3 (the smooshed WAD that includes Ultimate Doom, Doom2, TNT, Plutonia, Master Levels, Sigil, No Rest For the Living), so that it can properly show all of its levels in the menu? Right now, when using IDCLEVer with doom_complete.pk3, the level menu just appears empty.
I have discovered a very minor conflict when using your IDCLEVer alongside Perk's Smooth Weapons Enhanced v3.0 (viewtopic.php?f=43&t=32628). When pistol starting a new map, you start with all your weapons "holstered" (as in, no weapons are drawn). If you press either the pistol or fist hotkey, then everything will work as normal without issue. The only problem is that Doomguy does not draw his pistol on spawning in a new level anymore. I tried alternating the load order of these two mods, but it made no difference. How would I go about adding a check for IDCLEVer to make sure the "Smooth Pistol" gets drawn at mapstart if using Smooth Weapons? Or even just a quick edit of drawing Smooth Pistol anyway without checking if Smooth Weapons is loaded too.
This is how ZPerkHandler.zs looks like at the start
Code: Select all
//===========================================================================
//
// Handle player spawn
//
//===========================================================================
override void PlayerEntered(PlayerEvent e)
{
PlayerPawn pmo = players[e.PlayerNumber].mo;
if (!pmo) return;
SetupPlayer(pmo);
}
override void PlayerRespawned(PlayerEvent e)
{
PlayerPawn pmo = players[e.PlayerNumber].mo;
if (!pmo) return;
SetupPlayer(pmo);
}
//===========================================================================
//
// Give smooth weapons to spawned player
//
//===========================================================================
void SetupPlayer(PlayerPawn pmo)
{
if (pmo.FindInventory("Pistol"))
{
pmo.TakeInventory("Pistol", 0x7FFFFFFF);
pmo.GiveInventory("ZPerkPistol", 1);
pmo.TakeInventory("Clip", 20);
}
if (pmo.FindInventory("Fist"))
{
pmo.TakeInventory("Fist", 0x7FFFFFFF);
pmo.GiveInventory("ZPerkFist", 1);
}
}
How would I go about making the Level Menu compatible with doom_complete.pk3 (the smooshed WAD that includes Ultimate Doom, Doom2, TNT, Plutonia, Master Levels, Sigil, No Rest For the Living), so that it can properly show all of its levels in the menu? Right now, when using IDCLEVer with doom_complete.pk3, the level menu just appears empty.
- m8f
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Re: [minimods] IDCLEVer Starter, Armament Tuning, Laser Sigh
Just checked, this is the code that is responsible for selecting the default weapon after resetting in IDCLEVer starter:
https://github.com/mmaulwurff/idclever- ... er.zs#L230
When loaded with Perk's Smooth Weapons Enhanced v3.0, lastStartWeapon variable here has the value of "Pistol", not "ZPerkPistol", because the player in PSWE v3.0 has the original Pistol as a default weapon, and it's replaced with "ZPerkPistol" here (code from PSWE):
We can ask Nash if something can be done here. I'm afraid it's not possible to solve this from IDCLEVer side cleanly.
Regarding Level Menu, if I was given the format in which WadSmoosh names the levels and how it stores the level names, I think I could add the support for it. Adding WadSmoosh compatibility will require making a function like addDoom2Maps in m8f_is_LevelsMenu class.
https://github.com/mmaulwurff/idclever- ... er.zs#L230
Code: Select all
if (lastStartWeapon != "")
{
let weaponInInv = player.FindInventory(lastStartWeapon);
player.UseInventory(weaponInInv);
}
Code: Select all
void SetupPlayer(PlayerPawn pmo)
{
if (pmo.FindInventory("Pistol"))
{
pmo.TakeInventory("Pistol", 0x7FFFFFFF);
pmo.GiveInventory("ZPerkPistol", 1);
pmo.TakeInventory("Clip", 20);
}
Regarding Level Menu, if I was given the format in which WadSmoosh names the levels and how it stores the level names, I think I could add the support for it. Adding WadSmoosh compatibility will require making a function like addDoom2Maps in m8f_is_LevelsMenu class.
Re: [minimods] IDCLEVer Starter, Armament Tuning, Laser Sigh
It organizes the map names like thisRegarding Level Menu, if I was given the format in which WadSmoosh names the levels and how it stores the level names, I think I could add the support for it. Adding WadSmoosh compatibility will require making a function like addDoom2Maps in m8f_is_LevelsMenu class.
- E1M1-E4M9 are DoomU
- E5M1-E5M9 are Sigil
- MAP01-MAP32 are Doom2 (this is the one that is replaced when loading PWADs)
- NV_MAP01-NV_MAP09 are No Rest For the Living
- ML_MAP01-ML_MAP21 are The Master Levels
- TN_MAP01-TN_MAP32 are TNT
- PL_MAP01-PL_MAP32 are Plutonia
Would you like me to link you my WadSmoosh'd file so you can see its guts?
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Re: [minimods] IDCLEVer Starter, Armament Tuning, Laser Sigh
I have a small request. How hard would be to tweak the self damage the player does with his own weapons? Because damn I would like to fine tune the damage received when a rocket clips a corner of wall...
- m8f
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Re: [minimods] IDCLEVer Starter, Armament Tuning, Laser Sigh
That's a good idea!
Not hard. This thing should go to Ultimate Custom Doom, though. Added an issue to not forget.
Not hard. This thing should go to Ultimate Custom Doom, though. Added an issue to not forget.
- StroggVorbis
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Re: [minimods] IDCLEVer Starter, Armament Tuning, Laser Sigh
This is kinda already in. I think the CVar was called SelfRadiusFactor or similar. The knockback is unchanged, so you can rocket jump to your heart's content :3
- m8f
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Re: [minimods] IDCLEVer Starter, Armament Tuning, Laser Sigh
Oh, indeed!
It's called splashfactor.
Setting it to 0 seems to not have effect, so set it to 0.0001 or something.
It's called splashfactor.
Setting it to 0 seems to not have effect, so set it to 0.0001 or something.