[Universal] Pistol Starter - More Inventory [Up 2/4/2021]

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DevilBlackDeath
Posts: 170
Joined: Fri Sep 06, 2013 2:40 am

Re: [Universal] Pistol Starter - More Inventory [Up 2/4/2021

Post by DevilBlackDeath »

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 :)
Warden
Posts: 41
Joined: Sun May 24, 2020 11:06 am

Re: [Universal] Pistol Starter - More Inventory [Up 2/4/2021

Post by Warden »

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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DevilBlackDeath
Posts: 170
Joined: Fri Sep 06, 2013 2:40 am

Re: [Universal] Pistol Starter - More Inventory [Up 2/4/2021

Post by DevilBlackDeath »

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 :P). 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 ;)
heidi2
Posts: 25
Joined: Fri Jan 07, 2022 9:13 am

Re: [Universal] Pistol Starter - More Inventory [Up 2/4/2021

Post by heidi2 »

Using BeautifulDoom this mod will result in starting with the regular Doom pistol​...

nvm I found https://www.doomworld.com/idgames/utils ... s/pstlstrt which has a BD version but I had to fix and recompile it to work ("knucke undefined"), it's attached to this comment if anyone is interested
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ToxicFrog
Posts: 128
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Re: [Universal] Pistol Starter - More Inventory [Up 2/4/2021

Post by ToxicFrog »

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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