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.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?
Faspons [JULY 20 2023] - Now Monster Pack Compatible!
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Please read the full rules for more details.
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.
Re: Faspons - Now with 10% more GitLab
Re: Faspons - Now with 10% more GitLab
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 can't help on the why, though...
Re: Faspons - Now with 10% more GitLab
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.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...
Re: Faspons - Now with 10% more GitLab
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.
Re: Faspons - Now with 10% more GitLab
Good to hearadun87 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.

@Bacon, is the kick bug still present for you?
Re: Faspons - Now with 10% more GitLab
No problems using 2.1.1 x64.
Re: Faspons - Now with 10% more GitLab
Can you do patch for NC Hud? It scales very well with 1080p.
Re: Faspons - Now with 10% more GitLab
Yep. Let me look into it and patch something up youBaconator wrote:Can you do patch for NC Hud? It scales very well with 1080p.

Re: Faspons - Now with 10% more GitLab
Thanks in advance! 

Re: Faspons - Now with 10% more GitLab
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.
Re: Faspons - Now with 10% more GitLab
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.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.
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.
Re: Faspons - Now with 10% more GitLab
Okay I've been playing with the Monsters Only version of Smooth Doom so apparently I totally missed them turning into dust. WOOPS.
Re: Faspons - Now with 10% more GitLab
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 HudBaconator wrote:Thanks in advance!

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:
- Faspons
- Main NC Hud
- NC Hud Faspons Patch
You ding dong.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.

Re: Faspons - Now with 10% more GitLab
It works! But minor nitpick: key icons are buggy and the chaingun counter icon when ammo box enabled is missing.
http://imgur.com/w8YIcni
http://imgur.com/w8YIcni
Re: Faspons - Now with 10% more GitLab
K, fixed the Nato ammo, but for the keys, I see this: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

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.