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Re: [minimods] IDCLEVer Starter, Armament Tuning, Laser Sigh

Posted: Sat Apr 13, 2019 7:41 am
by Beezle
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.
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! :D

Re: [minimods] IDCLEVer Starter, Armament Tuning, Laser Sigh

Posted: Sun Apr 14, 2019 12:23 am
by StroggVorbis
@m8f

Ultimate Custom Doom? You mean a port of Lud's to ZScript? :D

Re: [minimods] IDCLEVer Starter, Armament Tuning, Laser Sigh

Posted: Sun Apr 14, 2019 9:16 am
by m8f
@DabbingSquidward

Exactly. It will be available later.

Re: [minimods] IDCLEVer Starter, Armament Tuning, Laser Sigh

Posted: Fri Apr 26, 2019 10:15 am
by m8f
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.

Re: [minimods] IDCLEVer Starter, Armament Tuning, Laser Sigh

Posted: Tue Apr 30, 2019 2:20 am
by mrtaterz
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.

Re: [minimods] IDCLEVer Starter, Armament Tuning, Laser Sigh

Posted: Tue Apr 30, 2019 9:14 am
by m8f
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.

Re: [minimods] IDCLEVer Starter, Armament Tuning, Laser Sigh

Posted: Thu Jul 11, 2019 6:23 am
by StroggVorbis
Armament Tuning doesn't like Abysm - Dawn of Innocence for some reason. The latter mod's JPHUD_START actor, which looks like this:

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;
	}
}
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?

Re: [minimods] IDCLEVer Starter, Armament Tuning, Laser Sigh

Posted: Thu Jul 11, 2019 7:14 am
by m8f
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!

Re: [minimods] IDCLEVer Starter, Armament Tuning, Laser Sigh

Posted: Sun Aug 11, 2019 11:04 pm
by PhysixCat
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

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);
        }
    }
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.

Re: [minimods] IDCLEVer Starter, Armament Tuning, Laser Sigh

Posted: Mon Aug 12, 2019 12:25 am
by m8f
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

Code: Select all

    if (lastStartWeapon != "")
    {
      let weaponInInv = player.FindInventory(lastStartWeapon);
      player.UseInventory(weaponInInv);
    }
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):

Code: Select all

	void SetupPlayer(PlayerPawn pmo)
	{
		if (pmo.FindInventory("Pistol"))
		{
			pmo.TakeInventory("Pistol", 0x7FFFFFFF);
			pmo.GiveInventory("ZPerkPistol", 1);
			pmo.TakeInventory("Clip", 20);
		}
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.

Re: [minimods] IDCLEVer Starter, Armament Tuning, Laser Sigh

Posted: Mon Aug 12, 2019 12:40 pm
by PhysixCat
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.
It organizes the map names like this
- 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?

Re: [minimods] IDCLEVer Starter, Armament Tuning, Laser Sigh

Posted: Mon Aug 12, 2019 3:49 pm
by Turin Turambar
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...

Re: [minimods] IDCLEVer Starter, Armament Tuning, Laser Sigh

Posted: Mon Aug 12, 2019 8:26 pm
by m8f
That's a good idea!
Not hard. This thing should go to Ultimate Custom Doom, though. Added an issue to not forget.

Re: [minimods] IDCLEVer Starter, Armament Tuning, Laser Sigh

Posted: Tue Aug 13, 2019 12:38 am
by StroggVorbis
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

Re: [minimods] IDCLEVer Starter, Armament Tuning, Laser Sigh

Posted: Tue Aug 13, 2019 12:46 am
by m8f
Oh, indeed!
It's called splashfactor.
Setting it to 0 seems to not have effect, so set it to 0.0001 or something.