[DeusDoom: Augmentations] adding Deus Ex augmentations to Doom

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

Post by cyber_cool »

The rework is out! I hope it's not too buggy or broken.

I'll update the forum post with fresh information, and probably a new trailer in the future.

UPD: updated the forum post. Now contains information about each aug.
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Re: [DeusDoom: Augmentations] adding Deus Ex augmentations to Doom

Post by ZikShadow »

Good to see you back, Cy. It's been a while.

Anyways, trying out the new update! Seems like clips dropped by enemies aren't being automatically picked up unlike other pickups. It also doesn't seem to be using the right pickup message. I guess I'm not sure at the moment if the DeusDoom mods are now separate components to one big DeusDoom or still possible to be played separately with other mods, apologies if I'm not meant to be playing vanilla with it.

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

Post by cyber_cool »

ZikShadow wrote: Mon Oct 30, 2023 3:15 pm Good to see you back, Cy. It's been a while.

Anyways, trying out the new update! Seems like clips dropped by enemies aren't being automatically picked up unlike other pickups.
I am happy that you are trying out the mod.
It's intended behavior to make all ammo use-to-pickup. However, I added an option for disabling this, so here you go.
ZikShadow wrote: Mon Oct 30, 2023 3:15 pm It also doesn't seem to be using the right pickup message.
Fixed.
ZikShadow wrote: Mon Oct 30, 2023 3:15 pm I guess I'm not sure at the moment if the DeusDoom mods are now separate components to one big DeusDoom or still possible to be played separately with other mods, apologies if I'm not meant to be playing vanilla with it.
Augmentations and Weapons are intended to be separate, that's why there is a core mod. If there are any more bugs, don't hesitate to write to me.
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Re: [DeusDoom: Augmentations] adding Deus Ex augmentations to Doom

Post by Starman the Blaziken »

ZikShadow wrote: Mon Oct 30, 2023 3:15 pm Good to see you back, Cy. It's been a while.

Anyways, trying out the new update! Seems like clips dropped by enemies aren't being automatically picked up unlike other pickups. It also doesn't seem to be using the right pickup message. I guess I'm not sure at the moment if the DeusDoom mods are now separate components to one big DeusDoom or still possible to be played separately with other mods, apologies if I'm not meant to be playing vanilla with it.

I vouch for that one myself, I had that happen to me too when I was playing a gameplay mod with augments. It was for the shells I believe dropped by enemies, but it had a similar message anyways like '$gotshells'.
Also I think the mod also caused the armor of said gameplay mod to be just Doom Blue Armor, but I am not too certain being that everything else seemed to have been changed normally.
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Re: [DeusDoom: Augmentations] adding Deus Ex augmentations to Doom

Post by cyber_cool »

Starman the Blaziken wrote: Mon Oct 30, 2023 10:40 pm]
I vouch for that one myself, I had that happen to me too when I was playing a gameplay mod with augments. It was for the shells I believe dropped by enemies, but it had a similar message anyways like '$gotshells'.
Also I think the mod also caused the armor of said gameplay mod to be just Doom Blue Armor, but I am not too certain being that everything else seemed to have been changed normally.
The pickup meassage was due to me forgetting to translate the string, should be fixed right now.
As for armor, it shouldn't really be changed - pickups other than ammo and DeusDoom items aren:t affected at all... But ferl free to write if the issue persists.
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Re: [DeusDoom: Augmentations] adding Deus Ex augmentations to Doom

Post by cyber_cool »

Uploaded a video trailer with the latest features present. Enjoy!
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Re: [DeusDoom: Augmentations] adding Deus Ex augmentations to Doom

Post by Starman the Blaziken »

Hm. Is it intended that you made us able to pick up and drag items and corpses by default now with the mod instead of that one upgrade?

Edit: I should add because of the change (if it is intended), I think it has caused the occasion of weapons to be un-pickup-able as weapons normally but instead becomes picked up and throwable like a prop as everything else.
The mod I been playing around with it mostly was Naku Naru 2 with that barrel fix Brons made.
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Re: [DeusDoom: Augmentations] adding Deus Ex augmentations to Doom

Post by cyber_cool »

Starman the Blaziken wrote: Wed Nov 01, 2023 10:42 pm Hm. Is it intended that you made us able to pick up and drag items and corpses by default now with the mod instead of that one upgrade?

Edit: I should add because of the change (if it is intended), I think it has caused the occasion of weapons to be un-pickup-able as weapons normally but instead becomes picked up and throwable like a prop as everything else.
The mod I been playing around with it mostly was Naku Naru 2 with that barrel fix Brons made.
Yes, the functionality of picking up objects is present in the core mod. This shouldn't interfere with picking up weapons unless you have to press +use to pick them up...
I think I will exclude weapons from being picked up (as I did with ammo already) and test with the mod you mentioned.
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Re: [DeusDoom: Augmentations] adding Deus Ex augmentations to Doom

Post by cyber_cool »

So I tested it and I was still able to pick up weapons by touching them.
Are you running this with only Naku Naru or there are other mods? Cause I can't reproduce the issue.
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Re: [DeusDoom: Augmentations] adding Deus Ex augmentations to Doom

Post by Starman the Blaziken »

I think it might be due to the feeling of a sorts of finicky nature of the weapons and the system sort of making it a bit harder to pick them up as guns in some way. (Edit: I think it might be from picking them up first by accident while I try to grab the ammo, trying not to look down as I do so.)
But I have been trying to re-replicate it, but I seemingly cannot find where I had it where a weapon was just uselessly sitting on the ground even after running over it and playing with that drag system. I did have some crash happen on going to another level, but I had gotten no log as to what mod even caused that at all to happen.

Although guess while I see if it does happen again, suppose you could think on toning down the heal rate of the enemy healing augment in some way? I was thinking that their reaction time to start healing should be changed just a slight bit, but I think the rate they heal especially for tanky enemies that can outheal damage from more starting weaponry can be a bit of an obnoxious battle at times.
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Re: [DeusDoom: Augmentations] adding Deus Ex augmentations to Doom

Post by cyber_cool »

Starman the Blaziken wrote: Thu Nov 02, 2023 6:31 pm I think it might be due to the feeling of a sorts of finicky nature of the weapons and the system sort of making it a bit harder to pick them up as guns in some way. (Edit: I think it might be from picking them up first by accident while I try to grab the ammo, trying not to look down as I do so.)
But I have been trying to re-replicate it, but I seemingly cannot find where I had it where a weapon was just uselessly sitting on the ground even after running over it and playing with that drag system. I did have some crash happen on going to another level, but I had gotten no log as to what mod even caused that at all to happen.
I made it so when you throw an inventory item, it can't be picked up for 2 seconds. If you happen to stand in the item's hitbox when 2 seconds pass, you have to re-enter the hitbox again to pick it up. That's how Doom collision works, I suppose.
Anyway, added a menu option to disable picking up inventory items altogether (this leaves decorative objects and corpses), because it will still cause incompatibility with some mods.
Starman the Blaziken wrote: Thu Nov 02, 2023 6:31 pm Although guess while I see if it does happen again, suppose you could think on toning down the heal rate of the enemy healing augment in some way? I was thinking that their reaction time to start healing should be changed just a slight bit, but I think the rate they heal especially for tanky enemies that can outheal damage from more starting weaponry can be a bit of an obnoxious battle at times.
I was suspecting that it was overtuned. Decided to just tone down the regeneration rate. Didn't test much, but it should be more manageable now.
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Re: [DeusDoom: Augmentations] adding Deus Ex augmentations to Doom

Post by Starman the Blaziken »

cyber_cool wrote: Fri Nov 03, 2023 1:20 am
Starman the Blaziken wrote: Thu Nov 02, 2023 6:31 pm I think it might be due to the feeling of a sorts of finicky nature of the weapons and the system sort of making it a bit harder to pick them up as guns in some way. (Edit: I think it might be from picking them up first by accident while I try to grab the ammo, trying not to look down as I do so.)
But I have been trying to re-replicate it, but I seemingly cannot find where I had it where a weapon was just uselessly sitting on the ground even after running over it and playing with that drag system. I did have some crash happen on going to another level, but I had gotten no log as to what mod even caused that at all to happen.
I made it so when you throw an inventory item, it can't be picked up for 2 seconds. If you happen to stand in the item's hitbox when 2 seconds pass, you have to re-enter the hitbox again to pick it up. That's how Doom collision works, I suppose.
Anyway, added a menu option to disable picking up inventory items altogether (this leaves decorative objects and corpses), because it will still cause incompatibility with some mods.
Starman the Blaziken wrote: Thu Nov 02, 2023 6:31 pm Although guess while I see if it does happen again, suppose you could think on toning down the heal rate of the enemy healing augment in some way? I was thinking that their reaction time to start healing should be changed just a slight bit, but I think the rate they heal especially for tanky enemies that can outheal damage from more starting weaponry can be a bit of an obnoxious battle at times.
I was suspecting that it was overtuned. Decided to just tone down the regeneration rate. Didn't test much, but it should be more manageable now.
Okay so when I mentioned that crash part, I think I need to test a bit the augments before I report it.
Because I noticed that if I do not install augments (maybe certain ones?) and keep them on standby before going to the next level, it causes an errorless crash upon it trying to load the next level.
The only one I kept track of was the cloak/anti-seeker augment, but I am not sure how many augments are affected by this.



But what I certainly can report is that by keeping augments not installed, the subsequent level says in a verity of ways: "Trying to serialize out-of-bound array value with the key '<Sector name>' index <Coordinate>, size = <Number>"

There is also the fact that if you use IDFA/IDKFA/'give all' the mod aborts when looking for something related to a muscle augment.

One more thing I noticed is that something seems to spawn at the 0, 0, 0 coordinates as an unobtainable item but I do not think it is an issue relating to the things I have been finding.
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Re: [DeusDoom: Augmentations] adding Deus Ex augmentations to Doom

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Starman the Blaziken wrote: Fri Nov 03, 2023 3:37 am Okay so when I mentioned that crash part, I think I need to test a bit the augments before I report it.
Because I noticed that if I do not install augments (maybe certain ones?) and keep them on standby before going to the next level, it causes an errorless crash upon it trying to load the next level.
The only one I kept track of was the cloak/anti-seeker augment, but I am not sure how many augments are affected by this.

But what I certainly can report is that by keeping augments not installed, the subsequent level says in a verity of ways: "Trying to serialize out-of-bound array value with the key '<Sector name>' index <Coordinate>, size = <Number>"

There is also the fact that if you use IDFA/IDKFA/'give all' the mod aborts when looking for something related to a muscle augment.

One more thing I noticed is that something seems to spawn at the 0, 0, 0 coordinates as an unobtainable item but I do not think it is an issue relating to the things I have been finding.
Okay, so I fixed all the issues, except the hard crash. I tried to reproduce the issue, but I couldn't. Hopefully fixing "Trying to serialize out-of-bound array value..." also fixed the hard crash, but if it didn't, I certainly need more info. At least I need to know what other mods were loaded, and the map you exited.
I am certain that the type of augmentation shouldn't affect this...
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Re: [DeusDoom: Augmentations] adding Deus Ex augmentations to Doom

Post by Starman the Blaziken »

cyber_cool wrote: Fri Nov 03, 2023 8:20 am
Starman the Blaziken wrote: Fri Nov 03, 2023 3:37 am Okay so when I mentioned that crash part, I think I need to test a bit the augments before I report it.
Because I noticed that if I do not install augments (maybe certain ones?) and keep them on standby before going to the next level, it causes an errorless crash upon it trying to load the next level.
The only one I kept track of was the cloak/anti-seeker augment, but I am not sure how many augments are affected by this.

But what I certainly can report is that by keeping augments not installed, the subsequent level says in a verity of ways: "Trying to serialize out-of-bound array value with the key '<Sector name>' index <Coordinate>, size = <Number>"

There is also the fact that if you use IDFA/IDKFA/'give all' the mod aborts when looking for something related to a muscle augment.

One more thing I noticed is that something seems to spawn at the 0, 0, 0 coordinates as an unobtainable item but I do not think it is an issue relating to the things I have been finding.
Okay, so I fixed all the issues, except the hard crash. I tried to reproduce the issue, but I couldn't. Hopefully fixing "Trying to serialize out-of-bound array value..." also fixed the hard crash, but if it didn't, I certainly need more info. At least I need to know what other mods were loaded, and the map you exited.
I am certain that the type of augmentation shouldn't affect this...
I been hesitating to answer the list of mod part until now because I figured to give some tests to the mod after seeing if my normal playthrough with Naku Naru 2 works fine. But even with that, and VDP's monster mod, Armament Tuning (a mod that lets you tweak some values, I use it only to halve ammo at all times), a small navigation mod, a liquid texture changing mod, Damage Numbers, the Semi-Universal HUD... Yeah there is not a lot that should conflict, and as I been playing around with this new build it did fix the other issues, but it also seemed to have solved the hard crash problem as far as I seen for now.

I also gave it some further testing without any mods other than the 2 needed to play with the augments just to see something about the cloak augment, just because I noticed that only Arachnotrons (Or monster mods that change the spawn from Arachnotrons) are the only non-boss monsters that can still see you with the cloak augment toggled on- At least I figured bosses could still see for balancey-loreish reasons.
And a small note while I was doing said testing, I been noticing that when having the crosshair over anything that has canister in it is named as 'cannister' at least thinking it was for something related to localization spelling to those in particular, but as I seen from actor lists they are named with 'canister'.
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Re: [DeusDoom: Augmentations] adding Deus Ex augmentations to Doom

Post by cyber_cool »

Starman the Blaziken wrote: Sat Nov 04, 2023 4:33 am I also gave it some further testing without any mods other than the 2 needed to play with the augments just to see something about the cloak augment, just because I noticed that only Arachnotrons (Or monster mods that change the spawn from Arachnotrons) are the only non-boss monsters that can still see you with the cloak augment toggled on- At least I figured bosses could still see for balancey-loreish reasons.
Yes, it's intended. It's written in detailed description of augs in the thread post.
Starman the Blaziken wrote: Sat Nov 04, 2023 4:33 am And a small note while I was doing said testing, I been noticing that when having the crosshair over anything that has canister in it is named as 'cannister' at least thinking it was for something related to localization spelling to those in particular, but as I seen from actor lists they are named with 'canister'.
I think they were called "cannisters" in the original game? I don't know why though. Maybe I'll change it back.

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