Fusion Weaver 1.14.1: Za'Sha Rework

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Virathas
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Re: Fusion Weaver 1.10.0: Thor is here... with fixes

Post by Virathas »

I can't reproduce the switch weapon issue - it works for me properly. Maybe source port issue? I use GZDoom here.
The armor problem - it is far more serious than expected - no armor is set right regardless of which Class you use. I'll try to fix it ASAP.

Also: Great thanks for giving all the bug reports - i tend to tailor it for the regular Doom experience - so often enough i will miss something from other IWADs :)
AvzinElkein
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Re: Fusion Weaver 1.10.0: Thor is here... with fixes

Post by AvzinElkein »

Speaking of Doom, have you tried it out with WadSmooshed Doom?
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Virathas
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Re: Fusion Weaver 1.10.0: Thor is here... with fixes

Post by Virathas »

Never used it - I always kept relaunching the game :). Although it would make it possible to play as a single character from doom1 to all things... I have a question though - does it also merge other Doom-like games (i.e. Heretic)?
AvzinElkein
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Re: Fusion Weaver 1.10.0: Thor is here... with fixes

Post by AvzinElkein »

Virathas wrote:Never used it - I always kept relaunching the game :). Although it would make it possible to play as a single character from doom1 to all things... I have a question though - does it also merge other Doom-like games (i.e. Heretic)?
It does not, alas. WadSmoosh merely merges several Doom Wads: https://jp.itch.io/wadsmoosh
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Virathas
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Re: Fusion Weaver 1.10.0: Thor is here... with fixes

Post by Virathas »

I am glad - it would make soooooo many problems in the mod :D. I'll have to check it out at some point.
AvzinElkein
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Re: Fusion Weaver 1.10.0: Thor is here... with fixes

Post by AvzinElkein »

The only reason I use WadSmoosh is to go with Dinosaur_Nerd's continuation mod: viewtopic.php?f=43&t=66213
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Virathas
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Re: Fusion Weaver 1.10.0: Thor is here... with fixes

Post by Virathas »

This looks great! I will need to check it out - I've seen a few maps i wanted to play but I would lose progress!
AvzinElkein
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Re: Fusion Weaver 1.10.0: Thor is here... with fixes

Post by AvzinElkein »

By default, it will heal you when an episode ends.
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Virathas
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Re: Fusion Weaver 1.10.0: Thor is here... with fixes

Post by Virathas »

I have deployed yet another hotfix - armors should now spawn properly in Strife. I have also added the Doom UI when outside of Doom games.

Side note: Strife built-in merchants are not fully compatible, they use different type of currency than the Daedric Merchant (item class coin vs item class money). Also the items that can be purchased behave differently, an example being purchasing armor from the armor merchant and then attempting to take it off will result in "dispelling" of the armor.
AvzinElkein
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Joined: Wed Nov 17, 2010 6:35 pm

Re: Fusion Weaver 1.10.0: Thor is here... with fixes

Post by AvzinElkein »

Still, best of luck experimenting with WadSmoosh and DN's episodic mod.
Starman the Blaziken
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Graphics Processor: ATI/AMD (Modern GZDoom)
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Re: Fusion Weaver 1.10.0: Thor is here... with fixes

Post by Starman the Blaziken »

Their is a problem I do have with the mod (outside of the balance that is the ammo diversity and class weapon restrictions which can make some levels real hard to play through with some classes) is with the fact I cannot swap to the starting melee weapon sometimes when I get a weapon for the class, in the case Strife. I cannot really conserve ammo in smart ways when the game does not allow me to get to the knife as easy as Doom would.
Oh, and sometimes when I do get a weapon with ammo, for some reason it might get stuck and the only way to get to it is with the weapon keys. I forgot what exactly caused that issue for me, but I have a bit of a hard thought when it comes to playing the mod when ammo and weapons can get really scarce.
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Virathas
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Re: Fusion Weaver 1.10.0: Thor is here... with fixes

Post by Virathas »

I have heard of the weapon swap problem, and i was finally able to reproduce it. It was introduced with a new GZDoom version (I use 3.2.5 during development, and it does not occur there; but it does occur on 4.3.3). I will investigate and try to fix it, as it does work in Vanilla Strife.
About balance, yes, Rebel is by far the hardest class to play with.
If you can provide more info when a weapon is stuck (which class, which IWAD, which weapon) i will be able to investigate and, hopefully, fix it.
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Virathas
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Re: Fusion Weaver 1.10.0: Thor is here... with fixes

Post by Virathas »

Hotfix deployed for the "Punch dagger" issue. Also fixed the Foxin's Elemental Trinity sword to actually do Fire, Ice and Lightning damage instead of 3 times ice. Buffed it slightly as well.

This hotfix is compatible with older saved games, but for any games started with "broken" Rebel, you need to use the "give NewPunchDagger" command to once more be able to select it.
AvzinElkein
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Re: Fusion Weaver 1.10.0: Thor is here... with fixes

Post by AvzinElkein »

Dunno if bug, but casting Oakflesh as Za'Sha in Strife alerts guards. Also, I wish there was a way to use potions as Za'Sha without using hotkeys. Another thing! Is it true that Foxin can't wear armor? I tried picking up resistance armor, only for it to be insta-dropped. I don't see a way for runes to drop in Hexen, though.
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Virathas
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Re: Fusion Weaver 1.10.0: Thor is here... with fixes

Post by Virathas »

Let me list to make it easier to answer:
1) Casting spells will alert the guards, that is intended. Only a handful of effects are "undetectable":
- Marine's Pistol with Tome of Power
- Rebel's Punch Dagger and Poison Bolts
- Nova's Snipe (And maybe Psionic Storm)
- Ranger's regular arrows and sword (Although the sword alerts enemies but only in close proximity)
- Foxin's everything, unless using Rune Magic her weapons are fully silent.
2) Any idea how it could work differently? I thought hot-keys are easiest to use, especially with the "use best potion" option.
3) She can use any armor. Maybe you had a different armor equipped? Try playing around with Armor pickup mode, or maybe you have also pressed "drop armor" button?
4) Unfortunately, it is possible that Rune Magic is not fully supported in non-Doom games. I will need to do a content sweep, to make sure all runes can be obtained in someway
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