Faspons [JULY 20 2023] - Now Monster Pack Compatible!

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StroggVorbis
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Re: Faspons [REL: AUG 18 2019 / DEV: AUG 21 2019]

Post by StroggVorbis »

Great to hear it'll be of use to you!

While we're at it, I just thought about Heretic in general and I noticed something. Every weapon has its own ammo pool. Heretic has 6 different types while Doom has 4. This gives you two extra to work with. Here's my two cents:

-Rifle and Chaingun ammo can be split from one another. Goldwandammo and Goldwandhefty spawn just rifle ammo and a rifle ammo box respectively, while blasterammo and blasterhefty can be replaced by natobelt and natobox.
-Since the Mace is Heretic's equivalent to the BFG and has ammo seperate from the SkullRod (Plasma Rifle), why not make it so in Heretic the BFG requires its own special BFG cells, like in Doom 3?
This way, Skullrodammo and Skullrodhefty can spawn plasma rifle ammo only while maceammo and macehefty spawn BFG ammo only. No more Randomspawners for ammo!

What do ya think? :3
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faslrn
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Re: Faspons [REL: AUG 18 2019 / DEV: AUG 21 2019]

Post by faslrn »

DabbingSquidward wrote:Great to hear it'll be of use to you!

While we're at it, I just thought about Heretic in general and I noticed something. Every weapon has its own ammo pool. Heretic has 6 different types while Doom has 4. This gives you two extra to work with. Here's my two cents:

-Rifle and Chaingun ammo can be split from one another. Goldwandammo and Goldwandhefty spawn just rifle ammo and a rifle ammo box respectively, while blasterammo and blasterhefty can be replaced by natobelt and natobox.
-Since the Mace is Heretic's equivalent to the BFG and has ammo seperate from the SkullRod (Plasma Rifle), why not make it so in Heretic the BFG requires its own special BFG cells, like in Doom 3?
This way, Skullrodammo and Skullrodhefty can spawn plasma rifle ammo only while maceammo and macehefty spawn BFG ammo only. No more Randomspawners for ammo!

What do ya think? :3
I noticed the ammo situation as well when I first started looking at the actors and weapons. I think the Rifle and Chaingun piece makes sense - I can make that change but I would need to go through Heretic (for the first time ever) and see how it plays out. As for the BFG, not sure if I want to separate it out as I'm a bit conflicted:

- If I separate it out, it is something I should do on the DOOM side as well but the balance there would need to be looked at heavily
- If I don't separate it out, it may break the balance of Hereteic

Only time will tell with some testing and gameplay. I think for right now, I would combine the cells still and see if things topple over on Heretic. If it does, I'll think about the ammo separation.
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Re: Faspons [REL: AUG 18 2019 / DEV: AUG 21 2019]

Post by StroggVorbis »

The Goldwand is really just a slightly faster pistol. 11 instead of 15 (or 19 without refire) tics. While the pistol deals 5, 10 or 15 damage, the wand can roll any number between 7 and 14. The blaster/dragon claw is really the odd one out because of all Doom engine game weapons, it's the only hitscan weapon that uses the projectile formula: random(1, 8) instead of random(1, 3). Its damage lies between 4 and 32 in steps of 4. It's like a slower, more powerful chaingun.

I made a simple mod myself that adds Doom's weapons to Heretic that I've yet to release and I completed the whole of Heretic with it. I've come to the conclusion that Heretic maybe doesn't need the super shotgun, the beastiary sans maulotaur has a lower upper health range than Doom. The question would be what else to replace it with. Tomed conventional firearms don't really fit, there ought to be some internal ZDoom powerup that's more appropriate like DoubleFiringSpeed.

Just brainstorming :P
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faslrn
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Re: Faspons [REL: AUG 18 2019 / DEV: AUG 21 2019]

Post by faslrn »

DabbingSquidward wrote:The Goldwand is really just a slightly faster pistol. 11 instead of 15 (or 19 without refire) tics. While the pistol deals 5, 10 or 15 damage, the wand can roll any number between 7 and 14. The blaster/dragon claw is really the odd one out because of all Doom engine game weapons, it's the only hitscan weapon that uses the projectile formula: random(1, 8) instead of random(1, 3). Its damage lies between 4 and 32 in steps of 4. It's like a slower, more powerful chaingun.

I made a simple mod myself that adds Doom's weapons to Heretic that I've yet to release and I completed the whole of Heretic with it. I've come to the conclusion that Heretic maybe doesn't need the super shotgun, the beastiary sans maulotaur has a lower upper health range than Doom. The question would be what else to replace it with. Tomed conventional firearms don't really fit, there ought to be some internal ZDoom powerup that's more appropriate like DoubleFiringSpeed.

Just brainstorming :P
SSG was one that came up that I instinctively replaced the Tome of Power but soon realized that was a mistake.

I'm actually writing some internal notes like I did for the mod when I first started it (that is now the Project Scope) but since it is in a more magical and medieval time, I'm thinking of creating some custom power-ups. I would eventually update the Heretic side to be like the DOOM side with enemies, items, etc., being updated.
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Ac!d
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Re: Faspons [REL: AUG 18 2019 / DEV: AUG 21 2019]

Post by Ac!d »

DabbingSquidward wrote:The file is hosted on uploadfiles.io and the link will expire in 30 days. I can choose another hoster if desired, but I deemed this not necessary as this is intended just for you to evaluate.

https://ufile.io/oyq8ms1x

Enjoy and feedback is welcomed!

Edit: If this doesn't work with ZandyBam (haven't tested), then I can try a different approach or suggest to make two different versions. Since GZDoom and Zan multiplayer is not compatible anyway.
Here's some feedback !

The ammo dropped by the monsters (Mummy, Knight, ...) come from Heretic and not the MAPINFO's DoomEdNums definition. RandomSpawners are required for the mod. (Sorry about that).
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StroggVorbis
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Re: Faspons [REL: AUG 18 2019 / DEV: AUG 21 2019]

Post by StroggVorbis »

@Ac!d

Yeah, I didn't work on this further since it was only really supposed to be a proof of concept for fasrln. If you want however, I can update it real quick and save him the hassle :)

It's not explicitly due to the lack of randomspawners, but that MAPINFO only affects items already placed in the map, things dropped by monsters and things appearing during play by scripts are not accounted for. I can quickly make a copy of the monsters in question and modify their DropItem tables. :)
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faslrn
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Re: Faspons [REL: AUG 18 2019 / DEV: AUG 21 2019]

Post by faslrn »

DabbingSquidward wrote:@Ac!d

Yeah, I didn't work on this further since it was only really supposed to be a proof of concept for fasrln. If you want however, I can update it real quick and save him the hassle :)

It's not explicitly due to the lack of randomspawners, but that MAPINFO only affects items already placed in the map, things dropped by monsters and things appearing during play by scripts are not accounted for. I can quickly make a copy of the monsters in question and modify their DropItem tables. :)
I believe you could do what I was working on initially which is just replacing the item with a "Heretic" version which should affect the monster drops (I think).
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Ac!d
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Re: Faspons [REL: AUG 18 2019 / DEV: AUG 21 2019]

Post by Ac!d »

Ac!d wrote:Here's the ideas that i can give you for the ammunition :
Spoiler: For the next update (Heretic Compatibility)
That piece of code can be useful. Also, some mods like Aracnocide by GAA1992 could help you.
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Re: Faspons [REL: AUG 18 2019 / DEV: AUG 21 2019]

Post by StroggVorbis »

Here ya go, version 1.1!

https://ufile.io/946e8i7j

Changes: Mummies, wizards and iron liches drop clips now (which Faspons will replace with AmmoSpawners, so 75% chance of being rifleammo, 25% of being minigun ammo)
Weredragons and knights drop shells now
Ophidians and Maulotaurs drop rockets now
Clinks/Sabreclaws drop cells now
Wizards have a 4/256 (1.5625%) chance to drop super shotguns instead of tomes of power now

Edit: @faslrn

Some issues with Faspons:
-Quick kicking abruptly nullifies your velocity.
-Jump kicking is kinda broken, try using it with Noclip2 (or Heretic's ArtiFly powerup) and face a wall, you will notice it rapid fires.
-The chainsaw is quieter than every other weapon for me.
-The HUD's max ammo for rifle and chaingun ammo is borked, without backpack it will show yellow numbers even when you max out on either.
-Is there a reason rocketboxes and NatoBelts are CustomInventory items instead of ammo types?
-I haven't tested this in the latest version yet, but if you remember, there was a problem with your ghost monsters and monsters revived via scripts. A niche case really, it only occured to me in one of the DUMP maps iirc, oh and Unloved. Basically wherever monsters rise fromt the dead without archvile.
-The Fullscreen HUD doesn't scale correctly (might be due to the 4:3 aspectratio, am on 1920x1080) and uses the status bar instead of fullscreen scale slider
-Arachnotrons' chase state when set to vanilla monsters isn't identical. They take one step, wait for half a second and then take another, they rarely attack (a quick workaround for this issue and the resurrecting monsters above would be to offer a version that has all the custom monsters removed, the vanilla monsters CVar should be changed such that instead of switching between two different sets of states for monsters, it will either spawn vanilla monsters or Faspons monsters)
-I wish there was a small variant of the NatoRifleBox item and also a large rifleammo box without the chaingun ammo :) For the small one you can just combine both like you did for the large one and for the large rifle ammo you can just use Doom's clipbox sprite (AMMOA0)
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Re: Faspons [REL: AUG 18 2019 / DEV: AUG 21 2019]

Post by faslrn »

DabbingSquidward wrote:Here ya go, version 1.1!

https://ufile.io/946e8i7j

Changes: Mummies, wizards and iron liches drop clips now (which Faspons will replace with AmmoSpawners, so 75% chance of being rifleammo, 25% of being minigun ammo)
Weredragons and knights drop shells now
Ophidians and Maulotaurs drop rockets now
Clinks/Sabreclaws drop cells now
Wizards have a 4/256 (1.5625%) chance to drop super shotguns instead of tomes of power now

Edit: @faslrn

Some issues with Faspons:
-Quick kicking abruptly nullifies your velocity.
-Jump kicking is kinda broken, try using it with Noclip2 (or Heretic's ArtiFly powerup) and face a wall, you will notice it rapid fires.
-The chainsaw is quieter than every other weapon for me.
-The HUD's max ammo for rifle and chaingun ammo is borked, without backpack it will show yellow numbers even when you max out on either.
-Is there a reason rocketboxes and NatoBelts are CustomInventory items instead of ammo types?
-I haven't tested this in the latest version yet, but if you remember, there was a problem with your ghost monsters and monsters revived via scripts. A niche case really, it only occured to me in one of the DUMP maps iirc, oh and Unloved. Basically wherever monsters rise fromt the dead without archvile.
-The Fullscreen HUD doesn't scale correctly (might be due to the 4:3 aspectratio, am on 1920x1080) and uses the status bar instead of fullscreen scale slider
-Arachnotrons' chase state when set to vanilla monsters isn't identical. They take one step, wait for half a second and then take another, they rarely attack (a quick workaround for this issue and the resurrecting monsters above would be to offer a version that has all the custom monsters removed, the vanilla monsters CVar should be changed such that instead of switching between two different sets of states for monsters, it will either spawn vanilla monsters or Faspons monsters)
-I wish there was a small variant of the NatoRifleBox item and also a large rifleammo box without the chaingun ammo :) For the small one you can just combine both like you did for the large one and for the large rifle ammo you can just use Doom's clipbox sprite (AMMOA0)
Thanks! I'll take a look at the file there.

Comments on the feedback below:

-Quick kicking abruptly nullifies your velocity.

Yep, that's the point 8-) How else can you kick while still moving? :wink:

-Jump kicking is kinda broken, try using it with Noclip2 (or Heretic's ArtiFly powerup) and face a wall, you will notice it rapid fires.

Yeah, the code was pretty jank when I wrote it. I need to do a few more checks to get it fully resolved. Something I will look into in the near future.

-The chainsaw is quieter than every other weapon for me.

I'll double check it and volume boost it like I did with the SSG reload. Might need to do a few others.

-The HUD's max ammo for rifle and chaingun ammo is borked, without backpack it will show yellow numbers even when you max out on either.

Fixed in my local, will push a fix out.

-Is there a reason rocketboxes and NatoBelts are CustomInventory items instead of ammo types?

Cant' remember why. Might of been due to the ammo tossing mechanic. Been awhile since I've made those!

-I haven't tested this in the latest version yet, but if you remember, there was a problem with your ghost monsters and monsters revived via scripts. A niche case really, it only occured to me in one of the DUMP maps iirc, oh and Unloved. Basically wherever monsters rise fromt the dead without archvile.

There is a problem that I have noticed where they are caught in a loop. I'm looking into alternate ways for this soul script to work without the use of a global variable (as this is inconsistent). I did find the root cause of some of the problems - if a soul is create from a resurrect and it does not see you (either behind a wall or just out of sight), the raise animation plays over and over again. Looking into it.

-The Fullscreen HUD doesn't scale correctly (might be due to the 4:3 aspectratio, am on 1920x1080) and uses the status bar instead of fullscreen scale slider

HUD scales to 4:3, 16:9, or 16:10. If you are using a resolution with a different aspect ratio than its base, will cause a few issues. Not sure why the scaling uses the status bar instead of the fullscreen bar- looking into it.

-Arachnotrons' chase state when set to vanilla monsters isn't identical. They take one step, wait for half a second and then take another, they rarely attack (a quick workaround for this issue and the resurrecting monsters above would be to offer a version that has all the custom monsters removed, the vanilla monsters CVar should be changed such that instead of switching between two different sets of states for monsters, it will either spawn vanilla monsters or Faspons monsters)

Reason why I did it the way I did is so that if in the middle of a map you wanted to switch to vanilla or Faspon styled monsters, you can do so. Having them spawn means you would need to restart the map - I like options :-) I will look into the speeders.

-I wish there was a small variant of the NatoRifleBox item and also a large rifleammo box without the chaingun ammo :) For the small one you can just combine both like you did for the large one and for the large rifle ammo you can just use Doom's clipbox sprite (AMMOA0)

I find that in many map sets I am swimming in rifle ammo throughout. Not sure if making two more ammo pools (one for more rifle ammo) would benefit the rifle too much since it is the only one that can use the clips.

LATEST UPDATES:

Code: Select all

- FIX: Ammo counters on HUDs not showing correct colours for combat rifle
- FIX: Backpack pickup now correctly shows in the full and bar huds via the ammo colours
- FIX: Arch's no longer step and stop - fluid movement once again!
- NEW: Added additional Heretic ammo replacements
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Ac!d
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Re: Faspons [REL: AUG 18 2019 / DEV: AUG 23 2019]

Post by Ac!d »

I've made a compatibility file with Chex 3. Just put the folder in your mod and it's done !

And before I forget :

- The "remix" monsters can replaces the doom monsters like this : => Actor LostSoulRemix Replaces LostSoul
- FasPlayer is a PlayerPawn, he doesn't need to replace DoomPlayer, HereticPlayer, FighterPlayer, ClericPlayer, MagePlayer, StrifePlayer or ChexPlayer !
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Last edited by Ac!d on Tue Apr 28, 2020 12:09 am, edited 1 time in total.
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faslrn
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Re: Faspons [REL: AUG 18 2019 / DEV: AUG 23 2019]

Post by faslrn »

Ac!d wrote:I've made a compatibility file with Chex 3. Just put the folder in your mod and it's done !

faspons_chex3

And before I forget :

- The "remix" monsters can replaces the doom monsters like this : => Actor LostSoulRemix Replaces LostSoul
- FasPlayer is a PlayerPawn, he doesn't need to replace DoomPlayer, HereticPlayer, FighterPlayer, ClericPlayer, MagePlayer, StrifePlayer or ChexPlayer !
LATEST UPDATES:

Code: Select all

- NEW: Chex Quest Compatibility (Shout-out to Ac!d)
Thanks a bunch dude! :wub: A nice surprise to wake-up to this morning. I added it to the DEV branch. I also added you and Squid to the credits for the help with the compatibilities recently!
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Ac!d
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Re: Faspons [REL: AUG 18 2019 / DEV: AUG 24 2019]

Post by Ac!d »

Thank you very much ! I forgot to tell you to put some sprites in the folder => Filter/Chex3/Sprites for the ammunition and powerups.

I see that you put Av!d to the credits, I understand that you just wake up... :wink:
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faslrn
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Re: Faspons [REL: AUG 18 2019 / DEV: AUG 24 2019]

Post by faslrn »

Ac!d wrote:Thank you very much ! I forgot to tell you to put some sprites in the folder => Filter/Chex3/Sprites for the ammunition and powerups.

I see that you put Av!d to the credits, I understand that you just wake up... :wink:
Fixed ;-) I would say I still need coffee but I don't drink it :lol:

I'll go through and add any missing sprites in the folder.
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Re: Faspons [REL: AUG 18 2019 / DEV: AUG 24 2019]

Post by StroggVorbis »

Here's a rudimentary Hexen compatibility patch too!

https://ufile.io/t9bkhoi3

@fasrln

I see that you use KEYCONF to define playerclasses. That method is deprecated and will cause MAPINFO player class definitions to be ignored.

Remove

Code: Select all

clearplayerclasses
addplayerclass fasplayer
from KEYCONF.

Your MAPINFO gameinfo definition

Code: Select all

GameInfo
{
    PlayerClasses = "FasPlayer"
    ForceKillScripts = true
}
is entirely sufficient.

Otherwise my Hexen compat patch does not work. This is because it contains a new playerclass inheriting from FasPlayer that has increased jump height and defines strength values for the armor pieces. Otherwise you can't progress further than Guardian of Steel and armor provides no protection.

You can merge Ac!d's and my compat patch together, just put the Hexen and Chex folders into faspons' filter folder.

Edit: Thanks to the filter folder and different player classes, it's possible to seperate plasma rifle and bfg ammo in Heretic without affecting Doom's version of these Faspons weapons.

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