Faspons [JULY 20 2023] - Now Monster Pack Compatible!

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Agitatio
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Re: Faspons [REL: DEC 16 / DEV: DEC 16]

Post by Agitatio »

So happy to see you back faslrn!

Just want to remind you about gun smoke. It could be improved. Maybe make it similar to how it works/looks in Beautiful Doom? Although since the last time I talked about smoke with you, it stopped bothering me that much.

And those sprite improvements by Neccronixis are great!
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faslrn
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Re: Faspons [REL: DEC 16 / DEV: DEC 16]

Post by faslrn »

Grigori wrote:So happy to see you back faslrn!

Just want to remind you about gun smoke. It could be improved. Maybe make it similar to how it works/looks in Beautiful Doom? Although since the last time I talked about smoke with you, it stopped bothering me that much.

And those sprite improvements by Neccronixis are great!
I'll take a look at the smoke again. Was there anything specific you were looking to change, either performance or just plain looks?

Also, since you provided that HUD, I've been using it ever since. I actually made some tweaks with it as I have been updating the mod to make sure it was still compatible:

Code: Select all

https://www.dropbox.com/s/tb8mrtjdgwc2i94/Faspons_SBARINFO-Faslrn_Updates.pk3?dl=1
Loving it still. I might just have to integrate it with Faspons itself since it does look a lot better than the standard hud I made :lol:
Neccronixis wrote:Here is a simple addon I run after the mod that makes some slight adjustments to some sprites. There are some new sprites and small changes, but the existing ones have been adjusted so that they match the doomguy hand colour palette.

http://www.mediafire.com/file/ar4t2333x ... prites.pk3
That's cool dude! Minigun does feel like it fits in better with the other weapon sprites with the lightened palette, plus the SSG change looks a lot cleaner; excellent work! One thing I noticed was that when reloading the RPG, the sprites look like AA was applied to them, making them appear blurry.
JustAGuy
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Re: Faspons [REL: DEC 16 / DEV: DEC 16]

Post by JustAGuy »

Me again, can you add doomguy's mugshot on the hud? It's not the same without doomguy's iconic face.
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faslrn
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Re: Faspons [REL: DEC 16 / DEV: DEC 16]

Post by faslrn »

JustAGuy wrote:Me again, can you add doomguy's mugshot on the hud? It's not the same without doomguy's iconic face.
I have a plan for this: @Grigori created a great hud for Faspons and I will be integrating it in. It has Doomguy's beautiful mug :-) That will be pushed in the next few hours. Now pushed into DEV and REL.

I also added some of @Neccronixis's sprite changes (minigun, riotgun flash, and SSG) in this release since they now better match the palette.

@Grigori: Smoke on the combat rifle and minigun now only put out smoke AFTER letting go of fire instead of constantly spewing it out! More realistic and should be less annoying for you ;-)
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Neccronixis
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Re: Faspons [REL: DEC 17 / DEV: DEC 17

Post by Neccronixis »

I redid the RPG reload animations so they are not on an angle. I wanted to keep the original offsets, but generally you shouldn't rotate sprites unless you don't mind visual artifacts from re sampling.
RPG Sprites.zip
(150.09 KiB) Downloaded 70 times
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XavierStudios
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Re: Faspons [REL: DEC 17 / DEV: DEC 17

Post by XavierStudios »

Neccronixis wrote:I redid the RPG reload animations so they are not on an angle. I wanted to keep the original offsets, but generally you shouldn't rotate sprites unless you don't mind visual artifacts from re sampling.
I cannot personally attest to the quality of the program because I haven't used it, but you can try throwing sprites through this tool right here. I got it from the Resource Bookmarks thread here on the forum.
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faslrn
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Re: Faspons [REL: DEC 17 / DEV: DEC 17]

Post by faslrn »

Quick update to consolidate the last few commits:

Code: Select all

- CHANGE: Rifle and Minigun no longer produce smoke while firing. They only produce smoke AFTER you have finished firing.
- UPGRADE: Added in @Grigori's HUD after I've been playing with it for months. Tweaked it to work with the newer mod functionality. Thanks again dude!
- UPGRADE: Added in @Neccronixis's sprite tweaks! Minigun palette change, SSG fix, new saw (with some tweaked rev animations), and Riotgun flash now match the rest of the weapon sprite palettes. Thanks again dude!
- CHANGE/UPGRADE: NATO box'd ammo comes with two rifle clip[s (75% of the time). No longer will the rifle be neglected!
- UPGRADE: Cyberdemon now has a last-stand mode like the Baron. Right now will just enter the missile state more often and bit a bit faster. Working on an alternate attack!
- UPGRADE: Spider Mastermind now ejects brass!
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Retraux Squid
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Re: Faspons [REL: DEC 20 / DEV: DEC 20]

Post by Retraux Squid »

I notice that in the DECORATE code there is frequent references to fear in monsters. Can I get a quick explanation of how this works between specific monsters (who fears what, how does "fear" work)? Thanks.
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Agitatio
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Re: Faspons [REL: DEC 20 / DEV: DEC 20]

Post by Agitatio »

Thanks for including my HUD faslrn! It's an honor really.

There's a bit of a gap between HP/AP numbers and icons. Should maybe move numbers (and mugshot) a bit closer, just how it is in 4:3 version.
Also, for some reason, the map name in automap gets cut out a bit by status bar.

I'm thinking about working on a better HUD in future, if and when the will to comes back to me. Not completely satisfied with how current one came out. A lot of time went into making everything color coded properly, which left other important properties of a good HUD kinda disregarded.
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Neccronixis
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Re: Faspons [REL: DEC 20 / DEV: DEC 20]

Post by Neccronixis »

I've got an idea for this mod, but it's probably too impractical and impossible to code, so take it with a grain of salt. To compliment the fast-pace visceral style of this mod, what about implementing hurt states for monsters to make them more dynamic? When monster health is depleted by 75% they enter a state where they are visually gored and begin aggressively attacking the player out of desperation (their attacks are faster and more frequent) something like this:
Monster injury states.png
Monster injury states.png (38.17 KiB) Viewed 1239 times
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Zaratul
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Re: Faspons [REL: DEC 20 / DEV: DEC 20]

Post by Zaratul »

Really great gameplay mode! Loving this so far,cacoward 2018 material.I have a few suggestions:

-make rage(red screen) mechanics optional
-vanilla weapons skins option...?
-put doomguy face in the place of a medkit icon
-make(optional)fist auto attack by holding LMB(no charge attack)
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Retraux Squid
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Re: Faspons [REL: DEC 20 / DEV: DEC 20]

Post by Retraux Squid »

Neccronixis wrote:I've got an idea for this mod, but it's probably too impractical and impossible to code, so take it with a grain of salt. To compliment the fast-pace visceral style of this mod, what about implementing hurt states for monsters to make them more dynamic? When monster health is depleted by 75% they enter a state where they are visually gored and begin aggressively attacking the player out of desperation (their attacks are faster and more frequent) something like this:
Monster injury states.png
I believe Barons already do this; at least from observation they throw fireballs rapidly when they're sufficiently wounded.

These states look great, but I think more realistic wounds would work better; bullet holes in various places, blood leaking out, instead of just being coated in blood (which also magically vanishes when the monster finally dies, which'd look strange). Perhaps even edit the face of the monster to show some sort of pain or determination (zombies and imps would probably be the easiest there).

Smaller monsters like the zombieman would not benefit much from this due to the fact that they usually die from 2-4 bullets anyways; I'd imagine they'd do better with a Brutal Doom esque "last stand" system (in which the monster has a 30% or so chance to be wounded on the ground, firing a pistol at you a few times before they expire).

I did something like it for my personal install of Weapons of Saturn; I'd be happy to try and hack it in if people were interested.
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faslrn
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Re: Faspons [REL: DEC 20 / DEV: DEC 20]

Post by faslrn »

Retraux Squid wrote:I notice that in the DECORATE code there is frequent references to fear in monsters. Can I get a quick explanation of how this works between specific monsters (who fears what, how does "fear" work)? Thanks.
Bit of a on-the-whim thing I made: essentially, when ever you kill a monster, you gain adrenaline (defined by a orange bar in your HUD). You have a max pool of 20 points and depending on what monsters you kill and how they die (the worse, the better), you gain a number of adrenaline points. Your total point pool depletes slowly, 1 point per second until you go back to 0.

Once you reach 20 adrenaline points, your screen will fade to red and you are now "Enraged". Your adrenaline will deplete by 2 points per second but while you are in this state, few things happen:
  • You move 10% faster
  • You take 10% less damage
  • Smaller monsters can potentially run away in fear and scream (zombies, imps, and pinkies)
On top of the above, when certain monsters enter their last stand mode (Baron and Cyber), they will make smaller monsters scared as well.

It isn't a huge change right now but I am expanding this as time goes on. Especially with some of the recent feedback.
Grigori wrote:Thanks for including my HUD faslrn! It's an honor really.

There's a bit of a gap between HP/AP numbers and icons. Should maybe move numbers (and mugshot) a bit closer, just how it is in 4:3 version.
Also, for some reason, the map name in automap gets cut out a bit by status bar.

I'm thinking about working on a better HUD in future, if and when the will to comes back to me. Not completely satisfied with how current one came out. A lot of time went into making everything color coded properly, which left other important properties of a good HUD kinda disregarded.
And thank you for making a HUD dude :cheers:

I can make the few tweaks to get the HP/AP closer together, can't be that hard right?

And hey, if you want to update the HUD, by all means. We could always come together and work on it, like rent out a board room, wear business casual, order a hors d'Oeuvres platter.
Neccronixis wrote:I've got an idea for this mod, but it's probably too impractical and impossible to code, so take it with a grain of salt. To compliment the fast-pace visceral style of this mod, what about implementing hurt states for monsters to make them more dynamic? When monster health is depleted by 75% they enter a state where they are visually gored and begin aggressively attacking the player out of desperation (their attacks are faster and more frequent) something like this:
Monster injury states.png
Impossible to code? Shouldn't be! Technically the last stand states for the Baron and Cyber accomplish something very similar to what you are talking about here. I've been thinking about this dynamic a lot lately and in the mod, there are already some hidden little things in regards to monster behavior that I've been experimenting with:

- Some imps/pinkies aren't scared of you at all
- Some imps/pinkies run away when you are feared
- Some imp/pinkiess attack other imps/pinkies

I love the idea of monsters just flat out having the same fight or flight response when it comes to danger. Obviously DOOMGUY is a badass but I like to think about it from the monsters perspective: this one-man army is marching through your hell hole and is just turning other demons into mush. I'm sure there are some scared shitless souls and demons in that pack and I want to reflect that.

I really want to implement this and it is by no means impossible to accomplish and from a coding stand-point, it is hella fun.
Zaratul wrote:Really great gameplay mode! Loving this so far,cacoward 2018 material.I have a few suggestions:

-make rage(red screen) mechanics optional
-vanilla weapons skins option...?
-put doomguy face in the place of a medkit icon
-make(optional)fist auto attack by holding LMB(no charge attack)
Thanks man! Glad you are having fun :thumb:

To quickly jump through your feedback:
  • make rage(red screen) mechanics optional

    I don't I'll make a toggle here. The reason why is because the rage is the fear mechanic I would like to expand on. I am hoping that I can expand it to a point where the mechanic flows together better with monsters and brings a whole new depth of gameplay. I understand you want to make it optional but if you are patient with my mod and coding speed, you won't regret toggling the mechanic off :-)
  • vanilla weapons skins option...?

    I'll have to think about this, mostly because I'm not super great at weapon sprite edits but I am getting better slowly. I could potentially look into this but not now!
  • put doomguy face in the place of a medkit icon

    Might have to agree here. I'll have to find some way to denote that you have a berserk pack but I think I can figure something out. Maybe I'll work with @Grigori :-)
  • make(optional)fist auto attack by holding LMB(no charge attack)

    If I could steer clear of making an option/toggle for this, I will. However, I am looking into alternate ways of getting into the power punch without using the alt attack key. I'll let you know what I come up with!
Retraux Squid wrote:
Neccronixis wrote:I've got an idea for this mod, but it's probably too impractical and impossible to code, so take it with a grain of salt. To compliment the fast-pace visceral style of this mod, what about implementing hurt states for monsters to make them more dynamic? When monster health is depleted by 75% they enter a state where they are visually gored and begin aggressively attacking the player out of desperation (their attacks are faster and more frequent) something like this:
Monster injury states.png
I believe Barons already do this; at least from observation they throw fireballs rapidly when they're sufficiently wounded.

These states look great, but I think more realistic wounds would work better; bullet holes in various places, blood leaking out, instead of just being coated in blood (which also magically vanishes when the monster finally dies, which'd look strange). Perhaps even edit the face of the monster to show some sort of pain or determination (zombies and imps would probably be the easiest there).

Smaller monsters like the zombieman would not benefit much from this due to the fact that they usually die from 2-4 bullets anyways; I'd imagine they'd do better with a Brutal Doom esque "last stand" system (in which the monster has a 30% or so chance to be wounded on the ground, firing a pistol at you a few times before they expire).

I did something like it for my personal install of Weapons of Saturn; I'd be happy to try and hack it in if people were interested.
You are correct about the Barons. On top of that, they don't hop into the pain states anymore so you need to take them down quickly.

I do like Brutal Doom's idea of monster in their last few moments trying to take you down and that idea is partially responsible for the fear mechanic and last stand modes you see in my mod. However, there is one thing I dislike about it: when a monster falls/slumps to the ground, I want that to be a signal that it is dead. I don't want to turn that mechanic on top of its head and it is a pretty core DOOM thing in my books. I'm keeping that in mind as code along.

I have a few ideas that I am working with for the monster behavior and what kind of last stands/fight or flight responses each monster has and I am totally open for suggestions as well!
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Retraux Squid
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Re: Faspons [REL: DEC 20 / DEV: DEC 20]

Post by Retraux Squid »

faslrn wrote: Impossible to code? Shouldn't be! Technically the last stand states for the Baron and Cyber accomplish something very similar to what you are talking about here. I've been thinking about this dynamic a lot lately and in the mod, there are already some hidden little things in regards to monster behavior that I've been experimenting with:

- Some imps/pinkies aren't scared of you at all
- Some imps/pinkies run away when you are feared
- Some imp/pinkiess attack other imps/pinkies

I love the idea of monsters just flat out having the same fight or flight response when it comes to danger. Obviously DOOMGUY is a badass but I like to think about it from the monsters perspective: this one-man army is marching through your hell hole and is just turning other demons into mush. I'm sure there are some scared shitless souls and demons in that pack and I want to reflect that.
Some ideas for various monster reactions, idle states, and other random crap to give them a little more color:

- Zombiemen will occasionally lower their rifle, holding it in one hand when idle. When they see an enraged player they will backpedal while emptying their magazine with horrible accuracy at the player, as well as decreased damage. (Also, side note: I think they should always execute a tri-burst, with the damage per shot boosted to 2-6. This makes them more like the original zombiemen in power- and given that they have an automatic rifle they should be shooting more than one round anyways.)

- Shotgun guys can occasionally fiddle with their shotgun, pumping it (this is an audio cue to nearby shotgunners being around) when idle. When they enter a fear state they will aim at the nearest enemy to them (i.e. the player) and fire off several weak, inaccurate shotgun blasts while backpedalling with an "oh shit" expression on their face. They could occasionally crouch down to shoot as an alternate attack, with improved accuracy at the cost of a longer "setup" time.

- Chaingun guys smoke a cigar while idle. If they enter their see state they will spit it out. They seem like Rambo-type characters to me, so I think they should be rather fearless; in fact, they could grit their teeth and advance toward enraged players with their chaingun blazing.

- Imps occasionally crouch down and look back and forth when idle. Frightened imps work fine as of now but could possibly try to hide from the player (I know that Juvenile Power Fantasy has zombies running to cover to reload, so making monsters break line of sight is definitely possible).

- Other monsters aren't really intelligent or weak enough to feel proper fear aside from their "last stand" reactions. The only other idle state I can think of right now is a Revenant fucking with a trumpet, but I see no reason why one would have such an instrument on hand.
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Crimsondrgn
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Re: Faspons [REL: DEC 20 / DEV: DEC 20]

Post by Crimsondrgn »

https://imgur.com/a/RPrhc

Just downloaded the newest build, using GZDoom 3.2.4 I run into an issue with the SBarhud ammo numbers on the left overlapping, with total ammo sitting on top of ammo loaded into the weapon.
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