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Universal Possession - v1.3 (30/09/2021)

PostPosted: Fri Sep 10, 2021 8:54 pm
by TDRR
Been sitting on this for while, thought it'd be a good idea to release it after polishing it a bit.

Download!

So what's Universal Possession? Well, as the name implies, it's like one of those possession mods where you can play as a monster... the fun thing about this one, though, is that it works with any mod, any IWAD, and any monster (except maybe some advanced ZScript ones?)! Yes, that includes even Brutal Doom, which is enough sign that it should work with practically anything you throw at it :p
You have a new key that can throw the possession projectile at an enemy, you take control of whatever monster it hits!

To make it not horribly overpowered, you can set a specific amount of kills required to use the projectile with the up_requiredkills CVAR. Setting this to 0 disables the mod, setting it to a negative number instead gives you infinite times to use the projectile, but setting it to any positive numbers sets the kill requirement to charge the projectile. So if this is set to 20 (the default), you'll need 20 kills to be able to use the projectile again.

If the third person camera isn't your fancy either, you can change it with the up_thirdperson CVAR. If set to 0, you go into first person mode when possessing. Obviously you can't see your monster's hands, though. The default is 1, which instead uses a chasecam.

Obligatory features list:
-Works on Zandronum! (duh)
-Possess any monster you want!
-Works online (mostly)
-Even DEHACKED mods work
-Full controller support, too

Spoiler: Changelog


Spoiler: Screenshots

Re: Universal Possession - v1.0

PostPosted: Fri Sep 10, 2021 10:07 pm
by m8f
That's impressive! Good job.

Re: Universal Possession - v1.0

PostPosted: Fri Sep 10, 2021 10:39 pm
by Starman the Blaziken
I always been looking for a mod like this to be honest... At least where you can use the monster's abilities any way possible is good enough for me. And this fits it for what their is right now!
I took it for a spun on some random WADs besides Doom like Strife, and even wanted to see what possibly breaks to modern Doom stuff like Reelism (I seen they all got controlled at the same time, and left some apparitions after pressing use heh).

The results are neat trying it so far for fun, although a couple things that would be useful is maybe being able to maybe jump for some monsters since they can get stuck in some areas, at least being unable to open doors (since pressing use kills them, I kill them by accident doing so the first few times. Oof) and some areas that a player can only go through since the NPC being controlled is somehow just a liiiitle too tall or fat or of the two through them, like in the Prison when I tried on an Acolyte near the ID door. I may not expect jumping to work, but something to get them out to not accidentally put them in a point of no return by a bad mistake.

Oh and one little thing, I notice you can get charge points by destroying/killing things like barrels, tables, potted plants, and other things I tried with mods and intentionally breakable stuffs. The controlled do not target them themselves, I wanted to see if you know that little detail though.

Re: Universal Possession - v1.0

PostPosted: Sat Sep 11, 2021 7:52 am
by Spaceman333
This is incredible, I... I can possess.. Benellus. : O

Oh my god.

Re: Universal Possession - v1.0

PostPosted: Sat Sep 11, 2021 6:30 pm
by Carrotear
It seems that whenever I possess a monster they'll have an aneurysm and will attack when they feel like it.

Re: Universal Possession - v1.1 (11/09/2021)

PostPosted: Sat Sep 11, 2021 9:46 pm
by TDRR
Updated! Now to address some of your comments...

m8f wrote:That's impressive! Good job.

Thank you! Means a lot to me.

Starman the Blaziken wrote:I always been looking for a mod like this to be honest... At least where you can use the monster's abilities any way possible is good enough for me. And this fits it for what their is right now!
I took it for a spun on some random WADs besides Doom like Strife, and even wanted to see what possibly breaks to modern Doom stuff like Reelism (I seen they all got controlled at the same time, and left some apparitions after pressing use heh).

That probably was because all monsters had the same TID. This conflict has been fixed in 1.1, and also fixes Supreme Invasion. About the apparitions... not sure what you mean.

Starman the Blaziken wrote:The results are neat trying it so far for fun, although a couple things that would be useful is maybe being able to maybe jump for some monsters since they can get stuck in some areas, at least being unable to open doors (since pressing use kills them, I kill them by accident doing so the first few times. Oof) and some areas that a player can only go through since the NPC being controlled is somehow just a liiiitle too tall or fat or of the two through them, like in the Prison when I tried on an Acolyte near the ID door. I may not expect jumping to work, but something to get them out to not accidentally put them in a point of no return by a bad mistake.

Jumping has been added in 1.1. However, opening doors is something I can't add, unfortunately (there's one possible method, but it's very unreliable and performance draining). And yeah, some places you just can't go through with a monster, that's a bit of a limitation that can't really be helped much with Zandronum compatibility.

Starman the Blaziken wrote:Oh and one little thing, I notice you can get charge points by destroying/killing things like barrels, tables, potted plants, and other things I tried with mods and intentionally breakable stuffs. The controlled do not target them themselves, I wanted to see if you know that little detail though.

Corrected in 1.1. Unless some mods give the ISMONSTER flag to those objects, then it may still happen :p
Glad you've mostly enjoyed it so far, and I hope the additions help for now.

Carrotear wrote:It seems that whenever I possess a monster they'll have an aneurysm and will attack when they feel like it.

Does it happen very often? That happens to me too, but it's rare, like once when you first possess them. I'm not sure what could be done there, the target is cleared every 2 frames.

Re: Universal Possession - v1.1 (11/09/2021)

PostPosted: Sat Sep 11, 2021 10:37 pm
by Starman the Blaziken
Yeah when I tried it with Zandronum, I immediately figured their would be a drawback to be unable to open doors, and possibly other little things I have noticed with mods that might not be able to be done much with.
I am actually quite a curious cat to try this with many mods, ones that are more complicated or not and see what the mods do because I have some fun using it ether way.

One thing thing I remembered, well... Think you might want to put Chex Quest on your list of stuff that might not work since in that Flemoids are unable to deal damage to each other, friendly or not (Something to say like Complex Doom addons with the Legendries unable to hurt each other, although it is round down to types and not all of them). Unless their can be a plausible compromise where any damage from a possessed can hurt an enemy.

Re: Universal Possession - v1.1 (11/09/2021)

PostPosted: Sun Sep 12, 2021 7:06 am
by Carrotear
TDRR wrote:Does it happen very often? That happens to me too, but it's rare, like once when you first possess them. I'm not sure what could be done there, the target is cleared every 2 frames.


For me it happens alot. The possessed enemy will spaz out and I when I attack they either spaz out more or actually attack. I'm launching the mod itself with nothing else.

Re: Universal Possession - v1.1 (11/09/2021)

PostPosted: Sun Sep 12, 2021 11:02 am
by lizardcommando
Very neat mod! It seems to work with my old Lizard Squad mod. It would be nice to be able to tell how many kills you need in order to start possessing enemies (unless there was already a way to see that amount, which I have not figured out).

Re: Universal Possession - v1.1 (11/09/2021)

PostPosted: Sun Sep 12, 2021 11:34 am
by Artman2004
Nice mod, very fun to play with. However, the possessed enemies will only trigger their attacks when they are looking at other enemies. Is there any way to fix this?

Re: Universal Possession - v1.1 (11/09/2021)

PostPosted: Mon Sep 13, 2021 12:38 pm
by Starman the Blaziken
lizardcommando wrote:Very neat mod! It seems to work with my old Lizard Squad mod. It would be nice to be able to tell how many kills you need in order to start possessing enemies (unless there was already a way to see that amount, which I have not figured out).

Yeah same here.

Also since I came on to play some more of the mod from Doom Barracks Zone X along with a couple mods. I seen that I actually can spam a possess charge at a distance and it can hit multiple enemies to let me control them all in sync with one having the camera behind them. It is pretty funny to watch multiple knights and a cyber possessed, but I am sure that should be patched since I can only view one of them.

I also also came by a thing while in one of the mods being Corruption Cards with enemies spawning with little itty bippy sized pets that I can actually res as a possessed Archvile and sometimes corpses on a different elevation or something. I dunno if it is a bit rusty or some balancing thing that keeps it from doing it normally, but I would sure love to do it more.

Re: Universal Possession - v1.1 (11/09/2021)

PostPosted: Mon Sep 13, 2021 3:22 pm
by Caleb377
Awesome! It worked with every mod I tried.

Re: Universal Possession - v1.1 (11/09/2021)

PostPosted: Mon Sep 13, 2021 9:19 pm
by TheNightATK300
I cannot seem to throw the possession projectile? It's odd that I tried to press the key that throws the projectile, but it did not do anything.

Re: Universal Possession - v1.1 (11/09/2021)

PostPosted: Tue Sep 14, 2021 5:33 am
by Carrotear
TheNightATK300 wrote:I cannot seem to throw the possession projectile? It's odd that I tried to press the key that throws the projectile, but it did not do anything.


By the default you need to kill 20 monsters first.

Re: Universal Possession - v1.1 (11/09/2021)

PostPosted: Tue Sep 14, 2021 6:58 am
by Cutmanmike
This mod puts a smile on my face. Not because of what it offers for gameplay, just the way it was done. When I read this post I was certain it would involve some zscript shenanigans, but it's actually a very clever use of DECORATE, ACS and knowhow of (Z)Doom's mechanics. Zandronum modding is full of stuff like this, love to see it (even if I curse working in that engine sometimes). Good job :)