[minimod] Universal(ish?) Kill Rewards

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
stainedofmind
Posts: 196
Joined: Sun Sep 01, 2019 10:59 am

[minimod] Universal(ish?) Kill Rewards

Post by stainedofmind »

[Minimod] SoM Universal(ish?) Kill Rewards
------------------------------------------
A simple mod that generates "Bits" when you kill monsters. Bits can restore
Health, Armor, or Ammo when picked up, currently for a single point in thier
respective types. Bits are just small colored orbs as follows:

Red = Health
Blue = Armor
Green = Ammo

Download Version 1.0

Features List
-------------
-Monsters drop Bits on death to restore Health, Armor, and Ammo
-Universal, should work with almost any IWAD/PWAD
-Ability to modify most values to suit your needs
-Most things can be completely disabled with the right settings
-Bits can be set to disappear after a time, or stay indefinitely
-Two different modes to determine spawning
-Ability to fine tune Ammo Bits


Details
-------
I created this to aid in balancing certain combinations of mods, especially ones
that crank up the number of monsters or health fo monsters, often leaving me
with barely any ammo. This was originally done with ACS and Decorate, and was
only compatible with mods that used the vanilla Doom items, or replacements of
them, but I wanted to create a more generic version, so I delved into the world
of ZScript, and this is the result! In theory, this should work on almost any
IWAD or PWAD combination, hense "Universal(ish?)" in the title. The question of
completely compatibility lies in the Ammo Bits, since the Health and Armor Bits
are just simple classes inheriting from built in types ("Health" and
"BasicArmorBonus" specifically). Ammo on the other hand was a lot more
complicated, so there is a chance it won't play nice with some mods.

A note on mods that feature "Clips" and "Reloading":
I have tested a couple of mods now with these features, and with the correct
settings, Ammo Bits appear to work without major issues. It is mostly a matter
of determining how the mod segregates clip ammo vs total ammo, which is why
there are toggles for "AmmoType1" and "AmmoType2". I can't see there being major
issues so long as a mod is consistent in how it deals with clips. For example,
from my testing, "Brutal Doom" seems to have the main ammo pools in "AmmoType1",
and relies on "AmmoType2" for clips. Conversely, when I was trying out the mod
"Punkwild", it was the opposite (except the dual wielding pistols, where each
ammo type was for either handed clips). You can, if you really want, enable both
ammo types and have Ammo Bits add ammo directly to clips, as well as the total
ammo pool.

Feel free to use anything in this mod for yourself. It really isn't that
complicated of a mod, so I don't need credit, unless you wanted to.

Developed/Tested with LZDoom 3.86a, because I have a potato laptop with an
older OpenGL version. Will not work with Zandronum, 'cause Zscript.


Settings
--------
All settings can be modified in the Options Menu. I'll breifly go over them
here!
Spoiler:
Issues
------
-Clip/Reload based mods may have unusual side effects
-Bits just kind of disappear with no fanfare right now when they expire
-Ammo Bits can be collected and give you nothing
-Health bits will not be collected if you're at maximum health, unlike armor and ammo right now
-There is currently no option for Ammo Bits to give ammo from ALL weapons in a
mod, as opposed to all the ones you currently have


Tested With (Briefly)
---------------------
Vanilla Doom/Doom II/Etc...
Brutal Doom
Abysm
Heretic
Punkwild!


Todo
----
-Consolidate code for all three Bit types
-Add option to set the quantity given for Bit types
-Pretty up Bits visually
-Fix the Armor and Ammo Bits from being collected uselessly if you do not need them


Feedback
--------
Looking for any feedback about the mod, particularly since this not only my
first public mod, but also my first serious foray into Zscript. I'm certain
there are probably better ways to go about things (code consolidation aside), so
I'm happy to hear input from other coders about things I did wrong, or things
that can be done better.


Change Log
----------
Version 1.0:
-Initial Release


Images (Sorry, Can't Get into imgur right now...)
Spoiler:
Last edited by stainedofmind on Thu Dec 17, 2020 8:56 am, edited 1 time in total.
User avatar
Captain J
 
 
Posts: 16891
Joined: Tue Oct 02, 2012 2:20 am
Location: An ancient Escape Shuttle(No longer active here anymore)
Contact:

Re: [minimod] Universal(ish?) Kill Rewards

Post by Captain J »

As useful and interesting as it is, but i have some questions:

- Why only the big bosses drop bits? I honestly think Barons and Archviles are hard to kill hence some of them have BOSS flag. Hence, it's still difficult to satisfy my needs of resupply. Or am i missing something at the option?

- Nice to see the health bits are ignored if your health is full. But Armor and Ammo bits are still obtainable, despite of having both armor and ammo completely full.

Nice mod!
User avatar
stainedofmind
Posts: 196
Joined: Sun Sep 01, 2019 10:59 am

Re: [minimod] Universal(ish?) Kill Rewards

Post by stainedofmind »

Thanks for replying! As to your questions, all enemies can drop Bits, it's just that enemies with the Boss flag are guaranteed to drop their full amount. There are just combinations of settings that would cause only Bosses to drop bits. With default settings, all enemies will drop bits. On a side note, I am thinking of having it set to "HP Ratio" mode by default, as that's the one I use most myself. For your second question, next time I sit down and look at this mod, I'm going to try to unify the code, and I'll look into fixing the Armor and Ammo bits being collectable if not needed.
User avatar
Blux001
Posts: 124
Joined: Mon Jan 23, 2017 12:03 am

Re: [minimod] Universal(ish?) Kill Rewards

Post by Blux001 »

A very good minimod in mods where the ammunition to give is quite low, although it was quite good that the player when approaching the bonuses they go to the player instead of collecting one by one,I say this because in certain maps the enemies from a place to a double jump which do not usually have all mod would be a pretty good help, Not to mention that if I do not grab them, they can cause performance problems because there are a lot of boss bonuses
TolgaKerem07
Posts: 22
Joined: Thu Apr 04, 2024 12:54 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 11
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Location: E5M1 (Türkiye)

Re: [minimod] Universal(ish?) Kill Rewards

Post by TolgaKerem07 »

Amazing mod that I searched like crazy and barely found! Thank you for this great mod, it instantly became one of my essential mods. After playing Eternal, It feels weird to play Doom without self-replenishment mechanics.

But I have only one gripe with this mod, how much ammo (or health/armor) the bits restore. Health and armor are not that much of a problem (Even if it remains as it is, it can be adjusted somehow)

But the situation with ammo is that the value of 1 is not the same in every ammo. 1 minigun bullet is not equal to 1 shotgun bullet. I wonder if you could make a setting for this? For example, how does something like giving 1% of the ammo capacity per bit sound? In this way, its compatibility increases, generally the value of the bullet is adjusted according to the maximum capacity in the mods.
Last edited by TolgaKerem07 on Fri Apr 05, 2024 1:35 am, edited 1 time in total.
User avatar
stainedofmind
Posts: 196
Joined: Sun Sep 01, 2019 10:59 am

Re: [minimod] Universal(ish?) Kill Rewards

Post by stainedofmind »

TolgaKerem07 wrote: Thu Apr 04, 2024 1:02 pm Amazing mod that I searched like crazy and barely found! Thank you for this great mod, it instantly became one of my essential mods. After playing Eternal, It feels weird to play Doom without self-replenishment mechanics.

But I have only one gripe with this mod, how much ammo (or health/armor) the bits restore. Health and armor are not that much of a problem (Even if it remains as it is, it can be adjusted somehow)

But the situation with ammo is that the value of 1 is not the same in every ammo. 1 minigun bullet is not equal to 1 shogun bullet. I wonder if you could make a setting for this? For example, how does something like giving 1% of the ammo capacity per bit sound? In this way, its compatibility increases, generally the value of the bullet is adjusted according to the maximum capacity in the modes.
I've actually been working on polishing and releasing my entire mod catalog, and updating this one is on my todo list! I can't promise when I'll get to it, but I'll be adding a lot more options that should allow for customizing your experience to suit your needs!
TolgaKerem07
Posts: 22
Joined: Thu Apr 04, 2024 12:54 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 11
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Location: E5M1 (Türkiye)

Re: [minimod] Universal(ish?) Kill Rewards

Post by TolgaKerem07 »

I used Gunbonsai scavenge perks for a while, but I switched back to this when I saw that this mod is much more compatible, especially in ammo. I think this system is better in ammo. Do you have any thoughts on adding this system as an addon to gunbonsai (to use the leveling mechanic) or replacing the system there with this one?
how does something like giving 1% of the ammo capacity per bit sound
Edit: Thanks to chatgpt and a few helpful friends on discord I think I achieved what I wanted, here is the link

Ammo %1 percentage
User avatar
stainedofmind
Posts: 196
Joined: Sun Sep 01, 2019 10:59 am

Re: [minimod] Universal(ish?) Kill Rewards

Post by stainedofmind »

TolgaKerem07 wrote: Sat May 04, 2024 4:07 am I used Gunbonsai scavenge perks for a while, but I switched back to this when I saw that this mod is much more compatible, especially in ammo. I think this system is better in ammo. Do you have any thoughts on adding this system as an addon to gunbonsai (to use the leveling mechanic) or replacing the system there with this one?
how does something like giving 1% of the ammo capacity per bit sound
Edit: Thanks to chatgpt and a few helpful friends on discord I think I achieved what I wanted, here is the link

Ammo %1 percentage
Giving this an overhaul is still on my todo list, and I'll take a look at the modifications you made for sure. I did also just release a new patch for Ammo Leech on my GunBonsai Addons page that may work a bit better then the old version. If you're able to give that one a whirl and let me know if it suits you as well, I'd appreciate it, as it would help me narrow down how I want to proceed with revamping Universal Kill Rewards.
User avatar
AliciaPendragon
Posts: 206
Joined: Wed Jun 07, 2023 8:46 am
Preferred Pronouns: She/Her
Operating System Version (Optional): Windows 10
Location: Gensokyo
Contact:

Re: [minimod] Universal(ish?) Kill Rewards

Post by AliciaPendragon »

You think this will work with The False Angel or?
User avatar
stainedofmind
Posts: 196
Joined: Sun Sep 01, 2019 10:59 am

Re: [minimod] Universal(ish?) Kill Rewards

Post by stainedofmind »

AliciaPendragon wrote: Mon Jul 08, 2024 10:11 pm You think this will work with The False Angel or?
I'll test it for sure later, but at a glance, it looks like it should be fine. I would set the ammo part to only use ammo type 1 however, as it looks like Vice and Virtue use Type 2 for clips.
User avatar
AliciaPendragon
Posts: 206
Joined: Wed Jun 07, 2023 8:46 am
Preferred Pronouns: She/Her
Operating System Version (Optional): Windows 10
Location: Gensokyo
Contact:

Re: [minimod] Universal(ish?) Kill Rewards

Post by AliciaPendragon »

stainedofmind wrote: Tue Jul 09, 2024 4:46 pm
AliciaPendragon wrote: Mon Jul 08, 2024 10:11 pm You think this will work with The False Angel or?
I'll test it for sure later, but at a glance, it looks like it should be fine. I would set the ammo part to only use ammo type 1 however, as it looks like Vice and Virtue use Type 2 for clips.
Noted. Was just searching something to pair with it so I could keep a smallish stream of health and armor for me as I do not struggle with ammo
User avatar
stainedofmind
Posts: 196
Joined: Sun Sep 01, 2019 10:59 am

Re: [minimod] Universal(ish?) Kill Rewards

Post by stainedofmind »

AliciaPendragon wrote: Tue Jul 09, 2024 5:10 pm
stainedofmind wrote: Tue Jul 09, 2024 4:46 pm
AliciaPendragon wrote: Mon Jul 08, 2024 10:11 pm You think this will work with The False Angel or?
I'll test it for sure later, but at a glance, it looks like it should be fine. I would set the ammo part to only use ammo type 1 however, as it looks like Vice and Virtue use Type 2 for clips.
Noted. Was just searching something to pair with it so I could keep a smallish stream of health and armor for me as I do not struggle with ammo
Just did a quick test, seems to be working fine for me. Didn't test the ammo part since you weren't too concerned about it.
User avatar
r&r
Posts: 291
Joined: Fri Sep 08, 2017 2:54 pm

Re: [minimod] Universal(ish?) Kill Rewards

Post by r&r »

Is it me or this mod doesn't work on latest gzdoom version?
User avatar
stainedofmind
Posts: 196
Joined: Sun Sep 01, 2019 10:59 am

Re: [minimod] Universal(ish?) Kill Rewards

Post by stainedofmind »

r&r wrote: Mon Apr 14, 2025 6:14 am Is it me or this mod doesn't work on latest gzdoom version?
Just did a quick test on my end with a few day old dev version, and it seems to be working for me. Do you have any other mods you're running it with?
User avatar
r&r
Posts: 291
Joined: Fri Sep 08, 2017 2:54 pm

Re: [minimod] Universal(ish?) Kill Rewards

Post by r&r »

stainedofmind wrote: Mon Apr 14, 2025 7:20 am
r&r wrote: Mon Apr 14, 2025 6:14 am Is it me or this mod doesn't work on latest gzdoom version?
Just did a quick test on my end with a few day old dev version, and it seems to be working for me. Do you have any other mods you're running it with?
only Splatterhouse mod as i was trying play that mod with that one.
Post Reply

Return to “Gameplay Mods”