Some add-ons for various mods by LossForWords

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Tesculpture
Posts: 199
Joined: Sun Feb 07, 2016 3:22 am

Some add-ons for various mods by LossForWords

Post by Tesculpture »

I am a fan of several mods by LossForWords (including Loss's collaborations with AtomMace), and over the course of the last month of playing with them, I made some add-ons for those mods to further improve my enjoyment of them. LossForWords has given me their blessing for me to post them here, on the off-chance someone else might find these useful.

Dynamic Spawns

Most of Loss's mods feature enlarged arsenals, that are made available to the player through the limited number of in-game weapon spawns via randomspawners. With this system, your ability to assemble a complete arsenal (or get ammo for what weapons you have got) is often at the mercy of the whims of chance. These add-ons replace the randomspawners with spawns that are dynamic; once you have picked up a particular weapon, the spawns that normally offer it will change to offer something else that you don't already have.

Features
-Initially only the most common ammo types appear. More niche ammo varieties only appear once you have a weapon that actually uses them, with some common ammo pickups magically changing into niche ones when you grab a weapon that need them.
-SSG replacements can be found on Backpack spawns once you have a backpack, allowing their acquisition when playing in the Doom 1 IWAD.
-Common former humans now drop weapons instead of just clips, providing an additional place weapons can be acquired from.
-For those mods in which the BFG replacement is a weapon unlike a BFG (such as a sniper rifle unsuitable for CQB or a rocket launcher too dangerous for point-blank range), BFG spawns also give the weapon normally offered by Plasma Rifle spawns - but ONLY if you don't already have it. This is intended to account for maps that hand you the BFG from a pistol start, then immediately lock you in a monster closet (such as map01 of The Quinary Conundrum)
-Items change in real time; you don't need to start a new level for changes to pickups to take effect.
-Works without replacing any monster actors, and thus is completely compatible with monster replacement mods, and dehacked monsters in map packs - it will even account for monsters that drop pickups that don't normally drop from monsters.
-For all of them except Protocol: Disposable and Volatile Material, two different layouts of spawn allocation are available. The second ones don't utilize monster-dropped clips as a weapon source, making those weapons harder to obtain but offering better compatibility with monster replacements such as Colourful Hell and Rampancy, which use special logic for controlling monster-dropped loot.

Caveats
-Due to coding limitations, these add-ons disable the normal behavior of enemy-dropped stuff being crushable by doors/crushers.
-Azuryte normally has only half of its arsenal available in the Doom 1 IWAD. This add-on overrides that behaviour.
-Raging Bull and Outback Anarchy have in-built systems for making their SSG replacements available in the Doom 1 IWAD. These add-ons overrides that behaviour, replacing it with its own system.
-Once you have all the weapons acquired from a particular spawn, that spawn will simply provide ammo. As such, the more weapons you acquire, the less weapons you see, leading to reduced visual variety.
-Any replacement monster that drops clips will be changed to a weapon dropping monster.
-Several of these add-ons make changes to what weapons/ammo appear where; Omerta being a particular example. As such, using these add-ons may affect the game balance somewhat.
-These are not designed with multiplayer or respawning items in mind - they might work, but they probably won't.
-The spawns need to "see" the player in order to display a correct appearance - things that stop the player from being seen (partial invisibility, the notarget cheat etc) will cause them to go wrong.

Credits
Code from the following mods was used as a reference:
Private Stone by Skelegant
Spawn: Path Of Damnation by DrCosmobyte
Combined Arms by CombineKegan
Netronian Chaos by CaptainJ

>>>Download Dynamic Spawns for Act Of Violence (Layout 1)<<<
>>>Download Dynamic Spawns for Act Of Violence (Layout 2)<<<
>>>Download Dynamic Spawns for Azuryte (Layout 1)<<<
>>>Download Dynamic Spawns for Azuryte (Layout 2)<<<
>>>Download Dynamic Spawns for Omerta (Layout 1)<<<
>>>Download Dynamic Spawns for Omerta (Layout 2)<<<
>>>Download Dynamic Spawns for Outback Anarchy (Layout 1)<<<
>>>Download Dynamic Spawns for Outback Anarchy (Layout 2)<<<
>>>Download Dynamic Spawns for Protocol Disposable<<<-Note: This one has not been balance-tested as thoroughly as the others
>>>Download Dynamic Spawns for Raging Bull (Layout 1)<<<
>>>Download Dynamic Spawns for Raging Bull (Layout 2)<<<
>>>Download Dynamic Spawns for Volatile Material<<<-Need more guns? How does an endless supply sound? (as long as it isn't one dropped by an enemy)

Extreme Explosives

These simply change various explosive weapons featured in the mods to always cause XDeaths; Best used with NashGore and custom monsters that feature, erm, XDeaths.

>>>Download Extreme Explosives for Act Of Violence<<<
>>>Download Extreme Explosives for Azuryte<<<
>>>Download Extreme Explosives for Omerta<<<
>>>Download Extreme Explosives for Outback Anarchy<<<
>>>Download Extreme Explosive for Raging Bull<<<
>>>Download Extreme Explosive for Volatile Material<<<

Other Stuff

>>>Download Performance Friendly Gascans for Outback Anarchy<<<- The Gasoline Cans in Outback Anarchy can be very performance-heavy; if several detonate at once (e.g. when a level uses clever scripting involving a crusher setting off a chain reaction of exploding barrels) the result can be a slideshow or even a game freeze. This sidesteps the issue by making gas cans detonate in the style of LPG tanks (they don't have the same problem) until they have been picked up and put down at least once.
Last edited by Tesculpture on Fri Mar 28, 2025 8:47 am, edited 2 times in total.
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LossForWords
Posts: 700
Joined: Fri Jan 13, 2017 9:08 pm

Re: Some add-ons for various mods by LossForWords

Post by LossForWords »

Hell yeah, glad to see these go live.
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Tesculpture
Posts: 199
Joined: Sun Feb 07, 2016 3:22 am

Re: Some add-ons for various mods by LossForWords

Post by Tesculpture »

Updated; it has come to my attention the dynamic spawns don't work very well with Colourful Hell and Rampancy due to the special logic used to govern monster loot drops in those mods.

My quick fix solution: the addons now come in multiple versions with different weapon layouts. The 2nd layout ones refrain from using monster-dropped clips as a weapon source, making them more compatibility-friendly at the cost of some stuff being found later.
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BLSZDOOM
Posts: 128
Joined: Fri Jun 21, 2024 5:04 pm

Re: Some add-ons for various mods by LossForWords

Post by BLSZDOOM »

what about disaster jester?
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