Faspons [OCT 19 2022] - Now Monster Pack Compatible!

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faslrn
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Re: Faspons [REL: MAR 13 2020 / DEV: MAR 16 2020]

Post by faslrn »

MakuZdoom wrote:Hello, is there a new or latest version? I love this mod, i was just
Finding some mods then saw this forum, pretty enjoyable and awesome mod :)
Hey there! The current version from 2020 is still available on the original post. I haven't had a lot of time myself to finish off certain features here and there. I am hoping with this holiday I might be able to push out some additional changes.

I am also open to any bugs that people might find so I can fix them up.
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faslrn
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Re: Faspons [REL: SEP 9 2022 / DEV: SEP 9 2022]

Post by faslrn »

Code: Select all

- NEW: Added Mancubus bloody sprites
- NEW: Added Archvile bloody sprites
- NEW: Added Cyberdemon bloody sprites
Back bb - gonna try to get the rest of the bloody sprites completed in the next few days.
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faslrn
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Re: Faspons [SEP 9 2022]

Post by faslrn »

Code: Select all

- NEW: Caco bloody sprites
- NEW: Hellknight bloody sprites
- NEW: Baron bloody sprites
- NEW: WolfSS bloody sprites
k, main monster roster is done. I am thinking of something for the Lost Soul since they don't technically bleed. Will be doing that next.
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Dr_Cosmobyte
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Re: Faspons [SEP 12 2022]

Post by Dr_Cosmobyte »

It's so good to see you're still working on this mod. Thank you so much!
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faslrn
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Re: Faspons [SEP 12 2022]

Post by faslrn »

Dr_Cosmobyte wrote: Mon Sep 12, 2022 5:22 pm It's so good to see you're still working on this mod. Thank you so much!
You are welcome! I have a backlog of things to do so hopefully in the coming days and weeks, I can provide some good content additions.

I almost have the Lost Soul "bloody" sprites done and should be able to finish the functionality tonight. Then it is really onto fleshing out Ultimate Agitation to be a proper difficulty.
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faslrn
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Re: Faspons [SEP 12 2022]

Post by faslrn »

Code: Select all

- NEW: Lost Soul damage sprites
- FIX: Lost Souls no longer get stunned indefinitely when they are charging and are damaged in the air
- FIX: Pinkies no longer lose their bloody sprites when they charge at you and make contact
New Lost Soul sprites are quick and dirty. They now have glowing eyes but when damaged, they go through this sequence:

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faslrn
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Re: Faspons [SEP 16 2022]

Post by faslrn »

Code: Select all

- NEW: Monster pack compatibility
- TWEAK: Zombie rifle and shotgun men have their spawn animations slightly randomized to make each monster feel a bit different 
- TWEAK: Started transfer from decorate to ZScript
- FIX: Pinkies are no longer always scared
I update the mod to be compatible with other monster packs out there. This means that you can play with Faspon weapons but use other monster packs for more gameplay options. You are still able to use:
  • Faspon options (including key auto save, hud, etc)
  • Iron Man modes
  • Reload and kick player actions
Let me know if you see any oddities if you are playing with other monster packs and I'll see if I can iron out any bugs.

(Faspons must be loaded before the monster replacement pack)
Last edited by faslrn on Fri Sep 16, 2022 9:04 pm, edited 1 time in total.
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-Ghost-
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Re: Faspons [SEP 16 2022] - Now Monster Pack Compatible!

Post by -Ghost- »

So far this has worked perfectly with Project Malice, no issues!

I think for me it'd be nice to have a pistol of some sort, maybe zoom on a few more of the weapons, but I understand if that's not really in the vision of the mod.
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faslrn
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Re: Faspons [SEP 16 2022] - Now Monster Pack Compatible!

Post by faslrn »

-Ghost- wrote: Fri Sep 16, 2022 6:10 pm So far this has worked perfectly with Project Malice, no issues!

I think for me it'd be nice to have a pistol of some sort, maybe zoom on a few more of the weapons, but I understand if that's not really in the vision of the mod.
Thanks for the feedback! Glad to hear it is working so far.

I had an idea for the pistol but not sure if I will implement in Faspons or the other mod I am working on. I'll have to play around with it!
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-Ghost-
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Re: Faspons [SEP 16 2022] - Now Monster Pack Compatible!

Post by -Ghost- »

Maybe something a bit harder hitting like a .45? It'd help differentiate it from the rifle more then.
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faslrn
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Re: Faspons [SEP 16 2022] - Now Monster Pack Compatible!

Post by faslrn »

-Ghost- wrote: Fri Sep 16, 2022 10:20 pm Maybe something a bit harder hitting like a .45? It'd help differentiate it from the rifle more then.
I tried out my idea in Faspons but didn't really like it. I believe the biggest issue I had with it is that even with a different type of ammo, balancing that out with the rest of the weapons is tough - I couldn't classify it as a starter weapon because it would be quickly outclassed by the rifle with one pickup. Then the opposite direction for giving it a different ammo: if it sits between the rifle and shotgun, what does it bring to the table? The rifle does have 100% accuracy when single shot firing already and could fire faster than the pistol and for close range, the shotgun does good work - even medium range.

I feel like it sits firmly in my other mod I am making which I have a bit of a vision for rather than Faspons.
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-Ghost-
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Re: Faspons [SEP 16 2022] - Now Monster Pack Compatible!

Post by -Ghost- »

I think it depends on what you're playing it with too. I actually use the pistol in Led's Generic Mod a lot for fodder enemies found in Project Malice, since it can quickly dispatch weaker enemies while saving ammo. You could also just make the rifle a bit more rare so it's a good upgrade.
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Dr_Cosmobyte
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Re: Faspons [SEP 16 2022] - Now Monster Pack Compatible!

Post by Dr_Cosmobyte »

I don't see the pistol as a necessary addition, but i know why players like ghost see it useful- it brings fidelity to the vanilla arsenal and gives players the ability to save ammo in smaller targets.

But if i had to make it a suggestion, maybe make it as a backup-last stand thing? Like in mods such as Soldier Z, you could press zoom and quick draw a pistol in case you want to finish the target. Ammo could be only given by backpack? I don't see infinite ammo guns as a fun thing, but some do.

Anyways, i'm downloading it right now to test it out on many different monster packs.
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faslrn
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Re: Faspons [SEP 16 2022] - Now Monster Pack Compatible!

Post by faslrn »

Dr_Cosmobyte wrote: Sat Sep 17, 2022 3:49 pm I don't see the pistol as a necessary addition, but i know why players like ghost see it useful- it brings fidelity to the vanilla arsenal and gives players the ability to save ammo in smaller targets.

But if i had to make it a suggestion, maybe make it as a backup-last stand thing? Like in mods such as Soldier Z, you could press zoom and quick draw a pistol in case you want to finish the target. Ammo could be only given by backpack? I don't see infinite ammo guns as a fun thing, but some do.

Anyways, i'm downloading it right now to test it out on many different monster packs.
My idea was similar to that. Since I have my player actions like kicking always waiting for input in the background, I can literally have an action that pulls out a pistol, makes the current weapon lower to the side, and take shots. However, I feel like that takes away from the spirit from Faspons as I wanted it to be Vanilla+ and this feels like it is treading into an alt fire for a weapon.

I also thought about the rifle being a drop and an upgrade from the pistol but it would require a random drop which I don't like but then am I being too picky since grenades are a random drop? Not sure.

It is conflicting and I understand where Ghost and others are coming from when they mention the pistol as it makes a close friend for any arsenal. I always had this envisioned idea of Doomguy where since he is fighting demons, a pistol shot is too good of a death for them which is why he prefers bigger weapons.

Let me know if you see any issues on other packs. I am curious if my method works the way I want it to fully or if I need to tweak it a bit more.
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-Ghost-
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Re: Faspons [SEP 16 2022] - Now Monster Pack Compatible!

Post by -Ghost- »

Yeah, I think for me it generally comes down to I don't like to go under the standard Doom arsenal count, if anything it's nice to have some alternatives. It means more ammo types and such, but that also, for me anyway, adds more thrill to finding secrets, etc. since it's like "oh cool, I can use that neat gun now!" I'm using a burst fire secondary script someone made for that Generic Mod and it feels like it adds a lot of utility to the pistol; you can burst down anything up to a demon in 2-4 bursts or mow down a small crowd at a higher rate of fire than the rifle. Plus the ammo is more common, so I can save the rifle for the longer shots or things that are Cacodemon and up that need a bit more stopping power.

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