Jump to content

sarge945

Members
  • Posts

    76
  • Joined

  • Last visited

About sarge945

  • Rank
    Mini-Member
    Mini-Member

Recent Profile Visitors

605 profile views
  1. I know this thread has been dormant for a while, but I just wanted to let everyone know I now have a Selaco version of this mod, available here: https://steamcommunity.com/sharedfiles/filedetails/?id=3258970860
  2. Simple Slots is a simple quickswitch mod for gzdoom, attempting to improve quality of life by making weapons easier to select/use in the heat of battle. I know there are some other mods that attempt to add a last-weapon used button, but I find most of them clunky to use, usually not doing what I really want when I press Q, so I made my own. It's designed to be "intuitive". That is, it should always work exactly how you expect it to. If it behaves in a way you feel is unusual, I consider that a bug and will try to fix it. It should work with nearly everything. I have tested it extensively with Doom, Heretic, Hexen, Strife, Brutal Doom v22, Project Brutality, Ashes, and some other PWADs and Gameplay Mods. If you wish to download this mod, you can find it here. A Selaco version is available on the steam workshop. Features: Select your Last Used Weapon with Q, similar to Half-Life and other games with this feature. Weapons can be added to an ignore list, and will never appear as your last used weapon. Some mods like Ashes force-select weapons you may not want, such as selecting the Crowbar when using the Lantern with the Shotgun equipped. This helps to prevent "polluting" your Q button. Weapons must be selected for a minimum amount of time (1.5 seconds by default) before becoming your last used weapon, to facilitate scrolling through weapons. Holster your weapon with H. This is mainly an immersion thing, and is designed for games like Strife or Ashes if you feel weird waving your gun around in settlements, but it's also useful for taking screenshots. Assign up to 10 "slots" with weapons. Hold a slot button to select it's assigned weapon, release it to go back to your previous weapon. Or simply press to select the slot weapon and press again to go back to your previous weapon. Good for things like "Quick melee" buttons in mods that don't have a quick melee attack. Especially useful with the chainsaw! Also good with the SSG! I like having a quick way to select the Pistol in mods such as Project Brutality where the pistol uses different ammo to the Rifle, for efficient long-range sniping. Slot weapons won't become your Last Used Weapon, they are designed to be used for things you switch to when the need arises but don't want to switch to all the time. Each slot has a priority list and can assign multiple weapons, it will use the last added one that you have available. Hanging out in an Ashes settlement with my weapon holstered. Caveats and Future Plans: Since this is written entirely in ZScript, I would love to make a Raze version of this one day, but I haven't modded Raze at all and this would probably require some modification to work. My current understanding is that Raze is nowhere near ready for this kind of mod, but we will see what the future holds. This has not been tested in Multiplayer. It probably doesn't work. I have tried to use correct scoping for cvars etc, but this will likely need extensive changes to support multiplayer. I'm very open to suggestions for this. This may or may not break demo sync, I have absolutely no idea.
  3. I have massively updated this mod (the link in the OP should still work). I have fixed a LOT of issues and added many features, so I highly recommend anyone who uses this should upgrade. I no longer consider this WIP or POC, it basically works completely. The Brutal Patch fixes the missing "Brutal Doom Options" entry in the main menu when playing Brutal Doom. Don't use it if you're not using Brutal Doom! @Underqualified_Gunman I have implemented your alternate version as an optional style in the newest release. If you don't like that, I can remove it. The only thing currently missing before I consider this complete is a Strife style. Different styles can also have different pickup and use sounds, so some new sounds for some of the styles might be interesting/fun too. If anyone would be interested in contributing a fitting Strife sprite for this, or anyone has any ideas for sounds to use on some of the styles, I would be happy to credit you in the credits file. I am also VERY open to suggestions on the existing styles, I don't particularly like the Doom ones, maybe they can be improved.
  4. It should be possible to store the amount in a console variable. I might just do this.
  5. After being spoiled by games like Dark Souls with complex, resource-based save systems, I have started to find "save anywhere" systems more and more imbalanced over time. As my Doom skill level has increased, I have also found maps in general much easier, and free saving has been part of the reason why - if I do particularly badly in a fight, I can usually reload, and within another 1-2 tries, I can usually crack it with a decent amount of health remaining. I find this often leads to an overabundance of health and ammo on maps, and I am trying to break the muscle memory that I (and I assume a lot of others) have surrounding mashing the quicksave/quickload keys as a get out of jail free card. The entire Doom community seems to have had this realisation as well, with many modern mapsets containing hundreds of enemies per map and generally being very hard - as the skill level increases, so does the incentive to save repeatedly, which undermines the difficulty of the harder mapsets, resulting in even harder maps over time. One day, to try and get around this, I simply unbound my quicksave key and tried to limit myself with saving. But having only one autosave at the start of a given level was a bit too punishing and I was still very tempted to save from the menu when I was in particularly dire situations. With some mapsets containing 200+ enemies per map, it was very tedious and frustrating to lose up to an hour of play after dying towards the end of a map. This was a solution, but it was very rough and wasn't a good option for larger maps. As a result, I decided to make my own mod. Judging by this absolute shitshow of a thread, the ZDoom developers seem pretty averse to the idea, to the point of actively refusing to allow such a feature, so I had to hack my way around the (frankly unreasonable) limitations of the engine. As a result, there's currently no way to actually disable saving in gzdoom. However, there are ways to limit the most obvious save abuse. This mod removes the main menu save game option, and provides an alternate quicksave key, which will create a save, but only if you have the prerequisite item, which drops from enemies. It's a little bit hacky, and requires you to rebind your quicksave key to the save function of this mod, because the original quicksave key behaviour can't be disabled. This is likely something that will never change, and there's nothing I can do about it. Saving via the console and through some other means is still possible, and some scripted maps that use the ACS Autosave function will still be able to save the game. If you are willing to go to that length to cheat the system, there's nothing I can do about it. The mod is very configurable, and you can control the number of save items that drop per map, as well as which maps the item should drop on. The default settings should be pretty good, but you're free to tweak the difficulty for your own skill level. For larger maps or TC's like Ashes, I recommend increasing the number of saves per map to 5, to prevent losing lots of progress while still requiring you to play through your mistakes. For the intended experience, please go to the mod menu (Options->Simple Saving) and bind the mods quicksave key to the key you would normally use to quicksave. You should also change "autosave mode" to "scripts only" if you wish to not autosave at the start of every level. Do not set autosave to "disabled" as this mod requires script saving for it's quicksave key to work. You can download the mod here on github. An optional Brutal Doom patch is also available, which will fix the missing "Brutal Doom Options" menu item, and should be used alongside the mod. Do not use the Brutal Doom patch if you're not playing Brutal Doom! Please report any issues in this thread or on the issues page. This mod should be loaded after any other mods. It's likely to be compatible with everything Including other gameplay mods, except mods that extensively change the main menu (graphical menu changes are okay), which will require patches. It has been extensively tested with Doom, Heretic, Hexen, Strife, and Ashes: Enriched/Afterglow. It should work with any megawad for any of these games as well.
×
×
  • Create New...