[0.2.3] Indestructable: second wind/death rage mechanic

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ToxicFrog
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[0.2.3] Indestructable: second wind/death rage mechanic

Post by ToxicFrog »

This minimod adds a mechanic inspired by War of Attrition's "Death Rage" and the "Second Wind" mechanic found in some modern FPS games: when you take lethal damage, instead of dying, you instead become an unstoppable engine of destruction. The effect is short-lived and has limited uses, however, and once you run out, your next death is for real.

I designed this when playing a lot of Map Order Shuffle with Compendium, Lexicon, and pistol starts; I'm not good enough to reliably pistol-start all those maps and wanted some sort of extra lives mechanic, but not the "respawn at the start of the level" kind. Thus, this mod. It should be compatible with just about anything, and I've tested it with a variety of gameplay mods and TCs without issues.

It also has a bunch of configuration options so you can adjust how powerful the effect is, how many times it can trigger, and when (and how much) it refills to your liking.
Spoiler: Documentation & Downloads
Spoiler: Demo Video
Last edited by ToxicFrog on Thu Aug 11, 2022 12:35 pm, edited 4 times in total.
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mamaluigisbagel
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Graphics Processor: ATI/AMD (Modern GZDoom)

Re: [0.2.0] Indestructable: second wind/death rage mechanic

Post by mamaluigisbagel »

This is possibly because I'm using a dev build, but when I try to load the addon, I get this crash.

EDIT: I think its because I didn't notice the required mod. May want to make that a bit more obvious :P
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ToxicFrog
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Re: [0.2.0] Indestructable: second wind/death rage mechanic

Post by ToxicFrog »

I've made the note about that on the release page more prominent, thanks.

I really wish zscript had a better solution to shared dependencies than a choice between "put it in a separate pk3 and crash on startup if it's missing" and "bundle it with every mod that uses it but rename every single class to avoid conflicts if multiple mods depend on it". Maybe someday...
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mamaluigisbagel
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Re: [0.2.0] Indestructable: second wind/death rage mechanic

Post by mamaluigisbagel »

Hopefully, but time will tell.

Will btw add I don't know if your mod "Laevis" has a topic of its own, but wanted to say I'm loving it so far! Glad I looked around that github a bit more.
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ToxicFrog
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Re: [0.2.0] Indestructable: second wind/death rage mechanic

Post by ToxicFrog »

mamaluigisbagel wrote:Hopefully, but time will tell.

Will btw add I don't know if your mod "Laevis" has a topic of its own, but wanted to say I'm loving it so far! Glad I looked around that github a bit more.
It doesn't yet, because I'm still putting the finishing touches on v0.8, recording a demo video, swapping out the working name for the real name, etc -- I hope to release it officially later today. I'm glad you're enjoying it!
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Spaceman333
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Re: [0.2.0] Indestructable: second wind/death rage mechanic

Post by Spaceman333 »

This is awesome, definitely putting this into my autoload as a permanent addon.

Normally when I die in Doom I need to reload an autosave that requires me to then retread the steps I took before I died - which all feels bothersome and lame, especially when it was a cheap shot that killed me. This mod solves that perfectly, allowing me to stay in the action and enjoy the game, but still have some element of pushback to signal when I actually dun goofed vs got fragged by a sudden cheap shot.

Thank you for making and sharing this.

Btw that other mod (Laevis) sound awesome too, really excited when that gets released!
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ToxicFrog
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Re: [0.2.0] Indestructable: second wind/death rage mechanic

Post by ToxicFrog »

Spaceman333 wrote:This is awesome, definitely putting this into my autoload as a permanent addon.
That makes me super happy! I make these mods primarily for my own enjoyment, but it always delights me to know that other people are enjoying them too.

Btw, Laevis has now been released (under its final name Gun Bonsai); the thread is here. It has optional integration with this mod (so you unlock Indestructable features as a player upgrade), but you can also just use both of them normally with no special integration.
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mamaluigisbagel
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Re: [0.2.0] Indestructable: second wind/death rage mechanic

Post by mamaluigisbagel »

Is there any way to either customize the colors used for when you go into Indestructable or to use the invulnerability colors set in the options for it? The white and red REALLY hurts my eyes and makes it hard for me to use this mod.
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ToxicFrog
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Re: [0.2.0] Indestructable: second wind/death rage mechanic

Post by ToxicFrog »

mamaluigisbagel wrote:Is there any way to either customize the colors used for when you go into Indestructable or to use the invulnerability colors set in the options for it? The white and red REALLY hurts my eyes and makes it hard for me to use this mod.
Not at present, but I don't think it would be hard to add -- I can probably have 0.2.1 out sometime this evening.
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ToxicFrog
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Release: 0.2.1

Post by ToxicFrog »

0.2.1 released; download it here or from the OP.

It adds an option to change the visual effect on activation: in additional to the original red and white, you can choose inverse, desaturated, one of four different colours, or disable it entirely.
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ToxicFrog
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Release: 0.2.2

Post by ToxicFrog »

This is a bugfix release that removes a stray debug logging message from 0.2.1. Download here or in the OP.
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ToxicFrog
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Re: [0.2.2] Indestructable: second wind/death rage mechanic

Post by ToxicFrog »

No changes to Indestructable itself, but the download page has been updated with a new version of libtooltipmenu that properly scales the tooltip text based on screen resolution.
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ToxicFrog
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Release: 0.2.3

Post by ToxicFrog »

This is a bugfix release; Indestructable should now work properly with death exits and pistol starts, treating them the same as if you'd started a new game.

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