Doom Loot Box Mod
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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.
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.
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- Location: at home
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Re: Doom Loot Box Mod
I'm running into an error when I try to launch the mod (great work on it, it's trolly as all hell).
Script error, "DoomLootBox.pk3:zscript.lootbox.txt" line 74:
Unknown identifier 'bSPRITEFLIP'
Execution could not continue.
1 errors while parsing DECORATE scripts
Anyway to fix this?
Script error, "DoomLootBox.pk3:zscript.lootbox.txt" line 74:
Unknown identifier 'bSPRITEFLIP'
Execution could not continue.
1 errors while parsing DECORATE scripts
Anyway to fix this?
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- Joined: Tue May 02, 2017 3:54 pm
Re: Doom Loot Box Mod
What port and version are you using?Forikelm wrote:I'm running into an error when I try to launch the mod (great work on it, it's trolly as all hell).
Script error, "DoomLootBox.pk3:zscript.lootbox.txt" line 74:
Unknown identifier 'bSPRITEFLIP'
Execution could not continue.
1 errors while parsing DECORATE scripts
Anyway to fix this?
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- Posts: 3
- Joined: Sat Nov 25, 2017 2:49 pm
Re: Doom Loot Box Mod
gzdoom 2.5pre. Should I download a newer version and try it?Rip and Tear wrote:What port and version are you using?Forikelm wrote:I'm running into an error when I try to launch the mod (great work on it, it's trolly as all hell).
Script error, "DoomLootBox.pk3:zscript.lootbox.txt" line 74:
Unknown identifier 'bSPRITEFLIP'
Execution could not continue.
1 errors while parsing DECORATE scripts
Anyway to fix this?
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- Posts: 186
- Joined: Tue May 02, 2017 3:54 pm
Re: Doom Loot Box Mod
Yes, I would recommend upgrading to the latest version of GZDoom and see if the problem persists.Forikelm wrote:gzdoom 2.5pre. Should I download a newer version and try it?Rip and Tear wrote:What port and version are you using?Forikelm wrote:I'm running into an error when I try to launch the mod (great work on it, it's trolly as all hell).
Script error, "DoomLootBox.pk3:zscript.lootbox.txt" line 74:
Unknown identifier 'bSPRITEFLIP'
Execution could not continue.
1 errors while parsing DECORATE scripts
Anyway to fix this?
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- Location: WATR HQ
Re: Doom Loot Box Mod
Even Spawn Wave had to mention this gem. But that gives me a different thought... How would people go about *fixing* Loot Boxes? Would you give your blessing on a contest focused around modding this mod into something that's actually fun to play?
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Re: Doom Loot Box Mod
Is this another mod that has some evil zscript sorcery? Because it's not really working with Zandro.
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- Joined: Tue May 02, 2017 3:54 pm
Re: Doom Loot Box Mod
Yep, this mod is heavily reliant on ZScript. You'll need to use the latest version of GZDoom.SoundOfDarkness wrote:Is this another mod that has some evil zscript sorcery? Because it's not really working with Zandro.
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Re: Doom Loot Box Mod
ROTFLMAO!!! Awesome pisstake
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- Joined: Tue May 02, 2017 3:54 pm
Re: Doom Loot Box Mod
I've released an update for this mod that improves a few things
Updated download link included in the first post.
Improved support for weapon mods
This mod should now properly support mods that replace Doom's weapons. Modified weapons will be replaced with loot boxes, and can drop from loot boxes. However, it is still not compatible with mods that modify enemies. Modified enemies will not drop keys.
Heretic support
You can now use this mod to ruin Heretic, too. More thematic sprites included.
Updated download link included in the first post.
Improved support for weapon mods
This mod should now properly support mods that replace Doom's weapons. Modified weapons will be replaced with loot boxes, and can drop from loot boxes. However, it is still not compatible with mods that modify enemies. Modified enemies will not drop keys.
Heretic support
You can now use this mod to ruin Heretic, too. More thematic sprites included.
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- Location: Maryland, USA, but probably also in someone's mod somewhere
Re: Doom Loot Box Mod
If having mod monsters drop crate keys is a desired feature, may I make a(n untested) suggestion (based on your dropchance tiering) (to throw out all of those clunky direct replacements)?
Spoiler: Keydropper exampleyes I know this means D'Sparil can drop keys but eh, it's a minor amusement
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- Joined: Tue May 02, 2017 3:54 pm
Re: Doom Loot Box Mod
That's not a bad idea, but that doesn't solve the issue of Shotgun guys and Heavy weapon dudes dropping weapons.Zhs2 wrote:If having mod monsters drop crate keys is a desired feature, may I make a(n untested) suggestion (based on your dropchance tiering) (to throw out all of those clunky direct replacements)?
Spoiler: Keydropper exampleyes I know this means D'Sparil can drop keys but eh, it's a minor amusement
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- Posts: 1287
- Joined: Fri Nov 07, 2008 3:29 pm
- Graphics Processor: ATI/AMD with Vulkan/Metal Support
- Location: Maryland, USA, but probably also in someone's mod somewhere
Re: Doom Loot Box Mod
I gotchu fam. This code is actually tested and was brainstormed over a couple hours for use with possibly any weapon mod out there (creds to PhantomBeta for assisting with puzzling out some GetReplacee bullshit). This code also goes into a WorldThingSpawned event, like the one currently in your mod:
Could add more cases for more vanilla weapons if desired (to account for monsters that drop chainsaws or RLs), but that's just a simple matter of adding to the if-else chain
Code: Select all
if(e.thing && e.thing.bDROPPED) {
Class<Actor> replacee;
if(e.thing.GetClass() != Actor.GetReplacee(e.thing.GetClass())) {
replacee = Actor.GetReplacee(e.thing.GetClass());
while(replacee != Actor.GetReplacee(replacee)) {
replacee = Actor.GetReplacee(replacee);
}
}
if(e.thing.CheckClass("Shotgun") || replacee == "Shotgun") {
e.thing.A_DropItem("Shell");
e.thing.Destroy();
}
else if(e.thing.CheckClass("Chaingun") || replacee == "Chaingun") {
e.thing.A_DropItem("Clip");
e.thing.Destroy();
}
}
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Re: Doom Loot Box Mod
I would request a change on how this mod modifies the hud. It's kinda annoying that this mod overrides the custom huds of certain gameplay mods.