Lithium 1.7.0 Beta (Apr. 17, 2022)

Projects that alter game functions but do not include new maps belong here.
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.
User avatar
Marrub
 
 
Posts: 1198
Joined: Tue Feb 26, 2013 2:48 pm
Preferred Pronouns: No Preference
Operating System Version (Optional): Arch Linux
Graphics Processor: ATI/AMD with Vulkan/Metal Support

Re: Lithium 1.6.3 (Mar. 15, 2020)

Post by Marrub »

It doesn't seem that Corruption Cards is extensible, unfortunately. I would definitely add cards if I could.

edit: pagequeen
User avatar
Marrub
 
 
Posts: 1198
Joined: Tue Feb 26, 2013 2:48 pm
Preferred Pronouns: No Preference
Operating System Version (Optional): Arch Linux
Graphics Processor: ATI/AMD with Vulkan/Metal Support

Re: Lithium 1.6.3 (Mar. 15, 2020)

Post by Marrub »

Marrub wrote:It doesn't seem that Corruption Cards is extensible, unfortunately. I would definitely add cards if I could.

edit: pagequeen
Wait, no, I'm apparently completely and utterly wrong. There is a way to extend it. I'll add this to my to-do list.
User avatar
Linz
Posts: 316
Joined: Mon Jun 29, 2020 3:42 pm

Re: Lithium 1.6.3 (Mar. 15, 2020)

Post by Linz »

Soo,I'm curious

How will Dark Lord and Assassin play?
User avatar
Marrub
 
 
Posts: 1198
Joined: Tue Feb 26, 2013 2:48 pm
Preferred Pronouns: No Preference
Operating System Version (Optional): Arch Linux
Graphics Processor: ATI/AMD with Vulkan/Metal Support

Re: Lithium 1.6.3 (Mar. 15, 2020)

Post by Marrub »

Linz wrote:Soo,I'm curious

How will Dark Lord and Assassin play?
Dark Lord is an absolute tank with a maximum of 300 health and higher damage reduction, and more powerful weapons than the other classes. However, he lacks mobility, only being able to reach normal Doom speeds by sprinting, which lowers your weapon, and having essentially no vertical mobility. To supplement his weapons, he also has sub-weapons that act on a cool-down. All of his weapon upgrades will be side-grades instead of being better than the original weapons, unlike the other classes.

Assassin is essentially the opposite. She runs at high speed, and can sprint even faster than that. Her vertical mobility is slightly better than most classes, but can't fly or anything. Her weapons are all almost rhythmic. She'll also have some really ridiculous mechanics, like small procedural events you can do to get Score and ammo, and combos that buff her weapons.
User avatar
Linz
Posts: 316
Joined: Mon Jun 29, 2020 3:42 pm

Re: Lithium 1.6.3 (Mar. 15, 2020)

Post by Linz »

Oooooh,sounds like fun

Can't wait for the eventual update,I really enjoyed playing Lithium with Corruption Cards and such

Even if it got pretttyyy painful as things went along (was playing with Compendium as my WAD of choice,and after clearing two wads,things got pretty hectic
User avatar
Dutchygamer
Posts: 73
Joined: Sun Apr 23, 2017 1:00 pm

Re: Lithium 1.6.3 (Mar. 15, 2020)

Post by Dutchygamer »

Unsure if this has been answered before, apologies if it has been:
I've been combining Lithium with my own monster randomizer mod, just to see if the two could work together. Been having a blast so far, and as far as I am able to see it works pretty well together. The only thing I've noticed is that while most new monsters use the randomized levels the vanilla Doom monsters also have in Lithium (including the increased health and such), certain monsters refuse to use the randomized levels. After some double-checking if there was something special about the non-affected monsters (and failing to find something), I've tried looking through the mod to see how this logic works.

I have found the C function that sets monster levels (lsource/monsters/w_monster.c), but I haven't been able to find where it is actually called, nor why it would skip certain monsters.

Can you provide some insight in how this logic works? Maybe then I can figure what causes this strange behaviour :)
User avatar
Marrub
 
 
Posts: 1198
Joined: Tue Feb 26, 2013 2:48 pm
Preferred Pronouns: No Preference
Operating System Version (Optional): Arch Linux
Graphics Processor: ATI/AMD with Vulkan/Metal Support

Re: Lithium 1.6.3 (Mar. 15, 2020)

Post by Marrub »

Dutchygamer wrote:Unsure if this has been answered before, apologies if it has been:
I've been combining Lithium with my own monster randomizer mod, just to see if the two could work together. Been having a blast so far, and as far as I am able to see it works pretty well together. The only thing I've noticed is that while most new monsters use the randomized levels the vanilla Doom monsters also have in Lithium (including the increased health and such), certain monsters refuse to use the randomized levels. After some double-checking if there was something special about the non-affected monsters (and failing to find something), I've tried looking through the mod to see how this logic works.

I have found the C function that sets monster levels (lsource/monsters/w_monster.c), but I haven't been able to find where it is actually called, nor why it would skip certain monsters.

Can you provide some insight in how this logic works? Maybe then I can figure what causes this strange behaviour :)
This file will tell you how to add filters. If you just put a lithmons file in the root of your mod with your own filters in it (don't copy the original ones!) it'll work correctly. File has documentation in it.
User avatar
Dutchygamer
Posts: 73
Joined: Sun Apr 23, 2017 1:00 pm

Re: Lithium 1.6.3 (Mar. 15, 2020)

Post by Dutchygamer »

Marrub wrote:This file will tell you how to add filters. If you just put a lithmons file in the root of your mod with your own filters in it (don't copy the original ones!) it'll work correctly. File has documentation in it.
Thanks for the quick reply :)
Looking at the file you linked to I understand why some monster do work, as they use names that are already declared for other mods. As instructed, I have added a file named lithmons in the root of the mod (next to SNDINFO, MENUDEF, etc), and contains the following data:

Code: Select all

(full) {
   pre: Mancubus      type: mancubus    filter: "Corpulent";
}
In this case I tested with a monster I knew wasn't picked up, which is declared as Corpulent. According to the documentation it should apply the Mancubus preset to the monster which is declared as "Corpulent", matching on the exact same name. I've done a bit of trial and error, and I can't seem to get it to work. I've tried it with both a .txt extension and without one. GZDoom version is 4.5, mod version is 1.6.3 in case that matters.
Just to be sure:
- should the file just be named lithmons, or should it have a specific extension (.txt, .zsc)?
- do I need to declare the presets again, or should it pick these up from Lithium itself?
- could it be that if the monster is defined in Decorate instead of ZScript it doesn't get picked up at all?
- similarly, does this work with the current version (1.6.3) or do I need a dev build for this?
User avatar
Marrub
 
 
Posts: 1198
Joined: Tue Feb 26, 2013 2:48 pm
Preferred Pronouns: No Preference
Operating System Version (Optional): Arch Linux
Graphics Processor: ATI/AMD with Vulkan/Metal Support

Re: Lithium 1.6.3 (Mar. 15, 2020)

Post by Marrub »

Dutchygamer wrote:Just to be sure:
- should the file just be named lithmons, or should it have a specific extension (.txt, .zsc)?
- do I need to declare the presets again, or should it pick these up from Lithium itself?
- could it be that if the monster is defined in Decorate instead of ZScript it doesn't get picked up at all?
- similarly, does this work with the current version (1.6.3) or do I need a dev build for this?
- The extension doesn't matter.
- You only need to declare the presets you need to add.
- It will be picked up regardless of which language it's in, DRLA monsters for instance are DECORATE and they work fine.
- Yeah, you'll need to use the git version of Lithium. There isn't any way to extend the monster filters in 1.6.3, they're hard-coded. I actually added this feature just a few days ago.
User avatar
Dutchygamer
Posts: 73
Joined: Sun Apr 23, 2017 1:00 pm

Re: Lithium 1.6.3 (Mar. 15, 2020)

Post by Dutchygamer »

Marrub wrote:
Dutchygamer wrote:Just to be sure:
- should the file just be named lithmons, or should it have a specific extension (.txt, .zsc)?
- do I need to declare the presets again, or should it pick these up from Lithium itself?
- could it be that if the monster is defined in Decorate instead of ZScript it doesn't get picked up at all?
- similarly, does this work with the current version (1.6.3) or do I need a dev build for this?
- The extension doesn't matter.
- You only need to declare the presets you need to add.
- It will be picked up regardless of which language it's in, DRLA monsters for instance are DECORATE and they work fine.
- Yeah, you'll need to use the git version of Lithium. There isn't any way to extend the monster filters in 1.6.3, they're hard-coded. I actually added this feature just a few days ago.
Aaaah, that explains a lot. I'll see if I can get it to work with the git version :)
combolynch
Posts: 54
Joined: Sat May 30, 2020 1:51 pm
Graphics Processor: nVidia (Modern GZDoom)
Location: Germany

Re: Lithium 1.6.3 (Mar. 15, 2020)

Post by combolynch »

I am enjoying this mod so far, I am looking forward to play the new update.

But when I enable "No Phantoms", Phantoms are still shows up... Otherwise I love this mod !!
User avatar
Marrub
 
 
Posts: 1198
Joined: Tue Feb 26, 2013 2:48 pm
Preferred Pronouns: No Preference
Operating System Version (Optional): Arch Linux
Graphics Processor: ATI/AMD with Vulkan/Metal Support

Re: Lithium 1.6.3 (Mar. 15, 2020)

Post by Marrub »

  • New obituary system. Since I've dropped multi-player support entirely in 1.7, I decided to revamp the obituaries to actually show up when you die in single-player.
  • New item visibility setting, damage bobbing now rolls the view, various other changes.
  • Info pages you've unlocked are now available across saves, and they now have an indicator for when you haven't read them.
  • Performance improvements, stability improvements, etc. Lot of those.
  • More work on post-game content. Nothing much to show yet.
User avatar
Doctrine Gamer
Posts: 395
Joined: Wed Jan 30, 2013 1:22 pm

Re: Lithium 1.6.3 (Mar. 15, 2020)

Post by Doctrine Gamer »

I tested all the difficulties and everything is ok except for Tourist, is it normal for enemies to spawn all the time?
User avatar
Marrub
 
 
Posts: 1198
Joined: Tue Feb 26, 2013 2:48 pm
Preferred Pronouns: No Preference
Operating System Version (Optional): Arch Linux
Graphics Processor: ATI/AMD with Vulkan/Metal Support

Re: Lithium 1.6.3 (Mar. 15, 2020)

Post by Marrub »

Doctrine Gamer wrote:I tested all the difficulties and everything is ok except for Tourist, is it normal for enemies to spawn all the time?
Yes.
User avatar
Doctrine Gamer
Posts: 395
Joined: Wed Jan 30, 2013 1:22 pm

Re: Lithium 1.6.3 (Mar. 15, 2020)

Post by Doctrine Gamer »

Marrub wrote:
Doctrine Gamer wrote:I tested all the difficulties and everything is ok except for Tourist, is it normal for enemies to spawn all the time?
Yes.
Thank you! I thought I had loaded the mod in the wrong order and had given some conflict in difficulty as it is a behavior that usually apply in the highest difficulties.

Return to “Gameplay Mods”