Lithium 1.7.0 Beta (Apr. 17, 2022)

Projects that alter game functions but do not include new maps belong here.
Forum rules
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.
Artman2004
Posts: 196
Joined: Sat Aug 31, 2019 11:59 pm

Re: Lithium 1.6.1 (Jan. 24, 2019)

Post by Artman2004 »

1 error while parsing DECORATE scripts. You know how to fix this?
User avatar
Blackgrowl
Posts: 87
Joined: Sun Oct 06, 2019 8:47 am
Graphics Processor: nVidia with Vulkan support

Re: Lithium 1.6.1 (Jan. 24, 2019)

Post by Blackgrowl »

Artman2004 wrote:1 error while parsing DECORATE scripts. You know how to fix this?
Having this issue as well, would like a fix.
User avatar
Marrub
 
 
Posts: 1192
Joined: Tue Feb 26, 2013 2:48 pm
Preferred Pronouns: No Preference
Operating System Version (Optional): Arch Linux
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Contact:

Re: Lithium 1.6.2 (Feb. 29, 2020)

Post by Marrub »

Version 1.6.2 (Trilithionite) has been released! Check the OP for change log and download.

HI I FIXED THE ERROR ON STARTUP THANKS FOR REPORTING IT AROUND A HUNDRED TIMES TO ME OVER THE PAST YEAR
I have fixed most of the last remaining issues with the mod so now it should run buttery smooth until the end of time. (yeah right)

Dark Lord and Informant have a tiny bit of progress on them, but only Dark Lord is semi-playable. And I do mean only a tiny bit.

I'm probably not going to finish the mod any time soon but I will be working on it a bit. I do want to finish Dark Lord at least.
Thorogrimm
Posts: 31
Joined: Fri Jun 07, 2019 12:52 pm
Graphics Processor: nVidia (Modern GZDoom)

Re: Lithium 1.6.2 (Feb. 29, 2020)

Post by Thorogrimm »

I just loaded the mod up and for some reason the weapons/hands aren't showing up?
User avatar
Marrub
 
 
Posts: 1192
Joined: Tue Feb 26, 2013 2:48 pm
Preferred Pronouns: No Preference
Operating System Version (Optional): Arch Linux
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Contact:

Re: Lithium 1.6.2 (Feb. 29, 2020)

Post by Marrub »

Thorogrimm wrote:I just loaded the mod up and for some reason the weapons/hands aren't showing up?
Which class are you playing as? Only Marine and Cyber-Mage are implemented.
Thorogrimm
Posts: 31
Joined: Fri Jun 07, 2019 12:52 pm
Graphics Processor: nVidia (Modern GZDoom)

Re: Lithium 1.6.2 (Feb. 29, 2020)

Post by Thorogrimm »

Screenshot_463.jpg
Marrub wrote:
Thorogrimm wrote:I just loaded the mod up and for some reason the weapons/hands aren't showing up?
Which class are you playing as? Only Marine and Cyber-Mage are implemented.
It's on all the classes.
User avatar
Mister Neauxbauxdeay
Posts: 62
Joined: Sun Apr 26, 2015 7:52 am
Location: Time traveled to 1940s

Re: Lithium 1.6.2 (Feb. 29, 2020)

Post by Mister Neauxbauxdeay »

I just playtested 1.6.2 on MAP03 of Cchest2 with GzDoom 4.3.2 and I fought James Vanglorium (Lv48 phantom) as a soldier class character. Even after I emptied 100+ health bars worth of his HP, constantly hitting him for about an hour with various weapons and from a spot that made it difficult or impossible for him to hit back, it still wasn't anywhere near enough to bring him down. With this, I can't help but think there needs to be some kind of upper limit on enemy HP, even for those foes who are supposed to be improbably demanding. Any thoughts?
User avatar
leodoom85
Posts: 684
Joined: Sun Sep 14, 2014 6:40 pm
Location: Earth-shaking Chile

Re: Lithium 1.6.2 (Feb. 29, 2020)

Post by leodoom85 »

Marrub, found a bug. Using GZDoom 4.3.3 64-bit, if you press Tab to see the map, the game crash.
Tried with the available classes and it's 100% confirmed that does the crash........every single time.
User avatar
Marrub
 
 
Posts: 1192
Joined: Tue Feb 26, 2013 2:48 pm
Preferred Pronouns: No Preference
Operating System Version (Optional): Arch Linux
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Contact:

Re: Lithium 1.6.2 (Feb. 29, 2020)

Post by Marrub »

Thorogrimm wrote:
Screenshot_463.jpg
Marrub wrote:
Thorogrimm wrote:I just loaded the mod up and for some reason the weapons/hands aren't showing up?
Which class are you playing as? Only Marine and Cyber-Mage are implemented.
It's on all the classes.
Set "Weapon Opacity" to 1.0.
Mister Neauxbauxdeay wrote:I just playtested 1.6.2 on MAP03 of Cchest2 with GzDoom 4.3.2 and I fought James Vanglorium (Lv48 phantom) as a soldier class character. Even after I emptied 100+ health bars worth of his HP, constantly hitting him for about an hour with various weapons and from a spot that made it difficult or impossible for him to hit back, it still wasn't anywhere near enough to bring him down. With this, I can't help but think there needs to be some kind of upper limit on enemy HP, even for those foes who are supposed to be improbably demanding. Any thoughts?
This is a bug, there's some weird issue where phantoms can spawn with a fuckzillion HP. I need to investigate it.
leodoom85 wrote:Marrub, found a bug. Using GZDoom 4.3.3 64-bit, if you press Tab to see the map, the game crash.
Tried with the available classes and it's 100% confirmed that does the crash........every single time.
Can't reproduce.
Thorogrimm
Posts: 31
Joined: Fri Jun 07, 2019 12:52 pm
Graphics Processor: nVidia (Modern GZDoom)

Re: Lithium 1.6.2 (Feb. 29, 2020)

Post by Thorogrimm »

I can't seem to find weapon opacity anywhere and I've checked the menus/console, nothing
User avatar
Marrub
 
 
Posts: 1192
Joined: Tue Feb 26, 2013 2:48 pm
Preferred Pronouns: No Preference
Operating System Version (Optional): Arch Linux
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Contact:

Re: Lithium 1.6.2 (Feb. 29, 2020)

Post by Marrub »

Thorogrimm wrote:I can't seem to find weapon opacity anywhere and I've checked the menus/console, nothing
It's present here in the settings menu.
Image
User avatar
Marrub
 
 
Posts: 1192
Joined: Tue Feb 26, 2013 2:48 pm
Preferred Pronouns: No Preference
Operating System Version (Optional): Arch Linux
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Contact:

Re: Lithium 1.6.2 (Feb. 29, 2020)

Post by Marrub »

Marrub wrote:
leodoom85 wrote:Marrub, found a bug. Using GZDoom 4.3.3 64-bit, if you press Tab to see the map, the game crash.
Tried with the available classes and it's 100% confirmed that does the crash........every single time.
Can't reproduce.
I have found a reproduction case. Set the renderer to Vulkan and map to overlay and it will crash. This appears to be a GZDoom bug that evades even the crash handler. I will report this once I get a stack trace.
User avatar
stagefatality
Posts: 28
Joined: Mon Dec 15, 2014 8:19 am
Location: Brunswick, Maine

Re: Lithium 1.6.2 (Feb. 29, 2020)

Post by stagefatality »

Very happy to see this playable again.

Also, really digging the new 'DONKEY KONG' theme for the CBI. :mrgreen:
User avatar
Yebudoom
Posts: 114
Joined: Mon Jun 24, 2019 9:47 am
Graphics Processor: nVidia (Modern GZDoom)
Contact:

Re: Lithium 1.6.2 (Feb. 29, 2020)

Post by Yebudoom »

Marrub wrote:And is potentially compatible with most other monster mods. If there's something you want made compatible, feel free to ask.
There's this cyberpunk-themed monsterpack called Cyberpack.

viewtopic.php?f=43&t=62268

It's not being updated anymore, and it's mostly just a fork of DoomKrakken's, but still, thematically it fits Lithium like no other. I played with them (Lithium + Cyberpack) a little and haven't encountered any bugs so far. Could there be some underlying problems with using both, that I don't see yet?

Also, Yholl's Rampancy. Another monster mod, that seems to fit Lithium like a glove. Again, they play well together, it seems, but maybe there are some problems I'm not aware of. Any insight?

Btw, Rampancy's robots don't give any mana to the Cyber-Mage, a least on the default settings. And that actually makes perfect sense.
User avatar
Marrub
 
 
Posts: 1192
Joined: Tue Feb 26, 2013 2:48 pm
Preferred Pronouns: No Preference
Operating System Version (Optional): Arch Linux
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Contact:

Re: Lithium 1.6.2 (Feb. 29, 2020)

Post by Marrub »

Yebudoom wrote:
Marrub wrote:And is potentially compatible with most other monster mods. If there's something you want made compatible, feel free to ask.
There's this cyberpunk-themed monsterpack called Cyberpack.

viewtopic.php?f=43&t=62268

It's not being updated anymore, and it's mostly just a fork of DoomKrakken's, but still, thematically it fits Lithium like no other. I played with them (Lithium + Cyberpack) a little and haven't encountered any bugs so far. Could there be some underlying problems with using both, that I don't see yet?

Also, Yholl's Rampancy. Another monster mod, that seems to fit Lithium like a glove. Again, they play well together, it seems, but maybe there are some problems I'm not aware of. Any insight?

Btw, Rampancy's robots don't give any mana to the Cyber-Mage, a least on the default settings. And that actually makes perfect sense.
Rampancy support has been added in 1.6.3. I'll add support for Cyberpack as well. In 1.6.2 they're not supported so you won't gain EXP, Score or Mana for killing things.
Post Reply

Return to “Gameplay Mods”