[DeusDoom: Augmentations] adding Deus Ex augmentations to Doom

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cyber_cool
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Re: DeusDoom: adding Deus Ex augmentations to Doom

Post by cyber_cool »

-Ghost- wrote:Good to see another update! Do you think you'll be adding other stuff from Deus Ex, like the various gear you can carry? More augs would be cool too, maybe blending the original DX ones with some of the more useful sequel ones.
Since I am still insisting on DeusDoom being a universal mod, I am only thinknig of maybe something like a separate mod for DX-like body parts damage system in the future. A separate items/weapons mod would be indeed cool when I manage to properly rip first-person models from the game. For now I gonna be balancing the monsters' augmentations, maybe adding compatibility for some other promising mods.
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cyber_cool
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Re: [DeusDoom: Augmentations] adding Deus Ex augmentations to Doom

Post by cyber_cool »

Okay, big changes time. I separated augmentations and core functionality (UI system, various utilities, EyeLib), so in order to run DeusDoom: Augmentations you need to have DeusDoom: Core loaded. Links in the original post have been updated.
Starman the Blaziken
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Re: [DeusDoom: Augmentations] adding Deus Ex augmentations to Doom

Post by Starman the Blaziken »

Oooh! I cannot lie, but I was just thinking about this mod after I watched a long review of the game to see the funny take of it, and it made me think how a Doom mod would be like in particular too.
But oh! Does that mean we will be able to stuff our faces with packs of cigars and smoke until Denton falls over and bleeds? :D
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cyber_cool
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Re: [DeusDoom: Augmentations] adding Deus Ex augmentations to Doom

Post by cyber_cool »

Updated the mod, with changes being:
  • Better integration with the core mod - upgrade canisters and bioelectric cells now show up in inventory interface and take up space.
  • 3D models for bioelectric cells and augmentation canister
  • Fixed the hard crash bug
  • Improved performance of certain augmentations and monster augmentations system

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cyber_cool
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Re: [DeusDoom: Augmentations] adding Deus Ex augmentations to Doom

Post by cyber_cool »

Starman the Blaziken wrote: Thu Sep 08, 2022 1:05 am Oooh! I cannot lie, but I was just thinking about this mod after I watched a long review of the game to see the funny take of it, and it made me think how a Doom mod would be like in particular too.
But oh! Does that mean we will be able to stuff our faces with packs of cigars and smoke until Denton falls over and bleeds? :D
Well, wait til I make [DeusDoom: Items]. One day.
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ZikShadow
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Re: [DeusDoom: Augmentations] adding Deus Ex augmentations to Doom

Post by ZikShadow »

Checked to see if the new version still works with HDest. Patch doesn't work 'cause of the new medical system going, but it seems even without it, there's some funny thing going on with the menu logo stuff.

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cyber_cool
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Re: [DeusDoom: Augmentations] adding Deus Ex augmentations to Doom

Post by cyber_cool »

ZikShadow wrote: Fri Dec 16, 2022 4:16 pm Checked to see if the new version still works with HDest. Patch doesn't work 'cause of the new medical system going, but it seems even without it, there's some funny thing going on with the menu logo stuff.
I would like to look into the issue, but it seems I can't even run gzdoom with HDest as of right now, due to some engine bug in the Linux version.
I still will appreciate a load order list, since judging by the error log, it looks like the core mod is loaded 2 times for some reason.
Maybe i'll be able to fix it once the bug is gone, but can't say anything for sure right now.
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ZikShadow
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Re: [DeusDoom: Augmentations] adding Deus Ex augmentations to Doom

Post by ZikShadow »

I double checked, "HDest -> DeusDoom Core -> DeusDoom Augs -> DeusDoom HDest patch", same as what's mentioned in the main page. I'm confounded myself as to why it happened.



I managed to get the initial combo to run after removing the titlemap and the logo stuff, but the HDest patch itself is unfortunately outdated. The medical system's been changed, and the way to count blues as well.

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cyber_cool
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Re: [DeusDoom: Augmentations] adding Deus Ex augmentations to Doom

Post by cyber_cool »

ZikShadow wrote: Sat Dec 17, 2022 1:34 pm I double checked, "HDest -> DeusDoom Core -> DeusDoom Augs -> DeusDoom HDest patch", same as what's mentioned in the main page. I'm confounded myself as to why it happened.
I managed to get the initial combo to run after removing the titlemap and the logo stuff, but the HDest patch itself is unfortunately outdated. The medical system's been changed, and the way to count blues as well.
Managed to find and fix the bug. Turns out HDest also has a zscript file named "decorations.zs", so it led to a name conflict (unfortunately, gzdoom still doesn't handle this crap). It only affected the core mod.
As for the patch, sorry, but I am not going to continue maintaining it. I have zero assurance that it won't break in 3 days when Matt decides to make revenants fly or something. Gonna remove it from the OG thread post.
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ZikShadow
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Re: [DeusDoom: Augmentations] adding Deus Ex augmentations to Doom

Post by ZikShadow »

Thanks for the fix! Also, perfectly understandable. I'm grateful that it could work for so long, though I suggest to not remove it at all.
People who are interested to see how it works could be told to run an earlier stable of HDest itself, after all. Benefits of having Git-style releases having a full historical setup ready to be downloaded.

EDIT: Tried doing it myself. Somewhat works with 410a, the latest stable. Still has some crashes, though I can't figure out if it's on DD's end or HDest's. Either way, a decent preliminary for a non-programmer.

https://cdn.discordapp.com/attachments/ ... /image.png

https://www.mediafire.com/file/0tpbsm7n ... t.zip/file
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-Ghost-
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Re: [DeusDoom: Augmentations] adding Deus Ex augmentations to Doom

Post by -Ghost- »

I wonder if you could just cut out some of the augs and make it work? I feel like most of the conflicts are tied into the regen aug, would taking it out or replacing it help?
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ZikShadow
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Re: [DeusDoom: Augmentations] adding Deus Ex augmentations to Doom

Post by ZikShadow »

The version above I uploaded has both blues check and medical checks fixed, which was what's causing the crashes in the first place. I don't know about the other mechanics, but they seem to be working okay from what I observe in the short time testing the lot.

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