Lithium 1.7.0 Beta (Apr. 17, 2022)
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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Re: Lithium [1.5.2 Update][Sep. 4]
Hi, this mod is really cool but I'm having an issue with multiplayer. It seems if one of us chooses Cybermage, after respawning we can't shoot anymore. Marine works fine, though. We would play only marines, but for some reason our class appears to be random, but that was happening with another mod so that's probably to do with how we're running them.
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Re: Lithium [1.5.2 Update][Sep. 4]
Make sure Maps of Chaos is loaded before Lithium. If the problem persists, it might be fixed in 1.6, since I fixed some weirdness with cross-module initialization.HolyHeadcrab wrote:I was running the latest version with Maps of Chaos, and when I bought the revolver I got the line
ACS: I don't know what Former Sargeant Lv 13 is.
I couldn't select the revolver and the option to buy it was greyed out.
Fixed, and I fixed some other weird MP bugs. And yeah, add +playerclass Marine or +playerclass Cyber-Mage to the command line to select your class non-randomly.Zeffies wrote:Hi, this mod is really cool but I'm having an issue with multiplayer. It seems if one of us chooses Cybermage, after respawning we can't shoot anymore. Marine works fine, though. We would play only marines, but for some reason our class appears to be random, but that was happening with another mod so that's probably to do with how we're running them.
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Re: Lithium [1.5.2 Update][Sep. 4]
Oh wow, that was super fast! Thanks!
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Re: Lithium [1.5.2 Update][Sep. 4]
Using the "zoom in" function or the "modal rifle" upgrade causes the zoomed-in portion of the screen to zoom to the point of absurdity, filling the entire window with a single color.
Spoiler:
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Re: Lithium [1.5.2 Update][Sep. 4]
I just played Mutiny.wad with Lithium, using the Cybermage class.
Great mod. If you ever intend to update it, I have a suggestion :
You could try to use a separate key for the spell wheel, and then use the melee key as a "quick spell" button that would send for example two Delear, or one Feuer, or three Blade, maybe with a left hand animation if it is not too hard to do.
I think it would help making the Cybermage gameplay more dynamic
Great mod. If you ever intend to update it, I have a suggestion :
You could try to use a separate key for the spell wheel, and then use the melee key as a "quick spell" button that would send for example two Delear, or one Feuer, or three Blade, maybe with a left hand animation if it is not too hard to do.
I think it would help making the Cybermage gameplay more dynamic
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Re: Lithium [1.5.2 Update][Sep. 4]
Sounds like a GZDoom bug, there's not really anything that would cause that to happen and I've never had it happen.CuppaBro wrote:Using the "zoom in" function or the "modal rifle" upgrade causes the zoomed-in portion of the screen to zoom to the point of absurdity, filling the entire window with a single color.
Thanks for the suggestion, but that would be too difficult to implement, unfortunately.Ardeshir wrote:I just played Mutiny.wad with Lithium, using the Cybermage class.
Great mod. If you ever intend to update it, I have a suggestion :
You could try to use a separate key for the spell wheel, and then use the melee key as a "quick spell" button that would send for example two Delear, or one Feuer, or three Blade, maybe with a left hand animation if it is not too hard to do.
I think it would help making the Cybermage gameplay more dynamic
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Re: Lithium [1.5.2 Update][Sep. 4]
It does appear to specifically be on the unstable builds of GZDoom--stable build works just fine, so I'll keep that in mind. I'm just used to mods relying on the unstable build, but I guess by the very nature of what an unstable build is, I'll keep my mouth shut unless it also happens on the stable version.
I also really dig the Cyber Mage's spell effects.
I also really dig the Cyber Mage's spell effects.
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Re: Lithium [1.5.2 Update][Sep. 4]
Oooh, can't wait until powerleveling is allowed again. I'm back with more reports.
Extra upgrades are inaccessible for Cybermage due to lack of RDI. Should it say something like "Requires ??? spell driver" instead?
I don't know makes corpses do that.
Seeker Rounds are misbehaving.
Speaking of misbehaving seekers, Star Destroyer. The problem this time is not targeting speed, but targeting priority. It never wants to lock onto Phantom in front of me and instead says hi to imp in the opposite direction. Can it be taught to aim closest enemy to where it's already going?
Extra upgrades are inaccessible for Cybermage due to lack of RDI. Should it say something like "Requires ??? spell driver" instead?
I don't know makes corpses do that.
Seeker Rounds are misbehaving.
Speaking of misbehaving seekers, Star Destroyer. The problem this time is not targeting speed, but targeting priority. It never wants to lock onto Phantom in front of me and instead says hi to imp in the opposite direction. Can it be taught to aim closest enemy to where it's already going?
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Re: Lithium [1.5.2 Update][Sep. 4]
Eh? He should get it, it's the same for every class. I recall having a weird issue with this earlier, so I'll have to go look into it.Ikazu-san wrote:Oooh, can't wait until powerleveling is allowed again. I'm back with more reports.
Extra upgrades are inaccessible for Cybermage due to lack of RDI.
It seems to be a savegame bug out of my control, someone else also reported that to no avail.Ikazu-sama wrote:I don't know makes corpses do that.
Holy shit, how did I not notice that? I forgot to set the width/height of them, so they're about as big as a zombie. Fixed.Ikazu-dono wrote:Seeker Rounds are misbehaving.
I wish, but seeker missiles are kinda really hardcoded.Ikazu-ue wrote:Speaking of misbehaving seekers, Star Destroyer. The problem this time is not targeting speed, but targeting priority. It never wants to lock onto Phantom in front of me and instead says hi to imp in the opposite direction. Can it be taught to aim closest enemy to where it's already going?
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Re: Lithium [1.5.2 Update][Sep. 4]
So, I've been having an issue actually even playing the game. The weapons fire and I can switch between them but they're not at all visible to me, and I can't move my mouse in the upgrade screen. These error messages also show up in the console if it helps.
Code: Select all
Unknown top texture 'BIGDOOR9' on first side of linedeft 334
Unknown top texture 'BIGDOORF' on first line of linedef 1684
Unknown bottom texture 'STARTAN1' on second side of linedef 1840
Unknown bottom texture 'STARTAN1' on second side of linedef 1888
Unknown bottom texture 'STARTAN1' on second side of linedef 1891
Unknown bottom texture 'STARTAN1' on second side of linedef 1894
Unknown bottom texture 'STARTAN1' on second side of linedef 1897
Unknown bottom texture 'STARTAN1' on second side of linedef 1900
Unknown bottom texture 'STARTAN1' on second side of linedef 1903
Unknown bottom texture 'STARTAN1' on second side of linedef 1906
Unknown bottom texture 'STARTAN1' on second side of linedef 1909
Unknown bottom texture 'STARTAN1' on second side of linedef 1912
Unknown bottom texture 'STARTAN1' on second side of linedef 1915
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Re: Lithium [1.5.2 Update][Sep. 4]
Those error messages are map errors. as for the weapons, are you sure you're playing on the latest version of gzdoom?
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Re: Lithium [1.5.2 Update][Sep. 4]
Yes, I've tried it out on both the bleeding edge GZDoom builds and the latest stable build. Also, the errors appear before I even load into a map which is confusing.Wivicer wrote:Those error messages are map errors. as for the weapons, are you sure you're playing on the latest version of gzdoom?
EDIT: I logged the wrong messages.. whoops. Here are some more pertinent logs.
Code: Select all
Script warning, "Lithium_1_5_2.pk3:lscripts/weapons_marine/7_omegacannon.dec" line 12:
Tried to define class 'Lith_DarkMatter' more than once. Renaming class to 'Lith_DarkMatter@Lithium_1_5_2.pk3@lscripts/weapons_marine/7_omegacannon.dec'
Script warning, "Lithium_1_5_2.pk3:lscripts/boughtitem.dec" line 19:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "Lithium_1_5_2.pk3:lscripts/boughtitem.dec" line 22:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "Lithium_1_5_2.pk3:lscripts/boughtitem.dec" line 23:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "Lithium_1_5_2.pk3:lscripts/boughtitem.dec" line 24:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "Lithium_1_5_2.pk3:lscripts/items/ammopickups.dec" line 46:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "Lithium_1_5_2.pk3:lscripts/items/ammopickups.dec" line 47:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "Lithium_1_5_2.pk3:lscripts/items/divisionsigil.dec" line 15:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "Lithium_1_5_2.pk3:lscripts/items/divisionsigil.dec" line 16:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "Lithium_1_5_2.pk3:lscripts/items/divisionsigil.dec" line 19:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "Lithium_1_5_2.pk3:lscripts/items/divisionsigil.dec" line 20:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "Lithium_1_5_2.pk3:lscripts/items/divisionsigil.dec" line 21:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "Lithium_1_5_2.pk3:lscripts/items/divisionsigil.dec" line 26:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "Lithium_1_5_2.pk3:lscripts/items/divisionsigil.dec" line 27:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "Lithium_1_5_2.pk3:lscripts/items/divisionsigil.dec" line 29:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "Lithium_1_5_2.pk3:lscripts/items/divisionsigil.dec" line 30:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "Lithium_1_5_2.pk3:lscripts/items/divisionsigil.dec" line 31:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "Lithium_1_5_2.pk3:lscripts/items/divisionsigil.dec" line 33:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "Lithium_1_5_2.pk3:lscripts/items/divisionsigil.dec" line 34:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "Lithium_1_5_2.pk3:lscripts/items/divisionsigil.dec" line 35:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "Lithium_1_5_2.pk3:lscripts/items/divisionsigil.dec" line 39:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "Lithium_1_5_2.pk3:lscripts/items/divisionsigil.dec" line 41:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "Lithium_1_5_2.pk3:lscripts/items/divisionsigil.dec" line 43:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "Lithium_1_5_2.pk3:lscripts/items/divisionsigil.dec" line 44:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "Lithium_1_5_2.pk3:lscripts/items/divisionsigil.dec" line 45:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "Lithium_1_5_2.pk3:lscripts/items/divisionsigil.dec" line 47:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "Lithium_1_5_2.pk3:lscripts/items/divisionsigil.dec" line 48:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "Lithium_1_5_2.pk3:lscripts/items/divisionsigil.dec" line 49:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "Lithium_1_5_2.pk3:lscripts/items/cbistuff.dec" line 19:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "Lithium_1_5_2.pk3:lscripts/items/cbistuff.dec" line 20:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "Lithium_1_5_2.pk3:lscripts/items/cbistuff.dec" line 23:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "Lithium_1_5_2.pk3:lscripts/items/cbistuff.dec" line 24:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "Lithium_1_5_2.pk3:lscripts/items/cbistuff.dec" line 25:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "Lithium_1_5_2.pk3:lscripts/items/cbistuff.dec" line 30:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "Lithium_1_5_2.pk3:lscripts/items/cbistuff.dec" line 31:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "Lithium_1_5_2.pk3:lscripts/items/cbistuff.dec" line 33:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "Lithium_1_5_2.pk3:lscripts/items/cbistuff.dec" line 34:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "Lithium_1_5_2.pk3:lscripts/items/cbistuff.dec" line 35:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "Lithium_1_5_2.pk3:lscripts/items/cbistuff.dec" line 37:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "Lithium_1_5_2.pk3:lscripts/items/cbistuff.dec" line 38:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "Lithium_1_5_2.pk3:lscripts/items/cbistuff.dec" line 39:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "Lithium_1_5_2.pk3:lscripts/items/cbistuff.dec" line 43:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "Lithium_1_5_2.pk3:lscripts/items/cbistuff.dec" line 45:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "Lithium_1_5_2.pk3:lscripts/items/cbistuff.dec" line 47:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "Lithium_1_5_2.pk3:lscripts/items/cbistuff.dec" line 48:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "Lithium_1_5_2.pk3:lscripts/items/cbistuff.dec" line 49:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "Lithium_1_5_2.pk3:lscripts/items/cbistuff.dec" line 51:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "Lithium_1_5_2.pk3:lscripts/items/cbistuff.dec" line 52:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "Lithium_1_5_2.pk3:lscripts/items/cbistuff.dec" line 53:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "Lithium_1_5_2.pk3:lscripts/weapons/pickups.dec" line 16:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "Lithium_1_5_2.pk3:lscripts/weapons/pickups.dec" line 17:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "Lithium_1_5_2.pk3:lscripts/weapons/pickups.dec" line 20:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "Lithium_1_5_2.pk3:lscripts/weapons/pickups.dec" line 21:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "Lithium_1_5_2.pk3:lscripts/weapons/pickups.dec" line 22:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "Lithium_1_5_2.pk3:lscripts/weapons/pickups.dec" line 27:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "Lithium_1_5_2.pk3:lscripts/weapons/pickups.dec" line 28:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "Lithium_1_5_2.pk3:lscripts/weapons/pickups.dec" line 30:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "Lithium_1_5_2.pk3:lscripts/weapons/pickups.dec" line 31:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "Lithium_1_5_2.pk3:lscripts/weapons/pickups.dec" line 32:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "Lithium_1_5_2.pk3:lscripts/weapons/pickups.dec" line 34:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "Lithium_1_5_2.pk3:lscripts/weapons/pickups.dec" line 35:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "Lithium_1_5_2.pk3:lscripts/weapons/pickups.dec" line 36:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "Lithium_1_5_2.pk3:lscripts/weapons/pickups.dec" line 40:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "Lithium_1_5_2.pk3:lscripts/weapons/pickups.dec" line 42:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "Lithium_1_5_2.pk3:lscripts/weapons/pickups.dec" line 44:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "Lithium_1_5_2.pk3:lscripts/weapons/pickups.dec" line 45:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "Lithium_1_5_2.pk3:lscripts/weapons/pickups.dec" line 46:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "Lithium_1_5_2.pk3:lscripts/weapons/pickups.dec" line 48:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "Lithium_1_5_2.pk3:lscripts/weapons/pickups.dec" line 49:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "Lithium_1_5_2.pk3:lscripts/weapons/pickups.dec" line 50:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "Lithium_1_5_2.pk3:lscripts/weapons_cybermage/3_shockrifle.dec" line 68:
Numeric type expected, got "None"
Script warning, "Lithium_1_5_2.pk3:lscripts/weapons_cybermage/3_2_spas.dec" line 78:
Truncation of floating point constant 0.700000
Script warning, "Lithium_1_5_2.pk3:lscripts/weapons_cybermage/4_smg.dec" line 173:
Truncation of floating point constant 6553.600000
Script warning, "Lithium_1_5_2.pk3:lscripts/weapons_cybermage/4_smg.dec" line 205:
Truncation of floating point constant 3276.800000
Script warning, "Lithium_1_5_2.pk3:lscripts/weapons_cybermage/5_ionrifle.dec" line 205:
Truncation of floating point constant 3276.800000
Script warning, "Lithium_1_5_2.pk3:lscripts/weapons_cybermage/5_ionrifle.dec" line 209:
Truncation of floating point constant 3276.800000
Script warning, "Lithium_1_5_2.pk3:lscripts/weapons_cybermage/5_ionrifle.dec" line 213:
Truncation of floating point constant 4587.520000
Script warning, "Lithium_1_5_2.pk3:lscripts/weapons_cybermage/5_ionrifle.dec" line 217:
Truncation of floating point constant 4587.520000
Script warning, "Lithium_1_5_2.pk3:lscripts/weapons_cybermage/5_ionrifle.dec" line 221:
Truncation of floating point constant 5898.240000
Script warning, "Lithium_1_5_2.pk3:lscripts/weapons_cybermage/5_ionrifle.dec" line 225:
Truncation of floating point constant 7208.960000
Script warning, "Lithium_1_5_2.pk3:lscripts/weapons_cybermage/5_ionrifle.dec" line 229:
Truncation of floating point constant 8519.680000
Script warning, "Lithium_1_5_2.pk3:lscripts/weapons_cybermage/5_ionrifle.dec" line 233:
Truncation of floating point constant 9830.400000
Script warning, "Lithium_1_5_2.pk3:lscripts/weapons_cybermage/5_ionrifle.dec" line 237:
Truncation of floating point constant 10485.760000
Script warning, "Lithium_1_5_2.pk3:lscripts/weapons_cybermage/5_ionrifle.dec" line 241:
Truncation of floating point constant 11141.120000
Script warning, "Lithium_1_5_2.pk3:lscripts/weapons_cybermage/5_ionrifle.dec" line 298:
Truncation of floating point constant 3932.160000
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Re: Lithium [1.5.2 Update][Sep. 4]
Loving the Circe de la Morte. One thought on it; since it's the same method as the Finalizer, could it too disintegrate enemies it kills? I think that would just be the icing on the cake.
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Re: Lithium [1.5.2 Update][Sep. 4]
It should, the original design was a circle on the player's screen which removed enemies in it, but doing stuff like that without ZScript is really too tricky. The only reason it works for Finalizer is because it can directly give the thing it's hitting an item, with Cercle de la Mort it's a lot harder because there's a few hundred projectiles, heh.twinkieman93 wrote:Loving the Circe de la Morte. One thought on it; since it's the same method as the Finalizer, could it too disintegrate enemies it kills? I think that would just be the icing on the cake.
That's weird. Could you type these things into the console and tell me what it prints?heartsonfire wrote:So, I've been having an issue actually even playing the game. The weapons fire and I can switch between them but they're not at all visible to me, and I can't move my mouse in the upgrade screen.
Code: Select all
lith_gui_xmul
lith_gui_ymul
lith_weapons_alpha
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Re: Lithium [1.5.2 Update][Sep. 4]
Sure, here's what it resulted in.Marrub wrote: That's weird. Could you type these things into the console and tell me what it prints?Code: Select all
lith_gui_xmul lith_gui_ymul lith_weapons_alpha
Code: Select all
]lith_gui_xmul
"lith_gui_xmul" is "0"
]lith_gui_ymul
"lith_gui_ymul" is "0"
]lith_weapons_alpha
"lith_weapons_alpha" is "0"