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Updated on 2/4/2021 :
- Fixed a problem where ammo would never get removed from the player's inventory when turning "Keep Inventory Items" on
- Changed menu labels
-Fancy new presentation for the original post ! WOW so shiny
I've made these new shiny presentations for both of my recent mods beause I feel like they now both offer something unique compared to potentially similar mods, and can now both be useful for a bit more than a very niche playerbase
I found this mod has a strange bug with voodoo doll-based death exits like Epic2 map20's. After beating the level, you start the next map as a voodoo zombie with no weapons, and none of the monsters in the map can see or block you. I added a one-liner to check to make sure the player is not already dead when resetting its inventory and everything seems to be fixed:
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Warden wrote:I found this mod has a strange bug with voodoo doll-based death exits like Epic2 map20's. After beating the level, you start the next map as a voodoo zombie with no weapons, and none of the monsters in the map can see or block you. I added a one-liner to check to make sure the player is not already dead when resetting its inventory and everything seems to be fixed:
Hmmm weird thought I took care of that while testing with D4T on Epic 2 (actually Map20 I believe ). Might have reintroduced it in an update. Nice catch. Still planning on updating this but there's a lot going on. Summer in here while planning a move and working on a number of personal and professional project. As soon as I catch a breather I plan on creating a wad that's easy to extend and make compatibility mods for as I recently figured this would be the easiest way to account for "special cases".
As soon as I get access to a computer I'll put your link on the OP and add credit
Found a bug: if you have "keep inventory" on, and pick up a backpack and then complete the level, you lose the backpack benefits, but picking up another backpack doesn't restore them.
The root cause is that gzDoom backpacks work by finding all the ammo in your inventory and setting its MaxAmount to equal its BackpackAmount, but only do this the first time you pick them up. If you keep the backpack when changing levels, any subsequent backpacks you pick up don't count as "the first time" and don't increase your ammo cap.
Two possible fixes, both pretty simple:
- when scanning the player's inventory, reset ammo amounts to 0 rather than deleting the ammo items themselves. This keeps the backpack upgrade across levels.
- when scanning the player's inventory, delete backpacks along with weapons, armour, and ammo. This removes the backpack upgrade but lets the player get it back if they find another backpack.
I've attached both versions below.
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Hey ! Just saw the replies now. To the people who answered, well, over a year ago : I've been picking back up development on the mod. I'm actually trying to simplify stuff and merge InventoryKeeper and PistolStarter together (both have overlapping features and a lot of overlapping code anyway). So for the backpack stuff I guess I'll be having a look at that
One of the main issue I wasn't able to fix is when testing with D4T, I somehow am completely unable to prevent the game giving back the "Completionist" benefits. I've even checked and the player properly have everything removed including the Completionist token, but somehow it gets back in the inventory afterwards ! I'm guessing this has to do with some ACS stuff, so quite hard to find a workaround, that's probably the one "known bug" I'll have to leave in.
DevilBlackDeath wrote: ↑Thu Dec 21, 2023 3:03 pm
Hey ! Just saw the replies now. To the people who answered, well, over a year ago : I've been picking back up development on the mod. I'm actually trying to simplify stuff and merge InventoryKeeper and PistolStarter together (both have overlapping features and a lot of overlapping code anyway). So for the backpack stuff I guess I'll be having a look at that
One of the main issue I wasn't able to fix is when testing with D4T, I somehow am completely unable to prevent the game giving back the "Completionist" benefits. I've even checked and the player properly have everything removed including the Completionist token, but somehow it gets back in the inventory afterwards ! I'm guessing this has to do with some ACS stuff, so quite hard to find a workaround, that's probably the one "known bug" I'll have to leave in.
I'm not familiar with D4T or ACS, but the way my mods accomplish something similar is by storing the relevant information in a StaticEventHandler; if the player's inventory vanishes at some point, the parts the mod cares about get restored via the StaticEventHandler next time it gets a chance. (There's a cvar to turn this off in case players want to lose all their upgrades/extra lives when pistol-starting.) If D4T is doing something similar with ACS, it might not be possible to work around.
Also, welcome back! Glad to see this mod getting some love again.
Can you add the option to leave the health untouched between the levels? This mod works great when combined with slaughter-maps and Russian Overkill (makes you actually play the game, and not just kill everything in 1 second), but it always maxes out the health, and RO max is 50000, which makes it too easy once again.