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

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

Post by casani »

hi, saw that your mod has a kind of iron man, would it be posible to make an ironman where you can only load when you die? and that maybe limits the times you save (maybe only autosaves)? i am not an active modder or anything, i just want to add ironman to another mod i am playing
thanks
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faslrn
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Re: Faspons [JULY 20 2023] - Now Monster Pack Compatible!

Post by faslrn »

casani wrote: Sat Oct 28, 2023 5:12 pm hi, saw that your mod has a kind of iron man, would it be posible to make an ironman where you can only load when you die? and that maybe limits the times you save (maybe only autosaves)? i am not an active modder or anything, i just want to add ironman to another mod i am playing
thanks
Unfortunately, it isn't possible. I've tried in the past to do exactly those things but the major limitation is that the Save/Load functionality is baked right into GZDoom and I have no control on what modders can do. Basically, the minute you press ESC to get into the menu and get to the Save or Load screen, you are bypassing what the mod can do. There may be some small things you can try to tweak like the max number of autosaves but outside of that, it is quite limited from what I remember.
casani
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Re: Faspons [JULY 20 2023] - Now Monster Pack Compatible!

Post by casani »

hey, actually i just found one that kinda works, ofcourse is bypassable but seems to work fine
https://www.doomworld.com/forum/topic/1 ... ve-system/
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faslrn
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Re: Faspons [JULY 20 2023] - Now Monster Pack Compatible!

Post by faslrn »

casani wrote: Tue Oct 31, 2023 12:48 pm hey, actually i just found one that kinda works, ofcourse is bypassable but seems to work fine
https://www.doomworld.com/forum/topic/1 ... ve-system/
Yep - I've seen this one before. However, it relies on completely modifying the main UI to hide the Save option and unbind the keys as needed. There has been thoughts about this in the past from the community whether we should allow mods to change the main (base) UI options screen. In general, I stayed away from doing this as I know there were changes when I was working on this mod continually and had to revamp the UI controls a few times.

To prevent a feature like this from breaking in future updates in GZDoom due to any consideration from the community, I decided I wouldn't go that far into those kinds of modifications.
casani
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Re: Faspons [JULY 20 2023] - Now Monster Pack Compatible!

Post by casani »

absolutly makes sense, thank you for the guidance
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AliciaPendragon
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Re: Faspons [JULY 20 2023] - Now Monster Pack Compatible!

Post by AliciaPendragon »

faslrn wrote: Tue Oct 17, 2023 9:57 pm
AliciaPendragon wrote: Mon Oct 16, 2023 7:12 pm Do you know if this is compatible with skins that change the player model and the mugshot?

I have a player skin based off my pfp that I tend to use for more vanilla oriented stuff, so i was curious.
Should be compatible! I don't do anything fancy with the HUDs so as long as the mod replaces the current mugshots, I don't foresee any issues. However, if you do try using it and see anything odd, let me know and I can take a look into it.
Matt Eldrydge wrote: Tue Oct 17, 2023 8:00 am
faslrn wrote: Mon Oct 16, 2023 4:48 pm Thanks for the playthrough! I appreciate people making videos whenever they can as it provides a nice way for me to see how people play. Glad you enjoyed it!
You're welcome, I'll definitely play some more maps with Faspons in the future now that I have a beefier machine! I recently released map that plays quite well with Faspons too, so I'll add that to the recommended mods list. :)
Excellent - I look forward to it!
So I tried using fastpons with my skin mod that replaces the player model and the mugshots with that of Sakuya Izayoi, and it didnt work. Is there any load order I need to do for this or
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faslrn
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Re: Faspons [JULY 20 2023] - Now Monster Pack Compatible!

Post by faslrn »

AliciaPendragon wrote: Mon Dec 18, 2023 9:28 pm
faslrn wrote: Tue Oct 17, 2023 9:57 pm
AliciaPendragon wrote: Mon Oct 16, 2023 7:12 pm Do you know if this is compatible with skins that change the player model and the mugshot?

I have a player skin based off my pfp that I tend to use for more vanilla oriented stuff, so i was curious.
Should be compatible! I don't do anything fancy with the HUDs so as long as the mod replaces the current mugshots, I don't foresee any issues. However, if you do try using it and see anything odd, let me know and I can take a look into it.
Matt Eldrydge wrote: Tue Oct 17, 2023 8:00 am

You're welcome, I'll definitely play some more maps with Faspons in the future now that I have a beefier machine! I recently released map that plays quite well with Faspons too, so I'll add that to the recommended mods list. :)
Excellent - I look forward to it!
So I tried using fastpons with my skin mod that replaces the player model and the mugshots with that of Sakuya Izayoi, and it didnt work. Is there any load order I need to do for this or
Can you DM me with your mod and I can take a look? Might be something real simple.
Denza
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Re: Faspons [JULY 20 2023] - Now Monster Pack Compatible!

Post by Denza »

How to run this ?
Got these error

C:/Games/Brutal Doom v21/Faspons-release/:zscript/monsters/pinkie.txt, line 24: Unknown flag 'ONLYSLAMSOLID'

Execution could not continue.

1 errors, 0 warnings while compiling C:/Games/Brutal Doom v21/Faspons-release/:zscript.txt

[Installation] - was stealed by monkeys ?
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faslrn
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Re: Faspons [JULY 20 2023] - Now Monster Pack Compatible!

Post by faslrn »

Denza wrote: Mon Dec 25, 2023 6:47 pm How to run this ?
Got these error

C:/Games/Brutal Doom v21/Faspons-release/:zscript/monsters/pinkie.txt, line 24: Unknown flag 'ONLYSLAMSOLID'

Execution could not continue.

1 errors, 0 warnings while compiling C:/Games/Brutal Doom v21/Faspons-release/:zscript.txt

[Installation] - was stealed by monkeys ?
What GZDoom version are you using, your mod list, and load order?
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AliciaPendragon
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Re: Faspons [JULY 20 2023] - Now Monster Pack Compatible!

Post by AliciaPendragon »

faslrn wrote: Wed Dec 20, 2023 11:37 am
AliciaPendragon wrote: Mon Dec 18, 2023 9:28 pm
faslrn wrote: Tue Oct 17, 2023 9:57 pm

Should be compatible! I don't do anything fancy with the HUDs so as long as the mod replaces the current mugshots, I don't foresee any issues. However, if you do try using it and see anything odd, let me know and I can take a look into it.



Excellent - I look forward to it!
So I tried using fastpons with my skin mod that replaces the player model and the mugshots with that of Sakuya Izayoi, and it didnt work. Is there any load order I need to do for this or
Can you DM me with your mod and I can take a look? Might be something real simple.
Right, i... completely forgot about this. It slipped my mind. Admittibly the skin I was using was not yet done but now that it is, I'll send it in dms and see what you can do.

I just tried to send it and the forum told me the file was too big. Any way to fix this?
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celulamp
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Re: Faspons [JULY 20 2023] - Now Monster Pack Compatible!

Post by celulamp »

This mod still holds up really well despite originally being from 2015 (yeah sure it's been updated but the base is still ancient)

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