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JP LeBreton

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A member registered Nov 30, 2013 · View creator page β†’

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I have a trello card for Heretic/Hexen/Chex Quest support, it'd just be a matter of doing all the writing: https://trello.com/c/84fg3DQG Not sure when I'll get around to it though.

The arsenal resets are done with the "ResetHealth" and "ResetInventory" lines in the mod's mapinfo's entries for the first map of each chapter, ie E2M1, E3M1, E4M1, MAP01, NV_MAP01, TN_MAP01, and PL_MAP01. So you could take those lines out for a no-reset run.

Given that I'm just using a standard mapinfo directive to do it, I'm not really sure how I'd fix mods that break it. Maybe Samsara sets certain weapons to be "never strip this item, even after a ResetInventory"? I believe the Inventory.Undroppable actor flag does this. Are those items normally stripped between Master Levels when playing without the Full Run mod?

I made a mod for just that! https://jp.itch.io/doom-fullrun

Thanks for the reports, Yoshi! I was able to fix all of them except one for Build 60, let me know if you still see them. The switch texture issue is a stumper.

Thanks! I just pushed an update (build 58) that totally refactors the crafting and related inventory code, so it should be more robust now. I can't repro the issue as described in the new build.

Should be fixed now. Issue was stashing a fish while it was diving back into the water.

(Edited 2 times)

A couple days ago I changed the Texture Sampler to swap its texture with what's being sampled, so most of the behavior you're seeing in that video is intended... you can certainly butcher a level's texturing with it but I wanted to try it out and see how fun it felt.

The bug there is that you were somehow able to sample the temp "no tex" texture multiple times and stamp it everywhere; my idea with the swapping mechanic was that you could never destroy or duplicate any given texture in the level more times than it originally appeared.

I started writing some dialog entries with that tag before I wrote the code to parse it properly, should be fixed now.

No worries! Thanks for the report. I added a few checks to this part of the code and haven't been able to repro it, let me know if you see it again.

(Edited 14 times)

Overall Project Status: Alpha (ie mostly feature complete, still some bugs and missing assets)

There's no public bug tracker, so please feel free to reply to this thread with issues you find, things that seem like objective bugs rather than stuff that would merit further discussion (which you should start a new thread for).

What works:

  • 8 quest types + quest system that randomly makes unique quests available on each level
  • world interaction: view name & description of thing you're looking at, talk to monsters
  • 4 tools: "grabber", texture sampler, fishing rod, guardian vision
  • UI: quest screen, inventory + crafting screen, HUD, "detector gem", tallies on automap
  • works with all official IWAD (Ultimate Doom, Doom 2, Final Doom, Doom Complete) maps

What's missing:

  • Some menu and title art
  • Help screen
  • Player character sprite?
  • A few little easter eggs here and there

What's broken:

(Edited 1 time)

Hi there! I tried running this on my laptop with ElementaryOS 0.4.1 (based on Ubuntu 16.04), and got a crash on start. Itch.io tech support reached out to me and told me this:

Looking at the logs, libGLEW.so.2.1 missing, and I don't think GLEW 2.1 is packaged by Ubuntu ( I wasn't able to find it).

I'd reach out to eryngi and let them know about this page: https://itch.io/docs/itch/integrating/platforms/linux.html - it explains how to ship the libraries you actually rely on with the game, rather than expecting them to be installed on the player's system.

Dunno how easy this would be to change for the Linux build, just passing on the info in case it helps. Thanks!

Hi, thanks for the suggestions and examples. I'm often tinkering with this so I'll update with any tweaks I like in the future.

This mod is made with ZScript which is only compiled at runtime, so the source is in the PK3 itself (zscript.txt in this case).

That's odd. Here's something to try, type "showturtle" at the console. What value does it read back? It should be 1, if it's 0 or something else try setting it to 1 and see if the problem persists.

Good catch, should be fixed.

Which episode 5 is this? The Lost Episode or...?

Hm, yeah there are many things a gameplay mod could do that would short-circuit what this mod does. This mod removes DoomWeapons, any DECORATE stuff that extends from Weapon instead of DoomWeapon would make it through. Likewise the monsters auto-kill zscript checks for typical Doom monster states like See, Missile, Melee, and Heal; if a custom monster uses states besides that it would remain alive (but invisible) during gameplay and some of its sounds might play.

I wrote Tourism Deluxe mainly for exploring maps with vanilla Doom gameplay. It's possible there are smarter, more thorough ways I could deactivate/hide non-vanilla monsters and weapons, I'll investigate a bit.

These are very cool additions! I'll have to think about how they'd fit into the mod as it currently stands...

Good catch, I'll fix those issues.

What sort of error? What does it say in the log?

I'm using this code to detect the user's Documents dir: https://stackoverflow.com/questions/6227590/finding-the-users-my-documents-path/...

But it seems like that doesn't properly detect when the user has a non-default Documents dir location? That's frustrating, sorry. It looks like there's a module (called winshell) I could use to detect this. I'll add that to my TODO list.

In the meantime, if you're running Win7 or later and don't mind a bit of command line fiddling you could make a symbolic link between your default Documents dir's Playscii/ subdir and your desired Documents dir.  https://technet.microsoft.com/en-us/library/cc753194(WS.10).aspx

No, sorry I just realized that the old release date was still up on this page. No ETA yet. Hopefully sometime this year.

Neat and technically possible, but unlikely to be worth the massive effort - probably 9-12 months of full-time work. Playscii's UI is mouse and keyboard centric, it's coded in Python which isn't easy to get running on Android, and it uses regular OpenGL instead of OpenGL ES (the mobile flavor).