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Captain J wrote:But i think i've got some glitch with both morphing items, Morph Ovum and Porkalator. Morph Ovum's projectle sprite does not exist and Porkalator can turn the boss enemies, like Strife's Bishop into a Pig and can make the whole fight into a pushover. And it somewhat affects on Commander Keens so you can softlock the game if you're not careful.
Morph Ovum is implemented only partially for compatiblity with Heretic - projectiles are missing in other IWADs because the item is not fully in-game (If you got the item outside of cheats/give all and the game is not Heretic - then yes, it is a bug)
Porkelator - it most definately should NOT work on the Strife Bishop - this needs fixing
Commander Keens - It is only a problem when the last "Keen" slain is not morphed. Still, this needs fixing as well. Side effect of bringing Hexen things into Doom, and the original objects are not "prepared" for that
For balance perspective, i do try to keep it only slightly stronger than vanilla doom (although even the marine has some improvements, like weapons in powered state)
Nova has a poor inventory system that is pending a rework - with all her "structures" and "units" she can build, the inventory quickly becomes cluttered with all the stuff she has, that it near impossible to choose the right tool when in a fight. Probably in the future all her "unique" inventory will be in a separate location, with tooltips and all the cool stuff.
Animations... yea, I am no aritst I try to find some graphics that fit, but oftentimes, it is just impossible.
One more thing. In Heretic singleplayer, Golems can drop wand crystals even if you're not Corvus. Also, it seems that the spellbook spawner doesn't check to see if you actually lack the spell in question. Another thing, I equipped a ring of Minor Slime, but it ended up occupying the Amulet slot, not the ring slot.
1. Golem drops - Intended! Generally dropped items are exempt from the spawner class restrictions
2. Spellbook spawner - Indeed, it does not check. And for now that is intended.
3. Ring in Amulet: Whoops! I just switched them up accidently - it just displays in the wrong place OR the "label" is wrong. Functionally still 1 ring and 1 amulet is useable.
4. HUD mess: Fortunately only in Heretic, but needs fixing.
In short, both issues will be fixed next version. I don't actually belive fix for these needs to be deployed ASAP.
Also thanks for the reports, it is quite handy to have them
It's been WAAAAAAY too long, and while it is still not entirely finished, I figure it is time for a release.
1.13.0 contains plenty of fixes and some balancing. A new powerup: Volatile Elements, add status effects to most elemental damage you do: Ice->Slow, Fire->Damage over time, Electricity-> AoE damage over time, Magic->Mana burn and a few more. New Monster - Void Mage, a wizard level monster, that uses the mana burn mechanic, dealing both magic and void damage at the same time.
But the main part of the update: Monster Master is now fully playable character class! While i do not have time to record a video showcasing his mechanics and it still requires several balancing passes and more polish, i feel it is ready for actual feedback.
Despite the character is not able to find any weapons, the weapon selection keys from 1 to 8 are required as spell slots. While in the Monster Master form, you can prepare a spell by holding the weapon slot key. To trigger a spell you just tap the weapon slot key while in Monster form.
Overall, the character starts very weak, with similar power to Rebel, and grows its strength slowly. Although, along with Za'Sha, they are the only characters that have no cap to their power, and can level up indefinately.
Like i mentioned earlier, there are still a few things that requires work:
The character's weapon, does not display it's actual ammo - since it will eventually tap into "RuneMana" resource
Rune Magic will actually be available to the character, although i am not sure which spell group i want to grant to him (Either Mage or Arcane)
I want to make the evolution menu arrows a bit nicer, but I'd rather have them temporary and easily editable, than create a dedicated graphic that i would need to edit.
GZDoom g4.7.1 - 2021-10-20 08:18:37 +0200 - SDL version
Compiled on Oct 22 2021
OS: Linux Mint 20.2, Linux 5.4.0-91-generic on x86_64
M_LoadDefaults: Load system defaults.
W_Init: Init WADfiles.
adding /opt/gzdoom/gzdoom.pk3, 666 lumps
adding /opt/gzdoom/game_support.pk3, 2514 lumps
adding /home/rob/.config/gzdoom/DOOM.WAD, 2306 lumps
adding /opt/gzdoom/game_widescreen_gfx.pk3, 216 lumps
adding /home/rob/.config/gzdoom/DOOM_E4_FIX.WAD, 33 lumps
adding /home/rob/.config/gzdoom/DOOM_E4_INTERPIC.WAD, 11 lumps
adding /home/rob/.config/gzdoom/SKYBOXES_DOOM1.WAD, 25 lumps
adding /home/rob/.config/gzdoom/Doom-SNESMusic-master/Doom1SNESMusicPack, 40 lumps
adding /home/rob/.config/gzdoom/FusionWeaver1.13.0beta.zip, 11273 lumps
I_Init: Setting up machine state.
CPU Vendor ID: AuthenticAMD
Name: AMD Ryzen 5 1600 Six-Core Processor
Family 23 (23), Model 1, Stepping 1
Features: SSE2 SSE3 SSSE3 SSE4.1 SSE4.2 AVX AVX2 F16C FMA3 BMI1 BMI2 HyperThreading
V_Init: allocate screen.
S_Init: Setting up sound.
I_InitSound: Initializing OpenAL
Opened device USB AUDIO Digital Stereo (IEC958)
EFX enabled
ST_Init: Init startup screen.
Checking cmd-line parameters...
S_InitData: Load sound definitions.
G_ParseMapInfo: Load map definitions.
Texman.Init: Init texture manager.
Invalid data encountered for texture FusionWeaver1.13.0beta.zip:sprites/--- doom stuff for other iwads ---
Invalid data encountered for texture FusionWeaver1.13.0beta.zip:sprites/--- end of doom stuff
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
FusionWeaver1.13.0beta.zip:fwmm.zs, line 1621: Deprecated flag 'Inventory.PickupFlash' used
FusionWeaver1.13.0beta.zip:fwmm.zs, line 1622: Deprecated flag 'Inventory.InterHubStrip' used
FusionWeaver1.13.0beta.zip:fwmm.zs, line 1635: Deprecated flag 'Inventory.PickupFlash' used
FusionWeaver1.13.0beta.zip:fwmm.zs, line 1636: Deprecated flag 'Inventory.InterHubStrip' used
FusionWeaver1.13.0beta.zip:fwmm.zs, line 1743: Deprecated flag 'Inventory.PickupFlash' used
FusionWeaver1.13.0beta.zip:fwmm.zs, line 1744: Deprecated flag 'Inventory.InterHubStrip' used
6 warnings while compiling FusionWeaver1.13.0beta.zip:zscript.zs
Script warning, "FusionWeaver1.13.0beta.zip:fwmm.zs" line 5251:
Accessing deprecated function MorphPlayer - deprecated since 3.7.0, MorphPlayer() should be used on a PlayerPawn object
Script warning, "FusionWeaver1.13.0beta.zip:fwmm.zs" line 5928:
Accessing deprecated function A_FireCustomMissile - deprecated since 2.3.0, Use A_FireProjectile() instead
script parsing took 1347.55 ms
R_Init: Init Doom refresh subsystem.
DecalLibrary: Load decals.
M_Init: Init menus.
P_Init: Init Playloop state.
R_InstallSpriteLump: Bad frame characters in lump MMSLIICO
R_InstallSpriteLump: Bad frame characters in lump MMSLDICO
ParseSBarInfo: Loading custom status bar definition.
D_CheckNetGame: Checking network game status.
player 1 of 1 (1 nodes)
Using video driver x11
Vulkan device: NVIDIA GeForce GTX 1070
Vulkan device type: discrete gpu
Vulkan version: 1.2.175 (api) 470.344.0 (driver)
Max. texture size: 32768
Max. uniform buffer range: 65536
Min. uniform buffer offset alignment: 256
Resolution: 1920 x 1080
Yea, there are still "orange deprecaton warnings" - i will for sure clear some at a later point. Though others will remain, since i try to keep the mod working with "old" GZDoom versions (3.7.1 is the "oldest" supported one)
There also might be 2 or 3 "sprite install errors" but that is only because of the naming convention I used, nothing that affects the game at all.
Maybe backpacks should instead increase maximum inventory for Foxin?
P.S. I played Doom E1M1 as Fighter, but when I got to the shotgun spawn, I just found a scroll with a question mark on it. Also, Ranger has no way of harming ghosts at 1st level...
After more than a year, the 1.13.0 is finally ready as "good enough" for release!
TL;DR: Monster Master is now in, will likely require some more polish; Rune Magic was refactored and slightly rebalanced; Some balance changes; New monster and a new powerup; multitude of QoL effects. Added an Single Player add-on that enables in-game class changes.
This version's main feature is the Monster Master - If you have ever wanted to play as the monsters, against the monsters, this character is for you. Note that he plays way more statically, as he is very weak at start. A separate video showcase of the character is pending soon<TM>.
In addition to work on Monster Master, i have done a lot of backend stuff, like changing how item restrictions work or how Za'Sha's weaponry works.
Out of more visible changes, is that Experience now looks pretty nice, and is automatically picked up when in close range - you no longer need to actually pick it up. Foxin's magical energy received the same treatment, but in additon to that, it picks up only as much as you need and will not pickup more than maximum of Mana. UI-wise, Target health bar received some much needed visual improvement - not only it looks nicer, it should show changes smoother. In the future, the bar will be able to show more information about the target.
There is also a new Monster - Void Mage. Wizard-level, he shoots fast orbs that deal Void and Magical damage. Not only that, it also causes Mana Burn, destroying some of you rechargable energy/mana, and dealing additional damage. Utilizing similar aspect, there is now a new powerup: Volatile Elements. While active, any elemental damage you inflict causes a status effect to be applied, for example, Ice damage inflicts slow and Fire damage inflicts burn.
Rune Magic system was also somewhat refactored - while it should not behave much different than it was, the regeneration speed of mana was increased, however, the maximum amount was reduced to 15.
There are of course assorted fixes and balance changes, one of the most notable, is fixed crash when Corvus was firing his weapon and used the Tome of Power.
Last but not least, i have created a small add-on, that enables you to change characters during a playthrough. It still has some debug messages set, as i am not fully certain it works exactly as it should. Nevertheless, using it you can change your character on the fly, using the inventory system. Any items held by a specific character remains in their own inventory. Note that this add-on is incompatible with multiplayer and added bots.
Plans for the future? A ton!
But in all seriousness, i do have the following planned in the foreseeable future:
- Level up system for all classic characters - i do have most of their skill trees prepared already
- Different ammo types for weapons - The idea is to be able to switch to more useful types of ammo during combat, but also, the ammo needs to be common enough to not feel "I don't want to waste it"
- Another armor refactor - this time to move Shields completely outside armor system. It would allow you to have both Shields and an armor, and Shields would not benefit from most of the bonuses normal armor and health do.
- Damage system refactor - That is a biggie, to decide exactly what damage types will be in game, and set every single monster's resistances to all damage. I do have an array of data prepared, but it still needs a lot of work.
- Fixes, and minor improvements
For more info on changes see the changelog, and the patch notes video that i hope to record at some point!
GZDoom 4.10.0 - 2022-12-04 15:23:05 +0100 - SDL version
Compiled on Dec 5 2022
OS: Linux Mint 20.3, Linux 5.4.0-135-generic on x86_64
GZDoom version 4.10.0
W_Init: Init WADfiles.
adding /opt/gzdoom/gzdoom.pk3, 672 lumps
adding /opt/gzdoom/game_support.pk3, 2559 lumps
adding /home/rob/.config/gzdoom/DOOM.WAD, 2306 lumps
adding /opt/gzdoom/game_widescreen_gfx.pk3, 214 lumps
adding /home/rob/.config/gzdoom/SKYBOXES_DOOM1.WAD, 25 lumps
adding /home/rob/.config/gzdoom/DOOM_E4_FIX.WAD, 33 lumps
adding /home/rob/.config/gzdoom/DOOM_E4_INTERPIC.WAD, 11 lumps
adding /home/rob/.config/gzdoom/Doom-SNESMusic-master/Doom1SNESMusicPack, 40 lumps
adding /home/rob/.config/gzdoom/FusionWeaver(1.13.0).pk3, 11286 lumps
adding /home/rob/.config/gzdoom/FusionWeaverSPCharacterChanger.pk3, 2 lumps
S_Init: Setting up sound.
I_InitSound: Initializing OpenAL
Opened device USB AUDIO Digital Stereo (IEC958)
EFX enabled
I_Init: Setting up machine state.
CPU Vendor ID: AuthenticAMD
Name: AMD Ryzen 5 1600 Six-Core Processor
Family 23 (23), Model 1, Stepping 1
Features: SSE2 SSE3 SSSE3 SSE4.1 SSE4.2 AVX AVX2 F16C FMA3 BMI1 BMI2 HyperThreading
V_Init: allocate screen.
ST_Init: Init startup screen.
Checking cmd-line parameters...
S_InitData: Load sound definitions.
G_ParseMapInfo: Load map definitions.
Texman.Init: Init texture manager.
Invalid data encountered for texture FusionWeaver(1.13.0).pk3:sprites/--- doom stuff for other iwads ---
Invalid data encountered for texture FusionWeaver(1.13.0).pk3:sprites/--- end of doom stuff
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
FusionWeaver(1.13.0).pk3:fwmm.zs, line 1629: Deprecated flag 'Inventory.PickupFlash' used
FusionWeaver(1.13.0).pk3:fwmm.zs, line 1630: Deprecated flag 'Inventory.InterHubStrip' used
FusionWeaver(1.13.0).pk3:fwmm.zs, line 1643: Deprecated flag 'Inventory.PickupFlash' used
FusionWeaver(1.13.0).pk3:fwmm.zs, line 1644: Deprecated flag 'Inventory.InterHubStrip' used
FusionWeaver(1.13.0).pk3:fwmm.zs, line 1751: Deprecated flag 'Inventory.PickupFlash' used
FusionWeaver(1.13.0).pk3:fwmm.zs, line 1752: Deprecated flag 'Inventory.InterHubStrip' used
6 warnings while compiling FusionWeaver(1.13.0).pk3:zscript.zs
Then, it refused to launch with the following message: