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DeusDoom: Augmentations is a mod that adds augmentation mechanics from Deus Ex game into Doom.
These mechanics include:
Choosing between and installing augmentations.
Upgrading augmentations.
Managing bioelectric energy.
Fighting monsters that also have augmentations and also manage bioelectric energy (can be disabled).
Most of the original augmentations remained intact, but got severely re-balanced. Some of the augmentations were drastically changed or replaced entirely (i.e. EMP Shield was entirely replaced with Gravitational Field, an entirely new augmentation; Aqua Lung is removed without any replacement yet; targeting reveals information about current target and state of a monster; etc.).
Haven't played Deus Ex before?
Nothing to worry about. You can always find out what this game is, and basic mechanics are pretty simple. Augmentations, once installed, can be activated to provide player with various positive effects in exchange of using bioelectric energy.
This mod adds 4 kinds of items:
Augmentation canister. You can pick it up, then open augmentations interface and install one of two augmentations it contains. Once you install an augmentation, it's slot will be completely occupied, so choose wisely!
Augmentation upgrade canister. You can use these to increase level of your augmentations; Some augmentations like Synthetic Heart cannot be leveled up.
Bioelectric cell. All augmentations require (and consume) bioelectric energy to function (which is internal, ammo-like resource). You can replenish said energy by using bioelectric cells through augmentations interface.
Legendary augmentation upgrade canister. The most rare item as of now, it can further upgrade level 4 augmentations to unlock entirely new, additional functionality and push them to their limit.
You have different slots for augmentations, and each slot can be occupied by only 1 augmentation. Some slots can contain multiple augmentations (like Torso or Subdermal slots).
For developers:
Spoiler:
If you wish to make your mod compatible with DeusDoom, either write to me or use a special lump format : DDRGLIST.<any extension if needed>
This lump allows you to configure many things linked to balance. It follows a very simple format:
# This is a comment; It extends to an end of a line.
# These lumps consist of "statements" which change the behavior of specified augmentations with certain actors.
# First part of each statement is an actor name, then followed by properties.
# Exclamation sign "!" before a property specifies that property will be inverted (blacklisted).
# Some properties accept floating-point numbers after them, preceeded with dollar sign "$".
Rocket projCanBeDestroyed $2.5;
Arachnotron isFooledByRadarTransparency !isFooledByCloak;
List of properties:
Specify whether a projectile should be destroyed by Aggressive Defense System augmentation or not
Soulsphere !canBePickedUp;
# Can't be picked up in any case, also not highlighted
ExplosiveBarrel canBePickedUp $0.0;
# Can be picked up, ignoring mass threshold.
Barrel canBePickedUp $2.0;
# Can be picked up, but mass threshold is two times bigger (object virtually has 2x mass)
By default, any non-monster actor can be picked up according to weight restricions (inventory items have no weight restrictions).
Make attacks of certain monsters drain player's energy.
Arachnotron drainsEnergy_Source $5.0;
# Any of arachnotron's attacks drain 5 bioelectric energy units worth of energy from player.
RevenantTracer drainsEnergy_Inflictor $10.5;
# Revenant tracer missiles drain 10.5 bioelectric energy units from player. Keep in mind that these units have integer nature, and any number in fractional part is accumulated until they form an integer number.
PlasmaBall drainsEnergy_Inflictor $-2.5;
# Gives player 2.5 bioelectric energy units upon inflicting damage.
By default, no attacks drain any amount of energy from player.
Make certain actors not be displayed by Vision Enhancement augmentation (or force them to do so).
READ THIS BEFORE PLAYING:
First of all, make sure you have configured your hotkeys. Also, you change item rarity values according to mapset you're playing on. If you would like to report a bug, please make a screenshot, especially of a crash message if there was any, and also describe what you were doing when this bug happened (or even provide a save file, if you're so generous). ALSO, DONT REPORT ISSUES WITH HDEST BEFORE TRYING TO UPDATE THE COMPATIBILITY PATCH.
Known bugs/issues (check before playing or reporting issues):
Compatible only with GZDoom (not even LZDoom).
Default settings for progression are not that great, and there are no presets for any kind of mapsets yet (like 6-level episodes, 9-level episodes, 32 level megaWADs, 14 level megaWADs, STRIFE-like hubs).
No specific support for Hexen.
Planned features:
Better documentation and error messages for DDRGLIST lumps.
This looks extremely fun despite having never played the DeusEx games. Downloading and will report any bugs if I find any.
Edit: Play tested it a little bit and it was interesting. Felt like I was fighting the menu and the mod itself more than the Doom monsters. The rate at which your bio-cell depletes seems too fast. Also, bi-cell packs were far too abundant. I think lowering the chance of them dropping and lowering the rate at which energy is reduced would fit it more into Doom's pace of gameplay. I don't know what Deus Ex is normally like, but even with a fully upgraded drain rate mitigation implant, I was still consuming 2 cells per engagement, with only about 3 augments active.
Doomguy914 wrote:
Edit: Play tested it a little bit and it was interesting. Felt like I was fighting the menu and the mod itself more than the Doom monsters. The rate at which your bio-cell depletes seems too fast. Also, bi-cell packs were far too abundant. I think lowering the chance of them dropping and lowering the rate at which energy is reduced would fit it more into Doom's pace of gameplay. I don't know what Deus Ex is normally like, but even with a fully upgraded drain rate mitigation implant, I was still consuming 2 cells per engagement, with only about 3 augments active.
Also, found a typo in the PDA.
I fixed the typo you mentioned. Also, thanks for the review. I think I went too hard on increasing energy costs, and you're indeed right. For now, I decreased energy drain and drop rate of cells a bit, and also added a hotkey for using a cell so you don't have to constantly go to the menu. I am also planning on adding a display for current amount of energy you have.
Also, original Deus Ex mostly went hard on bioelectric cells which were really rare (but had repair bots that could refill your whole energy supply).
JohnnyTheWolf wrote:Deus Ex augmentations with actually fun combat? Colour me interested!
But is this mod inspired by Lithium?
I've played Lithium and found it a very enjoyable and great mod, but no, this is inspired solely by Deus Ex. I think that Lithium is inspired by Deus Ex, too, but DeusDoom just straight up adopts the whole augmentation system properties (like all the augmentations being active and requiring energy to function).
I've only recently tried the first Deus Ex, or any Deus Ex game for that matter for the first time, and I regret having missed out on it for so long, and now this! Keep up the good work, can't wait for the final release!
Surveillance drone gave me some Perfect Dark vibes aswell.
Btw found a bug with Plutonia after completing first map, no other mods just this one.
GZDoom 4.5.0
Spoiler:
MAP02 - Well of Souls
VM execution aborted: division by zero.
Called from DD_ProgressionTracker.Travelled at C:/Users/User/Desktop/deusdoom-master/:zscript/spawn_handler.zs, line 15
Correct me if I'm wrong but I think this may happen after maps with 0 items and 0 secrets.
Kneight wrote:
Btw found a bug with Plutonia after completing first map, no other mods just this one.
GZDoom 4.5.0
Spoiler:
MAP02 - Well of Souls
VM execution aborted: division by zero.
Called from DD_ProgressionTracker.Travelled at C:/Users/User/Desktop/deusdoom-master/:zscript/spawn_handler.zs, line 15
Correct me if I'm wrong but I think this may happen after maps with 0 items and 0 secrets.
Thank you for reporting this bug, you're totally right. Got it fixed.
Kinsie wrote:Very cool. That wallhack effect isn't perfect, but it still looks fantastic and works way better than I expected.
Thanks. It was done in kinda hacky way where I projected actor sprites onto player's screen and scaled their size based on distance to player, and mirrored sprites do not get mirrored when doing that.
Ever since the beginning i wanted to add upgrades to guns (or anything related to body modifications) to Kriegsland II: Untergrund, which is one of my mods i am most proud of, but i feel that i could add so much.
About Deus Ex itself, i've played some of Human Revolution on the PS3, started playing good guy, stealth builds, eventually gave up to start Fallout 3, then Borderlands 2, then Wolfenstein: The New Order... and i haven't seen Deus Ex since.
I'll be sure to try to make both these mods collide, or ask your help to do so, hahaha.
Thanks for this! This is a high accomplishment in Doom modding!
Very splendid and great mod! The augmentation system and upgrade of it are something i really wanted to make happen during plan my next mod. The detail of this mod is very neat.
Rebinding the aug UI key will occasionally leave it unable to close the menu, (for example, to X, G, KP0) leaving you softlocked as console and menu keys become non-functional. Regardless of however this is addressed, could I ask that escape be considered a global close key for that menu, regardless of binds?
Also, maybe it shouldn't eat the console key, either...
Somagu wrote:Rebinding the aug UI key will occasionally leave it unable to close the menu, (for example, to X, G, KP0) leaving you softlocked as console and menu keys become non-functional. Regardless of however this is addressed, could I ask that escape be considered a global close key for that menu, regardless of binds?
Also, maybe it shouldn't eat the console key, either...
I am not entirely sure how GZDoom handles this, but apparently I can't prevent an event handler from eating any kind of keys if uiProcess == true, so I added Esc as a global key for closing augmentations screen.