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Re: Lost Junker v3 - A Roguelike Stalker/Fallout Mod

Posted: Mon Feb 14, 2022 9:10 pm
by RastaManGames
I do not want to be harsh, but some things are really bothering me:

1) Balance.
Even if i am setting up minimal difficulty, there is too hard to get a way in some maps. There is needs to be a balancing shenanigans for that. I mean, there is already higher difficulties for those who loves "Misery" mod for "S.T.A.L.K.E.R.: Call Of Pripyat" or something... I can suggest you to set up damage factors. Also, if you are using "Ashes 2063" weapon pack as module, then you might want to update it. It was updated few days ago and restored 9mm pistol, if I am right.

2) Random Decorations.
There is nothing bad about idea, but realization is kinda wrong, just because there is a large amount of them are spawning just in the structural void. Player can't get there w/o noclipping and, oh boy, there is just too much of "living" actors that can beat up any performance even on my not potatoe, but beef PC... Entire logic must be rewritten, 'cause not only spawning in "out of bounds" area, but also logic itself seems very strange with trees on the iron floors, lamps inside of crucial tight hallways and etc.


3) Lighting Overhaul.
Again, idea is good, but on the deal this is a huge mess. Take MAP32 of "Doom2.WAD" as example. This amount of dynlights can almost kill anyone's PC, for sure. I don't know, which exact module cause this, but (at least) you can look up for "Relighting Doom" from user Hey_Doomer. This is a nice example, how nice atmosphere can be obtained w/o big performance loss. As alternative, you can find a very good & talented programmer, so they can try to optimize your code.

Re: Lost Junker v3 - A Roguelike Stalker/Fallout Mod

Posted: Mon Feb 14, 2022 9:11 pm
by thugsta
zeboz wrote:could you make a version of this mod with weapons/some mechanics only or? i really liked this mod and atmosphere in general but most of these props and effects just makes maps really ugly and laggy with all kind of random bs all around (like some trees coming out of concret ground and random chairs, lamps, stalactites in the middle of nowhere one close to the other like someone just pickup a bucket full of props and spilled it all around the map)
I was thinking of making a version like this available (already have it built) not sure yet as i kinda like how the randomness spawns crap everywhere as most maps are too empty. This way it looks like these places have been abandoned for years and stuff is overgrown and things are starting to grow or form, like a take on a chernobyl event.

If i had access to better decorative sprites i would lush up the place better but had to do with what was available on hand as i am not much of a sprite maker.

Re: Lost Junker v3 - A Roguelike Stalker/Fallout Mod

Posted: Mon Feb 14, 2022 9:22 pm
by thugsta
RastaManGames wrote:I do not want to be harsh, but some things are really bothering me:

1) Balance.
Even if i am setting up minimal difficulty, there is too hard to get a way in some maps. There is needs to be a balancing shenanigans for that. I mean, there is already higher difficulties for those who loves "Misery" mod for "S.T.A.L.K.E.R.: Call Of Pripyat" or something... I can suggest you to set up damage factors or something. Also, if you are using "Ashes 2063" weapon pack as module, then you might want to update it. It was updated few days ago and restored 9mm pistol, if I am right.

2) Random Decorations.
There is nothing bad about idea, but realization is kinda wrong, just because there is a large amount of them are spawning just in the structural void. Player can't get there w/o noclipping and, oh boy, there is just too much of "living" actors that can beat up any performance even on my not potatoe, but beef PC... Entire logic must be rewritten, 'cause not only spawning in "out of bounds" area, but also logic itself seems very strange with trees on the iron floors, lamps inside of crucial tight hallways and etc.


3) Lighting Overhaul.
Again, idea is good, but on the deal this is a huge mess. Take MAP32 of "Doom2.WAD" as example. This amount of dynlights can almost kill anyone's PC, for sure. I don't know, which exact module cause this, but (at least) you can look up for "Relighting Doom" from user Hey_Doomer. This is a nice example, how nice atmosphere can be obtained w/o big performance loss. As alternative, you can find a very good & talented programmer, so they can try to optimize your code.

I appreciate your advice so thanks for the reply.

1)Dunno how you are having a hard time, i also am not trying to sound harsh but i have finished many maps/wads etc. with this. Maybe you are playing more like normal doom and just standing there eating bullets? not sure.
Thanks for the tip it's been upgraded i'll have to look into that but the 9mm handgun is already in as it is :?:

2)Yes some spawn in the void but they do not eat the frame rate (at least for me) as they are not seen and getting culled and clipped out. If some stuff are in your way use the Spacetime addon i have in the first page until i can figure something out to balance this better. As i said above about the random decor, I have made in this way so it looks like these places have been abandoned for years and stuff is overgrown and things are starting to grow or form, like a take on a chernobyl event.
If i had access to better decorative sprites i would lush up the place better but had to do with what was available on hand as i am not much of a sprite maker.

3)Which version of the mod are you using? yes the dynamic lights can kill fps in some maps, but this mod will never be playable in all maps due to the randomness as i said this is a very high end mod and does pretty much nothing to my system. To eliminate these problem try the map with the lite version

Re: Lost Junker v3 - A Roguelike Stalker/Fallout Mod

Posted: Tue Feb 15, 2022 11:23 pm
by -Ghost-
Ah, yeah no wonder I'm getting lag if there's stuff spawning out of bounds. That might be enough to optimize it completely if it can be limited to the playable area.

Right now I'm getting an error when I try to launch the regular Lost Junker v3 version:

Execution could not continue.

Fatal: unknown event handler class clouds_EventHandler

What's weird is the max version loads just fine for me.

Re: Lost Junker v3 - A Roguelike Stalker/Fallout Mod

Posted: Wed Feb 16, 2022 1:23 am
by thugsta
There should be culling going for things you can't see that is built into the engine itself, that is just how the raycasting works. Does this not work with sprites? is it only for wall/patches textures?

I don't know what computers you guys have but on my monster at home, it runs basically with no hit to the fps at all. I have now tried it on my laptop i have at another house and can see the hard fps drops and lag to the fps. Wow, big difference. I have no other computer at home to test so i had no idea, which is why i said this was a more high end mod judging by the comments as i built it around my system seeing no drops.

I have taken the links down for now as i have another method all cooked up that is being tested currently. It will have the spawn system fixated to the maps only and should be ironed out soon, their is a new loadout with different gear to make the harder difficulties better to manage and i will dumb down the higher difficulties somewhat so they don't be so misery stalker based as was said lol. I have played around with removing the 'nature' flora (keeping the demonic ones, as it makes sense). I am also thinking of making lights not solid and a way to have nothing be in the way/blocking anymore but all this said will need more testing before i feel happy with it.

Keep a look out for an update Coming Soon.

Re: Lost Junker v3 - A Roguelike Stalker/Fallout Mod

Posted: Sun Feb 20, 2022 6:37 am
by Keldian
Mod is good, very pleased that the monsters from Colourfull Hell have new skins ( unfortunately not all of them). I wonder if with other similar mods, like Shades of Doom, it will also work.

Among the cons - very poor optimization and randomly spawning scenery that sometimes appear in front of or behind the door and prevent the passage of further without the use of cheats. I suspect that these problems are related. I would like to be able to turn off their spawning, if it does not already available, of course.

Re: Lost Junker v3 - A Roguelike Stalker/Fallout Mod

Posted: Tue Feb 22, 2022 2:50 am
by KingFrog564
Sorry I may be extremely blind but I've searched up and down this entire project and didnt find the download link anywhere at all. Does someone have it?

Re: Lost Junker v3 - A Roguelike Stalker/Fallout Mod

Posted: Tue Feb 22, 2022 8:26 am
by Redneckerz
KingFrog564 wrote:Sorry I may be extremely blind but I've searched up and down this entire project and didnt find the download link anywhere at all. Does someone have it?
It says coming soon in the OP.

Re: Lost Junker v4 - A Roguelike Stalker/Post-Apocalypse -SO

Posted: Fri Mar 04, 2022 12:26 pm
by thugsta
Just an update, i am putting it through some more paces before i upload it, things have changed for the better. All the changes/features can be seen on the first page. Looking and playing good. v4 might be a short-term version before v5 comes if there is many ticks about the lighting but then again some people on YouTube has played this on Mobiles without problems 🤷‍♂️

Will likely be uploaded by tomorrow :)

Re: Lost Junker v4 - Roguelike Stalker/Post-Apocalypse Mod

Posted: Sat Mar 05, 2022 3:55 am
by thugsta
The new version is now uploaded and released. Some minor optimization still needs to be done i think with the lighting so i will scale that down in the next version. So far everything is running pretty great and is balanced and the changes has helped mold this for the better, thank you everyone for the comments. :)



*Silent update 2, forgot a semicolon and something else. This could of been noticed earlier if it was not for the download and run lurkers lol :roll:

Re: Lost Junker v4 - Roguelike Stalker/Post-Apocalypse Mod -

Posted: Sat Mar 05, 2022 6:43 pm
by hitmanx
Hooray! Congrats on v4, I managed to snag v3 before you took it down and I thought it was really awesome so I'm looking forward to this, downloading now.

Is there a way to make this compatible with other weapon mods?

Re: Lost Junker v4 - Roguelike Stalker/Post-Apocalypse Mod -

Posted: Sat Mar 05, 2022 10:21 pm
by thugsta
hitmanx wrote:Hooray! Congrats on v4, I managed to snag v3 before you took it down and I thought it was really awesome so I'm looking forward to this, downloading now.

Is there a way to make this compatible with other weapon mods?
Thanks and glad you like it ;)

After a quick check before posting this, i tried it with Brutal Weapons Only and loading it after my mod (cause loading it before my mod had no ammo for the brutal guns) seemed to have work fine other then a single frame in the imp and the candelabra also has single frame change from the quick play i tired of it reaching the half way through the second map in freedoom. So from that i say anything that changes weapons strictly only (and is not a mess like Brutal Doom code wise) will definitely work even better. Maybe even monster only mods will work too but not sure for this as i have not tested it yet.

Re: Lost Junker v4 - Roguelike Stalker/Post-Apocalypse Mod -

Posted: Sun Mar 06, 2022 6:49 pm
by hitmanx
Cool, I'll give it a shot :)

Re: Lost Junker v4 - Roguelike Stalker/Post-Apocalypse Mod -

Posted: Sun Mar 13, 2022 1:19 pm
by Xanirus
There seems to be an issue with the leaning. I use the "Strafe-Lean" option, (similar to the newer Woflensteins) and while leaning, you will randomly strafe in that direction after sometime, (while still leaning) sometimes never, but more often than not. This causes you to get out of cover when you don't want to.

This is technically a side mod, but it seems to be built into yours, which means I can't override with a possibly newer version of the lean mod without messing with it in SLADE (not that I would know how to) but since since the mod is so old it's probably running the same version anyway.

This is just running Lost Junker and nothing else too. If I use the lean mod separately with other mods (the one from it's own download page) I tend to have no issues.

This is running off of GZDoom 4.7.1. Older versions seem to have the same results.

Re: Lost Junker v4 - Roguelike Stalker/Post-Apocalypse Mod -

Posted: Sun Mar 13, 2022 6:12 pm
by thugsta
Yes i have noticed that too but could not do anything to nail it down to what the issue with leaning is, so i just use it as a quick peek instead of lean. I have something in mind that might eliminate this issue so i will try it as i been doing optimization and balancing (while making another mod entirely, dunno if for public release though mind you) so i will try to incorporate a fix for this but it might change the dying animation as i think it's linked to that.

A new release might be out today.