Faspons [JULY 20 2023] - Now Monster Pack Compatible!

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
faslrn
Posts: 514
Joined: Tue Mar 24, 2015 3:43 pm
Location: Steam: faslrn
Contact:

Re: Faspons - Now with 10% more GitLab

Post by faslrn »

Baconator wrote:Oh. Interestingly I also had freezes when entering berserk, but I thought they were caused by Oblige random maps. Changing mappacks worked for me if I remember correctly.
Should I use last stable build?
For right now, yes. I am tracking down exactly what is causing the freeze and it is indeed the ACS for the adrenaline. The reason why it freezes, I have no idea; no matter what I remove, I have it down to a bare minimum of code where it just gives you "FearMe" as an item and it just hangs GZDoom, which makes no sense.
User avatar
Somagu
Posts: 684
Joined: Fri Nov 22, 2013 8:56 pm

Re: Faspons - Now with 10% more GitLab

Post by Somagu »

Well, I can say for sure that the FearMe item itself is definitely what is causing the crashes, on maps with zombiemen or shotgunners currently alive, and without vanilla monster behavior enabled.

I can't help on the why, though...
User avatar
faslrn
Posts: 514
Joined: Tue Mar 24, 2015 3:43 pm
Location: Steam: faslrn
Contact:

Re: Faspons - Now with 10% more GitLab

Post by faslrn »

Somagu wrote:Well, I can say for sure that the FearMe item itself is definitely what is causing the crashes, on maps with zombiemen or shotgunners currently alive, and without vanilla monster behavior enabled.

I can't help on the why, though...
I pushed some changes to the DEV branch with revamped fear logic on the rifle/shotgun zombie. It seems resolved on my end but let me know if that is the case when you test it.
User avatar
mentha
Posts: 65
Joined: Fri Aug 30, 2013 4:56 pm

Re: Faspons - Now with 10% more GitLab

Post by mentha »

Its working much better on my end at least. After testing with the "give fearme" command and it not crashing, (I tested the other one before and it would crash as soon as the zombies became aware of me) I decided to play normally. No crashes yet.
User avatar
faslrn
Posts: 514
Joined: Tue Mar 24, 2015 3:43 pm
Location: Steam: faslrn
Contact:

Re: Faspons - Now with 10% more GitLab

Post by faslrn »

adun87 wrote:Its working much better on my end at least. After testing with the "give fearme" command and it not crashing, (I tested the other one before and it would crash as soon as the zombies became aware of me) I decided to play normally. No crashes yet.
Good to hear :thumb:

@Bacon, is the kick bug still present for you?
User avatar
Baconator
Posts: 95
Joined: Sun Nov 15, 2015 9:57 am

Re: Faspons - Now with 10% more GitLab

Post by Baconator »

No problems using 2.1.1 x64.
User avatar
Baconator
Posts: 95
Joined: Sun Nov 15, 2015 9:57 am

Re: Faspons - Now with 10% more GitLab

Post by Baconator »

Can you do patch for NC Hud? It scales very well with 1080p.
User avatar
faslrn
Posts: 514
Joined: Tue Mar 24, 2015 3:43 pm
Location: Steam: faslrn
Contact:

Re: Faspons - Now with 10% more GitLab

Post by faslrn »

Baconator wrote:Can you do patch for NC Hud? It scales very well with 1080p.
Yep. Let me look into it and patch something up you :-)
User avatar
Baconator
Posts: 95
Joined: Sun Nov 15, 2015 9:57 am

Re: Faspons - Now with 10% more GitLab

Post by Baconator »

Thanks in advance! :thumb:
Echelon5
Posts: 141
Joined: Wed Mar 09, 2011 3:44 pm

Re: Faspons - Now with 10% more GitLab

Post by Echelon5 »

Since you seem ok with editing monster behavior, have you considered adding something like a burning effect to the plasma weapons? At least the rifle, to set it apart, since otherwise it's just a projectile based minigun. Doom 4Ever comes to mind.
User avatar
faslrn
Posts: 514
Joined: Tue Mar 24, 2015 3:43 pm
Location: Steam: faslrn
Contact:

Re: Faspons - Now with 10% more GitLab

Post by faslrn »

Echelon5 wrote:Since you seem ok with editing monster behavior, have you considered adding something like a burning effect to the plasma weapons? At least the rifle, to set it apart, since otherwise it's just a projectile based minigun. Doom 4Ever comes to mind.
I'm not sure if I want to add a burning effect per say as it turns enemies into dust but I will play around with some ideas.

Currently, the plasma rifle does more damage then the minigun and since it turns enemies into ash, you get more adrenaline, meaning you can upkeep your speed and damage resistance boost for longer. But... let me see when I do my tweaks if I can add a little something-something to it.
Echelon5
Posts: 141
Joined: Wed Mar 09, 2011 3:44 pm

Re: Faspons - Now with 10% more GitLab

Post by Echelon5 »

Okay I've been playing with the Monsters Only version of Smooth Doom so apparently I totally missed them turning into dust. WOOPS.
User avatar
faslrn
Posts: 514
Joined: Tue Mar 24, 2015 3:43 pm
Location: Steam: faslrn
Contact:

Re: Faspons - Now with 10% more GitLab

Post by faslrn »

Baconator wrote:Thanks in advance! :thumb:
So in terms of the patch, most of it is working. However, since I have a modified MENUDEF in the Faspons mod, it overwrites the MENUDEF for NC Hud, meaning you can't change any of the options for NC Hud :cry: I'm seeing if I can do anything else to find a workaround for options but it might have to be like that just due to MENUDEF load limitations.

Realized that NC Hud uses the CVARS from the console now instead of the MENUDEF. This makes it much easier!

DONE:

faslrn - NC Hud - Faspons Patch

You'll need to make the load order this:
  1. Faspons
  2. Main NC Hud
  3. NC Hud Faspons Patch
Let me know if there are any issues.
Echelon5 wrote:Okay I've been playing with the Monsters Only version of Smooth Doom so apparently I totally missed them turning into dust. WOOPS.
You ding dong. :lol:
User avatar
Baconator
Posts: 95
Joined: Sun Nov 15, 2015 9:57 am

Re: Faspons - Now with 10% more GitLab

Post by Baconator »

It works! But minor nitpick: key icons are buggy and the chaingun counter icon when ammo box enabled is missing.
http://imgur.com/w8YIcni
User avatar
faslrn
Posts: 514
Joined: Tue Mar 24, 2015 3:43 pm
Location: Steam: faslrn
Contact:

Re: Faspons - Now with 10% more GitLab

Post by faslrn »

Baconator wrote:It works! But minor nitpick: key icons are buggy and the chaingun counter icon when ammo box enabled is missing.
http://imgur.com/w8YIcni
K, fixed the Nato ammo, but for the keys, I see this:

Image

What map wad is that? Might have to see if that is what is causing the issue.

EDIT: New version was uploaded that fixed the Nato ammo icon and a berserker icon issue.
Post Reply

Return to “Gameplay Mods”