Dynamic Item System v1.0.0 (Mar2015)

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Coincident
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Dynamic Item System v1.0.0 (Mar2015)

Post by Coincident »


Image Dynamic Item System / Dynamic Armor System Image



This is a mod that lets you pickup anything at any time.
Feed the OCD monster in you! Pickup every item before leaving for the next level, and get 100% items!
Don't worry about that large medkit if you have 99 health.
Don't worry about that green armor, if you have 50 points of a blue armor.
DO WORRY about killing the monsters: this mod takes care of the rest.

The Image Dynamic Item System addresses a design problem where items are often wasted near the item limit.
It is an experimental mod, aimed at improving your experience/interface with the game.
Nothing really changes gameplay-wise. You can play doom just like you used to.
Ideal for difficult, fast-paced games, like nightmare with respawning monsters (works with respawning items).
The goals are:
1 - You should focus ONLY on moving fast and killing everything.
2 - You should NOT worry about the items at your feet, or the order in which you pick them up.
3 - You should not need to go back and look for supplies, because you already have all the supplies with you.

Press and HOLD the USE KEY to NOT pickup anything, if you REALLY want to save an item for later.
Spoiler: Dynamic Item System design choices
You can, for example, pickup a green armor with 200 points of a blue armor.
This will give you about 230 armor. But, obviously, the armor absortion% does not reduce.

This mod introduces a new Dynamic Armor System Image for armor absortion%.
The armor type (green, blue) does not matter. The armor amount determines the absortion%.
A damaged blue armor (50 points), will absorb% less damage than a brand new green armor (100 points).
A green armor + 20 armor bonuses (120 points) will absorb% more than just a green armor (100 points).
The more armor you have, the more damage it absorbs% (max absorb = 66.67%).
Spoiler: Dynamic Armor System design choices
Works with GZDoom v2+ (you can download it from the DRD Team Forums)

DynamicItemSystem v1.0.0
Supports the current mods: Doom, MiniSphere (load AFTER any supported mods)

DI-Smooth patch
Dynamic Items patch for Smooth Doom - full support (load AFTER DynamicItemSystem.pk3)

DI-Brutal19 patch
Dynamic Items patch for Brutal Doom v19 - full support, including all mutators (load AFTER DynamicItemSystem.pk3)

DI-BDSE patch
Dynamic Items patch for Brutal Doom SE - full support, including all mutators (load AFTER DynamicItemSystem.pk3)

(All decorate and ACS sources are included in the pk3; feel free to copy any code you need)
Spoiler: How to make new mods using the Dynamic Item System
Spoiler: Where to find some interesting code, mechanics, scripts, and patterns
Spoiler: Changelog
I hope you enjoy this weird experiment of a "mod" (even if you're just stealing code ;))
Have fun.

CREDITS
Coincident - All ACS, DECORATE, mod patches, addon conception and design.
BlueShadow - The original idea behind the damage-calculation loop.
The ZDoom team and community - ZDoom
id Software - Doom
Last edited by Coincident on Sat Mar 28, 2015 12:02 pm, edited 12 times in total.
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Ozymandias81
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Re: Dynamic Item System v1.0.0 (Mar2015)

Post by Ozymandias81 »

Another brimmyfully mod done by Coincident. What a math headache in it! :lol:
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Exeor
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Re: Dynamic Item System v1.0.0 (Mar2015)

Post by Exeor »

Seems really interesting but when I load Sperglord Edition + DynamicItemSystem + DI-BDSE patch in Gzdoom I get this error:

Script error, "DynamicItemSystem.pk3:dynamicitemsystem.dec" line 47:
"WEAPONSPAWN" is an unknown flag


What im doing bad? :oops:
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Coincident
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Re: Dynamic Item System v1.0.0 (Mar2015)

Post by Coincident »

I just tested that scenario, and it works on my machine.

http://zdoom.org/wiki/Actor_flags#WEAPONSPAWN
WEAPONSPAWN (development version 6d4eb7f6 only)

Which version of GZDoom are you using? Try updating, it should fix the problem.

Edit: I just tested a few versions, it works with GZDoom version 2+, but not with version 1.8+

You can download GZDoom v2.0.05 here:
http://forum.drdteam.org/viewtopic.php?f=23&t=6482
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Exeor
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Re: Dynamic Item System v1.0.0 (Mar2015)

Post by Exeor »

I was using the 1.8.02 version, now it works perfectly, thanks :D
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Ozymandias81
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Re: Dynamic Item System v1.0.0 (Mar2015)

Post by Ozymandias81 »

So Coincident, need any graphics/sprites for this DIS? :-)
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Coincident
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Re: Dynamic Item System v1.0.0 (Mar2015)

Post by Coincident »

Ozymandias81 wrote:So Coincident, need any graphics/sprites for this DIS? :-)
Well, not for the DIS itself, because it only transforms already-existing mods.
So, it just uses the graphics that already exist in those mods.

Other than that, I just hacked that fat backpack + red armor together to make a minimalist icon.
But if you're feeling artistic and can think of a cool title image, that would be nice :)
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Ozymandias81
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Re: Dynamic Item System v1.0.0 (Mar2015)

Post by Ozymandias81 »

OK Coincident, I'll go for it tomorrow then. This evening I've a massive boardagamin' sessions 'till 4am!!

PS: Just got some ideas, don't worry about it :lol:
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Ozymandias81
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Re: Dynamic Item System v1.0.0 (Mar2015)

Post by Ozymandias81 »

And that's my fine banner idea: ta-daan! :mrgreen:
Spoiler:
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Coincident
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Re: Dynamic Item System v1.0.0 (Mar2015)

Post by Coincident »

I'm sorry Ozy, but that was wayyy overboard... :( it's just too much.
I'll keep it as it is now.

But thanks for the intention though :)
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Arctangent
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Re: Dynamic Item System v1.0.0 (Mar2015)

Post by Arctangent »

I feel like this conflicts with its purpose, as while it does allow someone who worries about wasting items to pick up all items, it does so by ... wasting the item.

I mean if you pick up a stimpack and only get 1 health, you're wasting 90% of that stimpack. I don't really see how this is supposed to aid its intended audience at all.
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Josh771
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Re: Dynamic Item System v1.0.0 (Mar2015)

Post by Josh771 »

Arctangent wrote:I feel like this conflicts with its purpose, as while it does allow someone who worries about wasting items to pick up all items, it does so by ... wasting the item.

I mean if you pick up a stimpack and only get 1 health, you're wasting 90% of that stimpack. I don't really see how this is supposed to aid its intended audience at all.
Yeah, I was kinda hoping this would be an auto-inventory that activated carried pickups as they became viable (like every time you are at least 10 rounds below your clip capacity, you use a carried clip automatically).

...which is something I may have to do on my own for personal use, now that I think about it.
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Coincident
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Re: Dynamic Item System v1.0.0 (Mar2015)

Post by Coincident »

Arctangent wrote:I mean if you pick up a stimpack and only get 1 health, you're wasting 90% of that stimpack. I don't really see how this is supposed to aid its intended audience at all.
The idea is that:
1 - If the stimpack is only giving you 1 health, you're probably at 150+ health, so it shouldn't be a big deal if you're wasting 90% of it.
2 - You might go on a next level / thru a pass of no return. In that case, it's better to trade a stimpack for a health bonus than just get nothing at all.
3 - If it's really really a big deal, or you're not going thru a pass of no return, just hold the USE key and you won't waste the stimpack.

Personally, I find it useful to play on very-fast paced game modes (like nightmare), where I literally don't want to worry about any items.

But I understand what you mean.
As I stated in the first post, it's just an experiment.
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Nash
 
 
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Re: Dynamic Item System v1.0.0 (Mar2015)

Post by Nash »

Impressive! Will have to give this a spin later.
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