[WIP][Enhancer Mod] 64k + [1.2] we got a lot of stuff going on under the hood. updated 7/24

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.
User avatar
Agitatio
Posts: 242
Joined: Mon Sep 05, 2011 10:07 am
Graphics Processor: nVidia with Vulkan support

Re: [WIP][Enhancer Mod] 64k + [1.0] updated 4/2021

Post by Agitatio »

I love the way you've made weapons move with camera/movement!
User avatar
NotSoHazy
Posts: 65
Joined: Thu Mar 09, 2017 3:33 pm

Re: [WIP][Enhancer Mod] 64k + [1.0] updated 4/2021

Post by NotSoHazy »

Love this mod, but can you please make an option to bring back slippery vanilla movement?
Last edited by NotSoHazy on Fri Apr 02, 2021 2:24 am, edited 1 time in total.
User avatar
zrrion the insect
Posts: 2432
Joined: Thu Jun 25, 2009 1:58 pm
Location: Time Station 1: Moon of Glendale

Re: [WIP][Enhancer Mod] 64k + [1.0] updated 4/2021

Post by zrrion the insect »

that would be pretty easy actually. I'll work on that along with the other changes I have in the works.
User avatar
StroggVorbis
Posts: 866
Joined: Wed Nov 08, 2017 4:23 pm
Graphics Processor: nVidia with Vulkan support
Location: Germany

Re: [WIP][Enhancer Mod] 64k + [1.0] updated 4/2021

Post by StroggVorbis »

I'm trying the latest version out right now. I entered MAP02 Underhalls with 100 HP and picking up a health bonus sets my health to 96 for some reason.
Also, jumping, being airborne and landing causes the view to jitter randomly when turning as if it's not being interpolated. More noticeable when lowering i_timescale.
User avatar
zrrion the insect
Posts: 2432
Joined: Thu Jun 25, 2009 1:58 pm
Location: Time Station 1: Moon of Glendale

Re: [WIP][Enhancer Mod] 64k + [1.0] updated 4/2021

Post by zrrion the insect »

I'm not able to replicate either of those issues? do you have anything auto-loaded? A video of what you mean would also be handy
Ac!d
Posts: 348
Joined: Tue Apr 02, 2019 5:13 am

Re: [WIP][Enhancer Mod] 64k + [1.0] updated 4/2021

Post by Ac!d »

I have an issue with health pickups :

My health is set to 97, I picked "opened" a medikit and gives me 3 HP, which set my health to 100. But, right after I picked up a SoulSphere, and set my health points to 197 and not 200.
Here's probably a problem with "Thrifty Health".
User avatar
StroggVorbis
Posts: 866
Joined: Wed Nov 08, 2017 4:23 pm
Graphics Processor: nVidia with Vulkan support
Location: Germany

Re: [WIP][Enhancer Mod] 64k + [1.0] updated 4/2021

Post by StroggVorbis »

@zrrion the insect
I have nothing in my autoload, just regular Doom 2 continuous. Reading Ac!d's post, sounds like he's experiencing a similar issue. So anyway, I picked up anything I could in Entryway, which means a couple clips, a shotgun, green armor, a rocket launcher, health and armor bonuses, stimpacks and medkits. Exited the map with exactly 100 health. Then, upon starting Underhalls, I immediately went for the three health bonuses to the left of the spawn, and upon touching one, my health dropped down to 96.

EDIT: Dunno if it helps you with debugging the issue, but here's my save file. Just turn left and pick up the health potions.
Attachments
64k.zds
(73.41 KiB) Downloaded 45 times
User avatar
zrrion the insect
Posts: 2432
Joined: Thu Jun 25, 2009 1:58 pm
Location: Time Station 1: Moon of Glendale

Re: [WIP][Enhancer Mod] 64k + [1.0] updated 4/2021

Post by zrrion the insect »

okay, I was able to replicate the health issue. Thats really weird! I'm not entirely sure what in the code causes it, but I know at least where in the code the issue is coming from so I'll poke around there to see if I can get it to work properly

EDIT: apparently the issue was really easy to fix. I'm still testing to make sure I haven't introduced any weird edge cases though but assuming all goes according to plan I should have a hotfix pushed out the door soon
User avatar
zrrion the insect
Posts: 2432
Joined: Thu Jun 25, 2009 1:58 pm
Location: Time Station 1: Moon of Glendale

Re: [WIP][Enhancer Mod] 64k + [1.1] updated 4/2021

Post by zrrion the insect »

https://www.mediafire.com/file/gtgg379l ... kp+1.1.pk3

updated to V1.1. bugfixes for the thrifty health/ammo included. Additionally health/ammo/armor should state how much you get in the pickup message.
ThrashfanBert1994
Posts: 533
Joined: Fri Sep 11, 2015 5:26 am

Re: [WIP][Gameplay Mod] 64k +

Post by ThrashfanBert1994 »

zrrion the insect wrote:[img/http://www.mediafire.com/convkey/1634/i ... zg.jpg/img]
The smart ammo system has been implemented and now I'm working on a doom-alpha/beta inspired HUD.
do you have that hud?
User avatar
zrrion the insect
Posts: 2432
Joined: Thu Jun 25, 2009 1:58 pm
Location: Time Station 1: Moon of Glendale

Re: [WIP][Enhancer Mod] 64k + [1.1] updated 4/2021

Post by zrrion the insect »

I do no have that hud anymore, you could probably cut it out of the screenshot and recreate it pretty easily though
User avatar
Xtyfe
Posts: 1490
Joined: Fri Dec 14, 2007 6:29 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia with Vulkan support

Re: [WIP][Enhancer Mod] 64k + [1.1] updated 4/2021

Post by Xtyfe »

zrrion the insect wrote:https://www.mediafire.com/file/gtgg379l ... kp+1.1.pk3

updated to V1.1. bugfixes for the thrifty health/ammo included. Additionally health/ammo/armor should state how much you get in the pickup message.
Hey there, I just realized I have been using the weapon and ammo sprites from this mod as a base for a level set I am designing. Is it ok if I include them as part of what I am doing? Totally fine if not of course! I am planning to see if I can have some brightmaps made of the weapons if that would be of interest to you as well.
User avatar
zrrion the insect
Posts: 2432
Joined: Thu Jun 25, 2009 1:58 pm
Location: Time Station 1: Moon of Glendale

Re: [WIP][Enhancer Mod] 64k + [1.1] updated 4/2021

Post by zrrion the insect »

sure, use anything I've ever posted in whatever mod stuff you want to use it in. I don't personally like brightmaps in classic doom stuff but I'd still love to see whatever you come up with.
User avatar
Xtyfe
Posts: 1490
Joined: Fri Dec 14, 2007 6:29 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia with Vulkan support

Re: [WIP][Enhancer Mod] 64k + [1.1] updated 4/2021

Post by Xtyfe »

zrrion the insect wrote:sure, use anything I've ever posted in whatever mod stuff you want to use it in. I don't personally like brightmaps in classic doom stuff but I'd still love to see whatever you come up with.
Do you happen to still have the image sources, and would it be ok for me to use them? Creating bright maps has been simple for some, but I can't seem to get others quite right.
User avatar
zrrion the insect
Posts: 2432
Joined: Thu Jun 25, 2009 1:58 pm
Location: Time Station 1: Moon of Glendale

Re: [WIP][Enhancer Mod] 64k + [1.1] updated 4/2021

Post by zrrion the insect »

What ones are you needing?
Post Reply

Return to “Gameplay Mods”