Fusion Weaver 1.14.1: Za'Sha Rework

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Virathas
Posts: 254
Joined: Thu Aug 10, 2017 9:38 am

Re: Fusion Weaver 1.13.0: Monster Master is here!

Post by Virathas »

Of course, i got a quick fix in, without testing it, just before uploading - A fixed version should be up now
AvzinElkein
Posts: 630
Joined: Wed Nov 17, 2010 6:35 pm

Re: Fusion Weaver 1.13.0: Monster Master is here!

Post by AvzinElkein »

It launches, but you slipped up with the void mage:

Code: Select all

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
Script warning, "FusionWeaver(1.13.0).pk3:fwmm.zs" line 5342:
Accessing deprecated function MorphPlayer - deprecated since 3.7.0, MorphPlayer() should be used on a PlayerPawn object
Undefined drop item class RuneMaxManaController referenced from actor VoidMage
script parsing took 1366.77 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
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: NVIDIA GeForce GTX 1070/PCIe/SSE2
GL_VERSION: 4.6.0 NVIDIA 515.86.01 (Core profile)
GL_SHADING_LANGUAGE_VERSION: 4.60 NVIDIA

Max. texture size: 32768
Max. texture units: 32
Max. varying: 124
Max. combined shader storage blocks: 96
Max. vertex shader storage blocks: 16
Resolution: 1920 x 1080
User avatar
Virathas
Posts: 254
Joined: Thu Aug 10, 2017 9:38 am

Re: Fusion Weaver 1.13.0: Monster Master is here!

Post by Virathas »

Got it, will be fixed on the new version (or if something will require immediate fixing :)). I simply missed the name of the Rune Magic max mana increase scroll name.
AvzinElkein
Posts: 630
Joined: Wed Nov 17, 2010 6:35 pm

Re: Fusion Weaver 1.13.0: Monster Master is here!

Post by AvzinElkein »

Another bug: When you use the Dark Servant as the Ranger, it does not transform into a friendly Maulotaur.
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Virathas
Posts: 254
Joined: Thu Aug 10, 2017 9:38 am

Re: Fusion Weaver 1.13.0: Monster Master is here!

Post by Virathas »

Odd, it does work for me - normal friendly Maultoaur. There is a bug with the item changing into a different one if there is no place to spawn, but that is a different one i think.
AvzinElkein
Posts: 630
Joined: Wed Nov 17, 2010 6:35 pm

Re: Fusion Weaver 1.13.0: Monster Master is here!

Post by AvzinElkein »

If it matters, I was trying to summon the Maulotaur in MAP01 of vanilla Doom 2.
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Virathas
Posts: 254
Joined: Thu Aug 10, 2017 9:38 am

Re: Fusion Weaver 1.13.0: Monster Master is here!

Post by Virathas »

I did the same, and it worked for me. Nevertheless, the bug i mentioned should be resolved next version.
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Virathas
Posts: 254
Joined: Thu Aug 10, 2017 9:38 am

Re: Fusion Weaver 1.13.1: Monster Master Fixes!

Post by Virathas »

Small/Large update - mostly fixes. Most of the fixes were related to Monster Master, though there were some monsters and Nova. See changelog for details!
AvzinElkein
Posts: 630
Joined: Wed Nov 17, 2010 6:35 pm

Re: Fusion Weaver 1.13.1: Monster Master Fixes!

Post by AvzinElkein »

Is this mod on haitus or something?
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Virathas
Posts: 254
Joined: Thu Aug 10, 2017 9:38 am

Re: Fusion Weaver 1.13.1: Monster Master Fixes!

Post by Virathas »

Not exactly, thought the development did slow down considerably. I am close to being done with 1.14.0 with only a few, but major, things to do. 1.14.0 is mostly rework of Za'Sha, featuring rebalance, slightly smoother weapon animations and complete rewrite of inventory system. All weapons and armor are now generated dynamically, and you can have copies of them.
AvzinElkein
Posts: 630
Joined: Wed Nov 17, 2010 6:35 pm

Re: Fusion Weaver 1.13.1: Monster Master Fixes!

Post by AvzinElkein »

If I recall, some characters have a Super Shotgun replacement, which they'll never get if you're playing Doom 1 (which predates it).
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Virathas
Posts: 254
Joined: Thu Aug 10, 2017 9:38 am

Re: Fusion Weaver 1.14.0: Za'Sha Rework

Post by Virathas »

Finally, a patch delayed by just a bit more than a year. However, it is pretty packed, with main focus being the aforementioned Za'Sha Rework. Features a complete rewrite of the inventory system, allowing for multiple copies of the same weapon and armor. Not only that, the items themselves were completely redone, and now are generated more randomly, with a lot more combinations. Not only that, but there is also option for two enchantments instead of one. It also now includes "favorite item system" - during play you can now set items as your favorite - using the button assigned to the item will equip it, or use it if its a consumable. And even more, now all the inventory items have full tooltips, giving you full info about special effects, enchantments, damage values and more.

Another big change, is a completely re-written movement/attack speed system. This should now have a lot more gradual effects for all forms of slow and haste, but it also might cause a plethora of issues.

All in all, i do not feel that i have tested this patch too extensively, and that is why i am providing a separate download for this version.

IMPORTANT: I have noticed that both this update, as well as the old version is incompatible with GZDoom 4.11 and newer, crashing on launch. You can use 4.10.0, as its working fine there. I will be investigating why this happens, however, this will be nearly blind, as there is no readable log nor any relevant changes in changelog that would point to the issue.
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Virathas
Posts: 254
Joined: Thu Aug 10, 2017 9:38 am

Re: Fusion Weaver 1.14.1: Za'Sha Rework

Post by Virathas »

A hotfix update, as i was able to fix the crash for GZdoom 4.11 and newer.

As i did not mention that in previous post, my current plan is likely to add something small, like new monsters, but afterwards i want to refactor the monster spawning system, to have them less random - having groups of similar monsters, that will likely not infight (Looking especially at Imp, Cacodemon and Hellknight spawns). Afterwards, a general rebalance of all monsters are planned, to cement damage types and have all monsters be either resistant or weak to them.

Finishing that, I have several system i want to tackle, at no specific order - skills and levels for all classic classes, basic inventory upgrades for all classes, Vendor refactoring, weapon modding, ammo types for the same weapon, and a completely new character class
AvzinElkein
Posts: 630
Joined: Wed Nov 17, 2010 6:35 pm

Re: Fusion Weaver 1.14.1: Za'Sha Rework

Post by AvzinElkein »

Virathas wrote: Tue Nov 12, 2024 1:01 pm A hotfix update, as i was able to fix the crash for GZdoom 4.11 and newer.

As i did not mention that in previous post, my current plan is likely to add something small, like new monsters, but afterwards i want to refactor the monster spawning system, to have them less random - having groups of similar monsters, that will likely not infight (Looking especially at Imp, Cacodemon and Hellknight spawns). Afterwards, a general rebalance of all monsters are planned, to cement damage types and have all monsters be either resistant or weak to them.

Finishing that, I have several system i want to tackle, at no specific order - skills and levels for all classic classes, basic inventory upgrades for all classes, Vendor refactoring, weapon modding, ammo types for the same weapon, and a completely new character class
What was the problem that caused crashes? Also, I had to set "Use classic HUD scaling" to [OFF] in order to actually be able to read Za'Sha's menus.
User avatar
Virathas
Posts: 254
Joined: Thu Aug 10, 2017 9:38 am

Re: Fusion Weaver 1.14.1: Za'Sha Rework

Post by Virathas »

The crash was caused by too many functions in a function. Once i found that i was able to create a few sub-functions, that did all the original actions.

I will look into the scaling, but its unlikely i will be able to fix that.
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