[WIP][Enhancer Mod] 64k + [1.2] we got a lot of stuff going on under the hood. updated 7/24

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Xtyfe
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Re: [WIP][Enhancer Mod] 64k + [1.1] updated 4/2021

Post by Xtyfe »

zrrion the insect wrote:What ones are you needing?
Chaingun, Rocket Launcher and BFG. Also, older versions of the unmaker if possible as well.

The complex shading used is throwing me off. I'm trying to isolate that from the weapon and the muzzle flash and it isn't easy. I figured the image sources would have done the work for me.
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Re: [WIP][Enhancer Mod] 64k + [1.1] updated 4/2021

Post by zrrion the insect »

ah, I do not really keep the project files for these sprites, generally if I need to redo something I also just redo the muzzle flashes as well since it's pretty simple and I like doing tedious things
What you can do is use the layer blend style "difference" to determine what parts of the image are the muzzle flash and what parts aren't, then you can isolate the flash pretty easily. That's what I do when I want to edit other people's sprites
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Re: [WIP][Enhancer Mod] 64k + [1.2] we got a lot of stuff going on under the hood. updated 7/24

Post by zrrion the insect »



Updated the OP with a new version of 64K+, also moved hosting to github so I don't have to repackage every time I update something. Retro Alphabet Showdown also got an update. Those levels are designed to take advantage of all the changes and additions in this mod so check them out if you want to get a good idea for what this mod has to offer.
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Re: [WIP][Enhancer Mod] 64k + [1.2] we got a lot of stuff going on under the hood. updated 7/24

Post by Matt Eldrydge »

Does this work on GZDoom 4.11.3? I'm not sure if I missed anything regarding version needed, but I tried running it a couple times only to be met with this.

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Re: [WIP][Enhancer Mod] 64k + [1.2] we got a lot of stuff going on under the hood. updated 7/24

Post by zrrion the insect »

That's a function added in 4.12.something IIRC, you'll need up update GZDoom to play this mod
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Re: [WIP][Enhancer Mod] 64k + [1.2] we got a lot of stuff going on under the hood. updated 7/24

Post by Matt Eldrydge »

Thanks for clarifying. I'll wait until the sourceport's stable again, 4.12 gave me a lot of issues with performance and bugs so I downgraded to 4.11.3.
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Re: [WIP][Enhancer Mod] 64k + [1.2] we got a lot of stuff going on under the hood. updated 7/24

Post by AliciaPendragon »

with the release of Legacy of Rust and its new weapons

Will you include those two in this mod?
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Re: [WIP][Enhancer Mod] 64k + [1.2] we got a lot of stuff going on under the hood. updated 7/24

Post by zrrion the insect »

Matt Eldrydge wrote: Fri Aug 09, 2024 3:50 pm Thanks for clarifying. I'll wait until the sourceport's stable again, 4.12 gave me a lot of issues with performance and bugs so I downgraded to 4.11.3.
the only bug I encuntered was with how wall sprites are rendered when their offsets are changed. I was using wall sprites and changing their offsets to fake midtexture doors and they got borked. This is actually why Beyond Sunset hasn't updated to 4.12 yet but I've changed how these fake midtex doors work and by accident made fake doors that can lower into the ground as well as raise into the ceiling and aren't stuck at 35fps so I guess it worked out.

The "CanReceive()" function though is pretty important though, that is how the thrifty ammo system is driven now. When the player picks something up they do all the thrifty ammo and thrifty health logic themselves which means it works with basically any pickup out of the box and doesn't actually need any code on the pickup itself. That makes adding compatibility with stuff easier on my end and makes it really easy for people to make any new health/ammo they add to their mods compatible with 64k+
AliciaPendragon wrote: Fri Aug 09, 2024 10:20 pm with the release of Legacy of Rust and its new weapons

Will you include those two in this mod?
I haven't had time to look into that yet, whenever gzdoom adds support for those weapons and enemies I'll add them to 64k+. I don't especially like the look of the weapons so I would want to make some changes there, the new enemies look fine enough though so they aren't likely to change all that much.

I'd eventually like to do something similar to the thrifty health/ammo system, where most of that code doesn't happen on the ammo/health anymore, so that compatibility with new enemies/weapons is easier to add. I think I can make the enemy behavior separate from the actual enemy actors pretty easily, the weapons would be the hard part.
Don't expect any movement on that front for a while though.
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Re: [WIP][Enhancer Mod] 64k + [1.2] we got a lot of stuff going on under the hood. updated 7/24

Post by AliciaPendragon »

zrrion the insect wrote: Sat Aug 10, 2024 11:43 am
Matt Eldrydge wrote: Fri Aug 09, 2024 3:50 pm Thanks for clarifying. I'll wait until the sourceport's stable again, 4.12 gave me a lot of issues with performance and bugs so I downgraded to 4.11.3.
the only bug I encuntered was with how wall sprites are rendered when their offsets are changed. I was using wall sprites and changing their offsets to fake midtexture doors and they got borked. This is actually why Beyond Sunset hasn't updated to 4.12 yet but I've changed how these fake midtex doors work and by accident made fake doors that can lower into the ground as well as raise into the ceiling and aren't stuck at 35fps so I guess it worked out.

The "CanReceive()" function though is pretty important though, that is how the thrifty ammo system is driven now. When the player picks something up they do all the thrifty ammo and thrifty health logic themselves which means it works with basically any pickup out of the box and doesn't actually need any code on the pickup itself. That makes adding compatibility with stuff easier on my end and makes it really easy for people to make any new health/ammo they add to their mods compatible with 64k+
AliciaPendragon wrote: Fri Aug 09, 2024 10:20 pm with the release of Legacy of Rust and its new weapons

Will you include those two in this mod?
I haven't had time to look into that yet, whenever gzdoom adds support for those weapons and enemies I'll add them to 64k+. I don't especially like the look of the weapons so I would want to make some changes there, the new enemies look fine enough though so they aren't likely to change all that much.

I'd eventually like to do something similar to the thrifty health/ammo system, where most of that code doesn't happen on the ammo/health anymore, so that compatibility with new enemies/weapons is easier to add. I think I can make the enemy behavior separate from the actual enemy actors pretty easily, the weapons would be the hard part.
Don't expect any movement on that front for a while though.
Alright. While I like the weapon's design so long as the Calamity Blade aint touched too much, well I'll be waiting eagerly as honestly that was the best part of Legacy of Rust. It felt so satisfying to fire
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Re: [WIP][Enhancer Mod] 64k + [1.2] we got a lot of stuff going on under the hood. updated 7/24

Post by Matt Eldrydge »

zrrion the insect wrote: Sat Aug 10, 2024 11:43 am
the only bug I encuntered was with how wall sprites are rendered when their offsets are changed. [snip]
I'm talking about more general bugs such as random FPS drops, mods which use a fading animation not playing said animation in full, crashes to desktop, etc. I kept seeing this happen with mods other than yours and downgraded before checking 64k+ when I made my first post last week, so nothing to worry about on your end.
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Re: [WIP][Enhancer Mod] 64k + [1.2] we got a lot of stuff going on under the hood. updated 7/24

Post by zrrion the insect »

AliciaPendragon wrote: Fri Aug 09, 2024 10:20 pmwith the release of Legacy of Rust and its new weapons
Image
B-)
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Re: [WIP][Enhancer Mod] 64k + [1.2] we got a lot of stuff going on under the hood. updated 7/24

Post by AliciaPendragon »

OOOOOOOOOO! THAT LOOKS SO GOOD!
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Re: [WIP][Enhancer Mod] 64k + [1.2] we got a lot of stuff going on under the hood. updated 7/24

Post by zrrion the insect »

AliciaPendragon wrote: Wed Aug 21, 2024 8:47 am OOOOOOOOOO! THAT LOOKS SO GOOD!
Image

These will be showing up on github if you pull latest here before too long (if they aren't up already) I still need to sus out how to support them though. I'm leaning on having the option to switch between Plasma rifle/BFG and Incinerator/Clam Blade. I'll probably leave the ammo alone and have them all use cells since I don't like the fuel pickups all that much.

I also plan to get a fire death implemented but I'm still working on that. One one hand it looks cool, on the other hand I'm not sure it'll work with the enemy generalization stuff I'm working on. Stay tuned.
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Re: [WIP][Enhancer Mod] 64k + [1.2] we got a lot of stuff going on under the hood. updated 7/24

Post by Sgt Diaz »

Why when the chaingun fires, the "light of the weapons that light up the rooms" stays after firing the chaingun until firing another weapon? I find it a little strange.
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Re: [WIP][Enhancer Mod] 64k + [1.2] we got a lot of stuff going on under the hood. updated 7/24

Post by zrrion the insect »

that's probably been a bug then for a very long time, fixed, should be pushed to github soon

EDIT: couple of changes pushed to github.

+ MAP07 updated to include some new areas and some other tweaks
+ Health stations are a thing now, by default they restore 5 health per use and have a max of 5 uses
+ LoR weapons added, can be toggled with the "Legacy of Rust Weapons" toggle in the "64K + Options" menu. This change takes effect on level load, if you are in the middle of a map you'll have to restart the map for the change to take effect.
+ A new variant of thing doors has been added, this variant has a sign on the front of the door that can only be read from the front. The message the sign displays is configurable.

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