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New version! Download here or from the links in the OP.
⚠ This update breaks save, setting, and netevent compatibility! ⚠
This brings a number of new features, including pistol start compatibility, LANGUAGE support, better Gun Bonsai integration, and completionist options, as well as a lot of small fixes and an RPC service to make it easier to integrate with other mods. However, the CVAR configuration has been rearranged, the netevents have been renamed, and several internal structures have been changed. For this reason, you should finish any games in progress before updating, and check your settings to make sure they are as expected after updating.
If you use Gun Bonsai/Indestructable integration, you will now need to explicitly turn that on in the settings, and update to GB 0.10.5.
- New:
- Menu strings and in-game messages are now stored in a `LANGUAGE` lump and can be translated.
- Optional compatibility with death exits and pistol start mods (see the `Compatibility` section in the options menu).
- Awarding of extra lives on level clear can now be made contingent on 100% kills, 100% secrets, either, or both.
- Optional granting of bonus lives based on damage survived, similar to how the Gun Bonsai upgrade `Indestructable` works.
- Gun Bonsai integration is now explicitly turned on with a configuration option rather than implicitly turned on based on your other settings. See the `Compatibility` section.
- A `Service` is now included to make it easier to write integrations with other mods. It supports RPCs for adjusting and querying the player's lifecount. See the "Mod Integration" chapter in the README for details.
- Changed:
- `Min lives on boss kill` setting removed
- `Max lives on boss kill` and `max lives on level clear` settings combined into one `max lives` setting
- `Lives on new game` and `min lives on entering level` settings ignore `max lives`
- `indestructable_report_lives` netevent renamed `indestructable-report-lives`
- New `indestructable-clamp-lives` and `indestructable-set-lives` netevents, for debugging (use the RPC service instead for mod interop)
- Dying (for real) and respawning in a co-op game now starts you with the starting life count rather than however many you had (typically 0) when you died
- Fix:
- Indestructable buff timer no longer counts down when the player has the `TOTALLYFROZEN` flag set. In particular, this means that it won't expire while the player is frozen by mods like Gearbox.
- Extra lives are not consumed if the player is using god mode or has the buddha-nature, even if it looks like they are about to die.
- Softlocks should no longer happen when Indestructable triggers at the same time as Gun Bonsai's `Swiftness` upgrade.
- Multiplayer games with more than 8 players are now (theoretically) supported, if the underlying engine supports that.
- Players joining a multiplayer game partway through a level should get some extra lives as if they had started a new game.
- Lives for clearing a level are now assigned as you exit the cleared level, not as you enter the new one, fixing some weird edge cases.
- Improved detection for return visits to the same level, so that it doesn't award level-clear lives multiple times in games like Hexen.
- Tooltips now display on the left side of the screen rather than the bottom, so that they no longer cover the last few options.
- Time stop effect could permanently make sounds stop playing
- Potential desync when handling netevents
If you run Gearbox with this and use its option to stop time while in the weapon/item wheel, do NOT use it while in this mod's time stop duration. The two are totally incompatible. If you are in the gearbox menu with its option enabled when the second wind ends, you and every entity on the map will irreparably freeze. The only way I was able to fix this is with the Kill command and restarting the map. Recommended to either turn one of the two time stop options off or just refrain from using the gearbox menu during second wind.
0.3.1 is out. This fixes a few bugs related to timestop and to co-op play. It also adds a screenflash when gaining lives (which previously happened only when this mod was used alongside Gun Bonsai) and makes it configurable in the settings.
Hello there! I just experienced a vm abort using delta touch and was using leds generic and was experimenting with the medieval bow addon and it was working fine but it just crashed when loading up an arrow with this error. Hope this helps.
VM execution aborted: tried to read from address zero. In function parameter "self"
Called from Actor.FindState [Native]
Called from Actor.SetStateLabel at gzdoom_dev_gl3.pk3:zscript/actors/actor.zs, line 785
Called from TFIS_PlayerInfo.ReportLivesCount at Indestructable-0.3.1.pk3:ca.ancilla.indestructable/playerinfo.zsc, line 122
Called from TFIS_PlayerInfo.AdjustLives at Indestructable-0.3.1.pk3:ca.ancilla.indestructable/playerinfo.zsc, line 115
Called from TFIS_PlayerInfo.AddLevelClearLives at Indestructable-0.3.1.pk3:ca.ancilla.indestructable/playerinfo.zsc, line 69
Called from TFIS_IndestructableEventHandler.WorldUnloaded at Indestructable-0.3.1.pk3:ca.ancilla.indestructable/eventhandler.zsc, line 94
]
I love the new update, especially some of the extra options for gaining lives. However, the completion requirements bonus lives don't seem to work? I've tried various combinations of mods and settings with it and lives never seem to be rewarded upon either 100% secrets nor kills. I really like the idea! Just a shame it doesn't seem to work.
What settings are you using? It works for me, but note that the bonus lives are awarded when you exit the level, not at soon as you get 100% kills/secrets.
ToxicFrog wrote: ↑Sat Jan 20, 2024 9:59 am
What settings are you using? It works for me, but note that the bonus lives are awarded when you exit the level, not at soon as you get 100% kills/secrets.
I figured, but they aren't rewarded at all for me. I was going to do a run where I only got lives through getting 100% kills and/or secrets, so I had minimum lives per level set to 0, starting lives set to 0, and extra lives on level clear set to 0. And then the bonus lives set to 100% kills or secrets (stacking.) No matter what combination though it doesn't seem to work for me? I'm on the most recent GZDoom (4.11.3)
ToxicFrog wrote: ↑Sat Jan 20, 2024 9:59 am
What settings are you using? It works for me, but note that the bonus lives are awarded when you exit the level, not at soon as you get 100% kills/secrets.
I figured, but they aren't rewarded at all for me. I was going to do a run where I only got lives through getting 100% kills and/or secrets, so I had minimum lives per level set to 0, starting lives set to 0, and extra lives on level clear set to 0. And then the bonus lives set to 100% kills or secrets (stacking.) No matter what combination though it doesn't seem to work for me? I'm on the most recent GZDoom (4.11.3)
Wait! Nevermind! I was just misunderstanding the setting. I didn't realize it worked in tandem and gave a requirement to gain the lives from the extra lives on level clear option. I get it now.
I dont think the stacking 100% kills and/or secrets works properly. I got both 100% kills and secrets on a level and only got two lives(one from the former and the other upon getting a new level) when I should be getting 3
Is there any chance you'll add the "Second Wind" mechanic from Borderlands series, where you have to kill someone within a certain time to revive yourself when you are "crippled" (also, with each crippling, the time limit increases)?
Rowsol wrote: ↑Tue Apr 09, 2024 12:48 pm
Is there a way to show the lives on the HUD? I saw someone playing with this and it was showing and I'm wondering how they went about that.
Funny you should mention this now, as I was just about to post my version of a HUD for this. Unless I'm blind, there's no default way, other then the brief message on screen. Not sure where they got the one you saw, but you can try mine here: viewtopic.php?t=78969.
stainedofmind wrote: ↑Tue Apr 09, 2024 3:41 pm
Funny you should mention this now, as I was just about to post my version of a HUD for this. Unless I'm blind, there's no default way, other then the brief message on screen. Not sure where they got the one you saw, but you can try mine here: viewtopic.php?t=78969.
I just crashed. Steps to reproduce: Corruption wad, map12. Run to green exit portal. Normally it kills you when you touch it. With this the game crashes.