[WIP] Invasion Simulator

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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stradex
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[WIP] Invasion Simulator

Post#1 by stradex » Thu Mar 16, 2017 9:35 am

Invasion Simulator

Image


  • What's this?:
      This mod allows you to play every map (or almost every) like if you were playing an invasion map.
  • Official Support with
    • Heretic
    • Doom 2, Plutonia, TNT, etc..
    • Strife (Not full support yet)
    • Complex DOOM Version 26a2
    • Samsara v0.31 beta
    • Brutal Doom v20b
    • MSPaint Doom beta 6
    • Brutal Doom 64 v2
    • Samsara extraheros (for 0.31)
    • Plutonia Simulator 1.2
    • STWolf 3D v4
  • Can I play this mod with another mod who isn't in the official support list?

    Well you can try, but I can't ensure nothing.
    I tried it with many other mods, with mods who doesn't modify player weapons it usually works fine


  • How to host/play it (files order)
    • 1. invasionSimulator-V0.x-iwadsCore.pk3
    • 2. invasionSimulator-V0.x-pwadsCore.pk3
    • ... the-mod-you-wanna-play.pk3
    • ... the-mod-you-wanna-play-more-files.pk3
    • 3. invasionSimulator-V0.x-data.pk3
  • You can play it without any mods in fact, just don't put nothing between pwadsCore and data

  • CVARS
    • is_wavemultiplier (default 1.0): allows you to modify the multiplier of monsters in each wave. (e.x.: 200% = 2.0)
    • dm_lang (default "en"): allows you to modify the language [en = english, es=spanish]
    • is_skill (default 3): allows you to modify the invasion difficulty [values between 0 and 4]
    • is_givemega (default true): if true give the player 200 of health and armor everytime a new wave start.




Screenshoots
Spoiler (Open)
Image
Image
Image
Image


Videos

Spoiler (Open)
v0.1
phpBB [media]

v0.1d
phpBB [media]


Changelog
Spoiler (Open)

  • version 0.1d
      + More fixs for strife [now full compability with maps between 01 and 21, and other fixes]
      + Replaced Ultimate Doom wave 3 that only consisted in Lost souls
      + Wave Progress Bar as HUD
      + You can't finnish a wave until the Big monsters spawned are dead (EX: Cyberdemon, SpiderMastermind, D'sparil, etc...)
      + HUD Image telling you when you receive a weapon from the mod.
      + Major Fix: In maps with big quantity of items the mod used to stop working (script runaway), now its fixed.
      + Replaces the "EvilMarine" from brutal doom with "Zombie_man" (Spawn number conflict)
  • version 0.1c
      + Add compability with complex v26a2
      + Fix some minor bugs for Heretic
      + Fix some minor bugs for samsara
      + Replace the old waves with new ones more suitable
      + Add is_givemega, CVAr to toggle respawn with 200 health and 200 armor
      + Add is_skipwhenlose, CVar toggle if when you lose the map should restart or advance to the next one.
      + Add a HudMessage who let you know the percent you advanced in a wave.
      + Fix some major bugs with spawners mods.

    version 0.1b
      + Add item respawn per wave when sv_itemrespawn is false. [Thanks to Doomista for the idea]
      + Fixs for strife (Full compatibility full with map 02 and map07) [Thanks to Drovsky for the exit's line tags]
      + Compatibility with Doom 1
      + A hud message who let you know when you can exit the map (and when you can't too)


Download:
Mirror #1 Invasion Simulator v0.1d

Old Versions:
Spoiler (Open)
Last edited by stradex on Fri May 05, 2017 12:08 am, edited 13 times in total.

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fr blood
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[WIP] Re: Invasion Simulator

Post#2 by fr blood » Thu Mar 16, 2017 10:07 am

Well done and nicely scripted.

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Zaphael
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[WIP] Re: Invasion Simulator

Post#3 by Zaphael » Fri Mar 17, 2017 9:32 pm

Code: Select all

Execution could not continue.

Script error, "INVASI~2.PK3:actors/game_doom/isd-doommonsters.txt" line 1:
Replaced type '_INVSIDoomImp' not found in INVSIDoomImp


Any way to fix?

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[WIP] Re: Invasion Simulator

Post#4 by Empyre » Sat Mar 18, 2017 12:14 am

The looks like the type of error you get when you load a wad that needs skulltag_content (or skulltag_actors + skulltag_data), but you didn't load skulltag_content. However, the OP doesn't mention skulltag_content. Carefully follow the load order listed in the OP and quoted below, and the problem should be solved.
How to host/play it (files order)

1. invasionSimulator-V0.x-iwadsCore.pk3
2. invasionSimulator-V0.x-pwadsCore.pk3
... the-mod-you-wanna-play.pk3
... the-mod-you-wanna-play-more-files.pk3
3. invasionSimulator-V0.x-data.pk3
"For the world is hollow, and I have touched the sky."

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[WIP] Re: Invasion Simulator

Post#5 by doomista » Sat Mar 18, 2017 10:27 am

Kickass work! But it needs a bit of fixing:
1) When playing Doom 1, Doom 2 monsters spawn as well, invisible but they still can shoot, they can be killed and they drop whatever they're supposed to drop (I killed chaingunner and chaingun was dropped).
2) Ammo/health pack should respawn after each wave is finished. I don't know whether this can be implemented, but it is partially solved by playing multiplayer where those things automatically respawn by themselves.
3) Wave should end when the last enemy is killed. Currently there is still bunch of monsters on the map and countdown to the next wave had already begun. I guess you did this on purpose so the players don't have to search the map for some imp hidden in the secret area but I guess that people will use this mod moreless on maps more suitable for the job and/or they already know the map and possible pitfalls connected to it. Or at least include a visible counter of monsters and put it right above the wave counter.
4) I finished the fifth wave, countdown to the next wave started and when I tried to exit the map, I died.

Also, I've tried to play this with cata-wepzv2. While the game logic works as should, animations of weapons are broken. For example when I fired SSG, no flare was shown, then the reload animation started and the flare animation started as well. Those two animations overlapped each other and were generally slower than when playing without the invasion simulator. No such thing when using cata in singleplayer. Vanilla doom weapons don't suffer this issue.

Anyways, I love it. This is THE thing for vanilla doom mappers as me who would like to do invasion maps and since there are only 5 waves it doesn't take ages to finish. I don't play classic invasion solely for the reason of the game taking hours to finish. Pretty please finish this, it's awesome.

NOTE: I tested the mod in the current alpha of Zan3 and Zan2.1.2

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[WIP] Re: Invasion Simulator

Post#6 by Mobius » Sat Mar 18, 2017 3:41 pm

Doesn't work try again
<+Thomas13> Mobius u r inferior, go outside and get beaten up

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[WIP] Re: Invasion Simulator

Post#7 by stradex » Sat Mar 18, 2017 4:27 pm

Hi there, I'm going to response some questions

Zaphael wrote:

Code: Select all

Execution could not continue.

Script error, "INVASI~2.PK3:act
ors/game_doom/isd-doommonsters.txt" line 1:
Replaced type '_INVSIDoomImp' not found in INVSIDoomImp


Any way to fix?


Mobius wrote:Doesn't work try again


As Empyre said, follow the load order I posted originally. (And It should work with skulltag data btw)

Code: Select all

How to host/play it (files order)

1. invasionSimulator-V0.x-iwadsCore.pk3
2. invasionSimulator-V0.x-pwadsCore.pk3
... the-mod-you-wanna-play.pk3
... the-mod-you-wanna-play-more-files.pk3
3. invasionSimulator-V0.x-data.pk3


__________________________

doomista wrote:Kickass work! But it needs a bit of fixing:
1) When playing Doom 1, Doom 2 monsters spawn as well, invisible but they still can shoot, they can be killed and they drop whatever they're supposed to drop (I killed chaingunner and chaingun was dropped).
2) Ammo/health pack should respawn after each wave is finished. I don't know whether this can be implemented, but it is partially solved by playing multiplayer where those things automatically respawn by themselves.
3) Wave should end when the last enemy is killed. Currently there is still bunch of monsters on the map and countdown to the next wave had already begun. I guess you did this on purpose so the players don't have to search the map for some imp hidden in the secret area but I guess that people will use this mod moreless on maps more suitable for the job and/or they already know the map and possible pitfalls connected to it. Or at least include a visible counter of monsters and put it right above the wave counter.
4) I finished the fifth wave, countdown to the next wave started and when I tried to exit the map, I died.

Also, I've tried to play this with cata-wepzv2. While the game logic works as should, animations of weapons are broken. For example when I fired SSG, no flare was shown, then the reload animation started and the flare animation started as well. Those two animations overlapped each other and were generally slower than when playing without the invasion simulator. No such thing when using cata in singleplayer. Vanilla doom weapons don't suffer this issue.

Anyways, I love it. This is THE thing for vanilla doom mappers as me who would like to do invasion maps and since there are only 5 waves it doesn't take ages to finish. I don't play classic invasion solely for the reason of the game taking hours to finish. Pretty please finish this, it's awesome.

NOTE: I tested the mod in the current alpha of Zan3 and Zan2.1.2


Thanks for your comment, I glad you like the intention of the mod.

1) Yes, I know that but I forgot to clear it in the post. By now the mod it's not compatible with Doom 1
2) That's a very good idea!!, thanks you. I'm going to implement that
3) I can't do that by now, since maybe a monster or two can spawn in a buggy place (I can't control that yet, atleast not easily), there's even a timelimit for each wave in case that this happen.
4) You need to wait until the message "The invasion is over" is shown, I'm going to put a message at the bottom right position in the screen clarifying when you can exit.

About the mod you tried, it didnt work because it's not part of the official suport list. As I said maybe some not officialy supported mods would work with the invasion simulator, but many others not.
I'm going to make support for the most popular mods and other mods you guys wanna see compatible with the invasion simulator.

Thanks again for the comment, it encourage me to continue the work in this mod.

______________

If you guys wanna see a special mod, the mod you like, your own mod, etc. working with the invasion simulator, then let me know that.
I can make official support for that.

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[WIP] Re: Invasion Simulator

Post#8 by doomista » Sat Mar 18, 2017 4:51 pm

stradex wrote:
doomista wrote:3) Wave should end when the last enemy is killed. Currently there is still bunch of monsters on the map and countdown to the next wave had already begun. I guess you did this on purpose so the players don't have to search the map for some imp hidden in the secret area but I guess that people will use this mod moreless on maps more suitable for the job and/or they already know the map and possible pitfalls connected to it. Or at least include a visible counter of monsters and put it right above the wave counter.


3) I can't do that by now, since maybe a monster or two can spawn in a buggy place (I can't control that yet, atleast not easily), there's even a timelimit for each wave in case that this happen.

Of course I don't know how you'll gonna implement the respawn of ammo/health items, but those two solutions might be interconnected. If it is possible to loop through all ammo/health spawns on the map then it's definitely possible to loop through enemy spawns. You certainly did decide for random enemy spawns for a reason but spawning monsters only on places where are monster spawns put by a map designer would help you keeping monsters where they should be.

Even though not knowing where will the monsters spawn is an interesting mechanic, it is not common for Invasion games. Doom based Invasion utilises fixed spawn points and games like Gears of War with it's Horde mode spawns monsters only in fixed areas.

But I understand either can be tricky. If you have timelimit AND kill limit then you can convert both to percentage completition and print greater of those two values as an indicator of wave progression like: "Wave 3 Progression: 55%" is basically all I need.

stradex wrote:About the mod you tried, it didnt work because it's not part of the official suport list. As I said maybe some not officialy supported mods would work with the invasion simulator, but many others not.
I'm going to make support for the most popular mods and other mods you guys wanna see compatible with the invasion simulator.

I knew it isn't listed as officially supported, I just wanted to test it out and clarify it for anybody else who would like to know that ;)

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[WIP] Re: Invasion Simulator

Post#9 by stradex » Mon Mar 20, 2017 6:21 am

Update: New version now compatible with Doom 1, Strife and with Item respawn by wave (when sv_itemrespawn is false)

Gameplay in Strife courtesy of a friend. [00_Zombie_00, creator of the map After Doom]

phpBB [media]
Last edited by stradex on Mon Mar 20, 2017 6:03 pm, edited 2 times in total.

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[WIP] Re: Invasion Simulator

Post#10 by doomista » Mon Mar 20, 2017 8:06 am

stradex wrote:Update: New versión now compatible with Doom 1, Strife and with Item respawn by wave (when sv_itemrespawn is false)


Great! Item respawning really helped the solo game, thanks for including it! I've played a couple of games and here's some more feedback ;)
Bugs:
Spoiler (Open)
1) You still did not comment out the "Termina de la cosa...." debug line that appears in the middle of the screen after beating the fifth wave. But I like it popping in the middle of the screen since I immediately know that war is over so maybe just make this like follow language settings of the player.
2) If I die in combat, map does not restart but rather progresses to next level. Trying to exit before waves are over will kill me and restart the map.
3) DOOM 1 support: Yup it works, but not 100%. I noticed spawn fog effect but no moster, invisible or not, was added this way. Later on, I found out that I somehow picked up a chaingun, weapon that is not present on E1M1. My guess - You still spawn the monsters and then killing them, just to prevent them being invisible.


Balance issues:
Spoiler (Open)
1) I am not entirely sure about giving player 200 armor and health each time wave is over. Could you please either make a special dev version for me where it is disabled completely or make a cvar for turning that off? I am really curious how will the game be without it.
2) Did you rebalance vanilla weapons? I tried to count and Baron still seems to need six rockets to take him down, but SSG behaves like a sniper rifle, taking down chaingunners in one shot on almost 1024 long distances. Or it just always was like this and I am just used to Eon Weapons (I haven't play Doom in singleplayer for year).
3) You definitely try to make some difficulty curve along the way but it still polishing imho. In Doom 1, cacodemon has a chance to spawn during the wave 1. In later waves, cacodemons and barons pollutes the whole level while pinkys are really rare to spawn. First off, I don't thing it is really necessary to flood the level with the hardest common foes to kill. Since 99.9% of levels were not build for this, more natural progression should take place. For example, in Doom1, in wave 1, only zombies, shotgunners and imps should spawn. In the next wave, add lost souls. Then add demons. Then cacodemons. And in the final wave add Barons. Also, you can stop spawning zombies and maybe shotgunners by wave 4. And while it is still a lot, all monsters in a wave should take the same percentage of spawn occurences. This way demons and lost soul will be more common and spice up things a bit while cacodemons and barons will not be that much of an issue in a levels not suitable for that kind of fighting. In Doom2, wave1 should contain zombies, shotgunners, imps and lost souls. Wave 2 should add chaingunners and demons. Wave 3 should add hell knights and revenants. Wave 4 should add mancubi and arachnotrons and wave 5 introduces barons and cacodemons (and possibly pain elementals). I am sorry I can't give you hints about other supported games as I never or almost never played them.


But you did great job getting your project to where it is, I admire you for that (I never had enough time to actually polish and finish my projects). Also this mod got me thinking - is there any mod out there allowing player to buy fortifications (barriers, spiky floors, automatic turrets) for money made by killing monsters? I have a feeling I played such mod years ago, it also had classes for players to choose, but I cannot recall whether it was for MP or SP.

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[WIP] Re: Invasion Simulator

Post#11 by 00_Zombie_00 » Mon Mar 20, 2017 10:51 pm

I NEED COMPATIBILITY WITH HEXEN

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[WIP] Re: Invasion Simulator

Post#12 by Combinebobnt » Mon Mar 20, 2017 11:27 pm

i have the most important question

does this wad suck or is it fun? if the latter u might have just done some work for me

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[WIP] Re: Invasion Simulator

Post#13 by stradex » Tue Mar 21, 2017 12:19 am

Combinebobnt wrote:i have the most important question

does this wad suck or is it fun? if the latter u might have just done some work for me


It's good. Good like me playing CTF

(Now seriously, idk, you should try like 120 seconds to know it)

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[WIP] Re: Invasion Simulator

Post#14 by stradex » Tue Mar 21, 2017 8:27 am

Update: New version now compatible with Complex v26a2


doomista wrote:...
1) You still did not comment out the "Termina de la cosa...." debug line that appears in the middle of the screen after beating the fifth wave. But I like it popping in the middle of the screen since I immediately know that war is over so maybe just make this like follow language settings of the player.
2) If I die in combat, map does not restart but rather progresses to next level. Trying to exit before waves are over will kill me and restart the map.
3) DOOM 1 support: Yup it works, but not 100%. I noticed spawn fog effect but no moster, invisible or not, was added this way. Later on, I found out that I somehow picked up a chaingun, weapon that is not present on E1M1. My guess - You still spawn the monsters and then killing them, just to prevent them being invisible.
...


1) Well I didn't remove that yet... but atleast now it's in enlgish (? xD
2) Fixed, I added a cvar for that "is_skipwhenlose" (default false), so now it should not skip the map every time you lose a round.
3) The spawn fog effect but no monster spawned its a bug in the "core" by now, It can happen in Doom 2, heretic, strife, etc...
You get the chaingun automatically in the wave 2.

doomista wrote:...
1) I am not entirely sure about giving player 200 armor and health each time wave is over. Could you please either make a special dev version for me where it is disabled completely or make a cvar for turning that off? I am really curious how will the game be without it.
2) Did you rebalance vanilla weapons? I tried to count and Baron still seems to need six rockets to take him down, but SSG behaves like a sniper rifle, taking down chaingunners in one shot on almost 1024 long distances. Or it just always was like this and I am just used to Eon Weapons (I haven't play Doom in singleplayer for year).
3) You definitely try to make some difficulty curve along the way but it still polishing imho. In Doom 1, cacodemon has a chance to spawn during the wave 1. In later waves, cacodemons and barons pollutes the whole level while pinkys are really rare to spawn. First off, I don't thing it is really necessary to flood the level with the hardest common foes to kill. Since 99.9% of levels were not build for this, more natural progression should take place. For example, in Doom1, in wave 1, only zombies, shotgunners and imps should spawn. In the next wave, add lost souls. Then add demons. Then cacodemons. And in the final wave add Barons. Also, you can stop spawning zombies and maybe shotgunners by wave 4. And while it is still a lot, all monsters in a wave should take the same percentage of spawn occurences. This way demons and lost soul will be more common and spice up things a bit while cacodemons and barons will not be that much of an issue in a levels not suitable for that kind of fighting. In Doom2, wave1 should contain zombies, shotgunners, imps and lost souls. Wave 2 should add chaingunners and demons. Wave 3 should add hell knights and revenants. Wave 4 should add mancubi and arachnotrons and wave 5 introduces barons and cacodemons (and possibly pain elementals). I am sorry I can't give you hints about other supported games as I never or almost never played them.

...


1) Fixed, now there's a Cvar for that "is_givemega" (default: true), if you don't wanna receive a 200 armor and health then turn the cvar to false and restart the map.

2) I didn't do anything to the vanilla weapons, ssg is really OP xD
3) I tried to follow your advice in the new version, try it if you can and tell me what do you think.

PD: Now you can try with many difficulties using is_skill [between 0 and 4] (default is 3) (5 included in Doom 1 and Doom 2, but not in heretic by now

PDD: I'm very grateful for all the hints you're giving to me, you're helping me alot in this mod, I would not forget that.

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[WIP] Re: Invasion Simulator

Post#15 by doomista » Tue Mar 21, 2017 9:24 am

Combinebobnt wrote:i have the most important question

does this wad suck or is it fun? if the latter u might have just done some work for me


This mod is great for chilling out. I am testing it mainly with 32in24-11 and it feels just right. I love this concept over classic Invasion which is way too long, way too repetitive for me.

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[WIP] Re: Invasion Simulator

Post#16 by doomista » Tue Mar 21, 2017 3:01 pm

New version, new feedback :)

Weapons:
I love the idea of giving the player weapons after each wave. But you definitely have to tell the player. There has to be some text in front of a screen telling "Chaingun acquired" or "Rocket Launcher acquired".

Monsters:
Spoiler (Open)
I personally would make that difficulty curve less steep in terms of types of monsters spawned in each consecutive wave. But this is Doom and community is slightly more skilled than in an average game. Thus I am really happy with the current system. Although I would prefer more demons over chaingunners, this is just my own personal opinion and I think you can leave the monster picking as it is. I have just some issues about the wave logic.

You told me that the spawning algorithm is not bug free and as a result you've added time limit to each wave and also lowered a kill limit for each wave by 5 (that means if there's N demons in a wave, you only have to kill N - 5 to progress). That sounds reasonable, for most of the time. But when I am in the last wave and two Cyberdemons spawn then it's no longer fine, because nothing is pushing me to kill those bastards (unless they block the exit). I can just dodge them until I kill everything else and then I can exit the level. Also, when spawning really breaks (32in24-11, map04, fault of the trippy map designer) I waited for time limit but I got bored way before it would hit.

I suggest to rely solely on the time limit as a bug fixing mechanism. If the wave spawns N demons then N demons are really necessary to be killed in order to continue. If those demons spawn somewhere shitty, just fallback to following logic - if there's no kill in last 1 or 2 minutes, then progress to the next wave (optionally killing those lost demons from a script). This would require further testing but from a top of my head 2 minutes sounds reasonable.


Bugs:
1) Some items don't respawn automatically (E1M2 outside area with the Soulsphere. Soulsphere and armor bonuses do respawn, ammo boxes don't). Not a game breaker.
2) In Doom1, third wave consists exclusively of Lost Souls. Not sure whether it is a bug or a feature. All I can say it's not fun :D

Overall:
Wave progression is a really helpful indicator, thanks for adding it. Playing with is_givemega set to false is interesting and is more fun in cooperative where are unlimited respawns. Difficulty curve in Doom1 feels more natural and generally it's easier (due to less hitscan enemies as well as no seeking missiles from Revenants). I still need to make some time to try different skill settings (so far I play Hurt me plenty with default is_skill).

P.S.: The good thing is that spawning generally works. On maps as MAP02 and E1M2 I did not notice any monster being spawned outside of reachable area. Only problem so far was the MAP04 in 32in24-11 but that's pure crap anyways.

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[WIP] Re: Invasion Simulator

Post#17 by mattbratt11 » Sun Apr 23, 2017 9:44 pm

Sorry about the bump, but I have some suggestions.

1. I've been playing this wad with Custom Monsters, but only the Stock IWAD Monsters spawn. I used the Monster Resource Wad as Custom Monsters. Is it possible to have Universal Compatibility with all Custom Monsters intact?
2. Would it have compatibility with Zandronum 3.0 sometime soon?
3. How many skill levels have you completed so far out of 10?
4. Did you add the rest of IWAD Stock Monsters, Weapons, Items, etc. into the Invasion Spawners as well as newly improving skill levels and numbers of waves for each one?
5. Will it be compatible with Endless Survival, Dynamic Doom, or Complex Doom plus LCA and all the other Addons and Mods sometime soon?

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[WIP] Re: Invasion Simulator

Post#18 by stradex » Mon Apr 24, 2017 10:30 am

Looks like I have a lot of work here... great!! (I didn't forget this project, maybe this weekend I'm going to make some updates here)

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[WIP] Re: Invasion Simulator

Post#19 by mattbratt11 » Tue Apr 25, 2017 4:35 am

That's great to hear! Don't forget to translate the entire script into English, because currently, all I see in the code is Pure Spanish, for which needs translation.
Also, can you make it compatible with GZDoom 2.4.0 as well (if you have time for it)?
Anyways, keep up the great work!

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[WIP] Re: Invasion Simulator

Post#20 by stradex » Mon May 01, 2017 12:42 am

As I promised, a new version is out today, version 0.1d.

You can look at the changelog to know what's new.

I must admit that this version is barely tested, so don't surprise if in the next days I upload the 0.1d2 version hahaha

________________________

doomista wrote:New version, new feedback :)

Weapons:
I love the idea of giving the player weapons after each wave. But you definitely have to tell the player. There has to be some text in front of a screen telling "Chaingun acquired" or "Rocket Launcher acquired".

Monsters:
Spoiler (Open)
I personally would make that difficulty curve less steep in terms of types of monsters spawned in each consecutive wave. But this is Doom and community is slightly more skilled than in an average game. Thus I am really happy with the current system. Although I would prefer more demons over chaingunners, this is just my own personal opinion and I think you can leave the monster picking as it is. I have just some issues about the wave logic.

You told me that the spawning algorithm is not bug free and as a result you've added time limit to each wave and also lowered a kill limit for each wave by 5 (that means if there's N demons in a wave, you only have to kill N - 5 to progress). That sounds reasonable, for most of the time. But when I am in the last wave and two Cyberdemons spawn then it's no longer fine, because nothing is pushing me to kill those bastards (unless they block the exit). I can just dodge them until I kill everything else and then I can exit the level. Also, when spawning really breaks (32in24-11, map04, fault of the trippy map designer) I waited for time limit but I got bored way before it would hit.

I suggest to rely solely on the time limit as a bug fixing mechanism. If the wave spawns N demons then N demons are really necessary to be killed in order to continue. If those demons spawn somewhere shitty, just fallback to following logic - if there's no kill in last 1 or 2 minutes, then progress to the next wave (optionally killing those lost demons from a script). This would require further testing but from a top of my head 2 minutes sounds reasonable.


Bugs:
1) Some items don't respawn automatically (E1M2 outside area with the Soulsphere. Soulsphere and armor bonuses do respawn, ammo boxes don't). Not a game breaker.
2) In Doom1, third wave consists exclusively of Lost Souls. Not sure whether it is a bug or a feature. All I can say it's not fun :D

Overall:
Wave progression is a really helpful indicator, thanks for adding it. Playing with is_givemega set to false is interesting and is more fun in cooperative where are unlimited respawns. Difficulty curve in Doom1 feels more natural and generally it's easier (due to less hitscan enemies as well as no seeking missiles from Revenants). I still need to make some time to try different skill settings (so far I play Hurt me plenty with default is_skill).

P.S.: The good thing is that spawning generally works. On maps as MAP02 and E1M2 I did not notice any monster being spawned outside of reachable area. Only problem so far was the MAP04 in 32in24-11 but that's pure crap anyways.


Thanks again for sharing your ideas!,

*) You were right about if you're in the last wave and two big monsters (ex: Cyberdemons) spawns, then it's not cool that you can't exit without kill them. So I fixed that, now you can't finnish a wave until you kill the big monsters spawned (Cyberdemon, Spidermastermind, (Other IWADS) : D'sparil, Minotaur, Inquisitor, Loremaster and Programmer)
*) I didn't modify the difficulty curve yet.
*) Now there's a hud image who tell you when you receive a weapon after a wave.

1) By now that problem still exists (I didn't fixed yet, I promise to do something in the next version)
2) The new version released (0.1d) replaces that Doom 1 third wave that consisted in only Lost Souls

_________________________

mattbratt11 wrote:Sorry about the bump, but I have some suggestions.

1. I've been playing this wad with Custom Monsters, but only the Stock IWAD Monsters spawn. I used the Monster Resource Wad as Custom Monsters. Is it possible to have Universal Compatibility with all Custom Monsters intact?
2. Would it have compatibility with Zandronum 3.0 sometime soon?
3. How many skill levels have you completed so far out of 10?
4. Did you add the rest of IWAD Stock Monsters, Weapons, Items, etc. into the Invasion Spawners as well as newly improving skill levels and numbers of waves for each one?
5. Will it be compatible with Endless Survival, Dynamic Doom, or Complex Doom plus LCA and all the other Addons and Mods sometime soon?


1) That's probably impossible, by now you can tell me what are the mods that you wanna see compatible with Invasion Simulator
2) It's not compatible? (Serious question, IDK if it's compatible or not, if ConsoleCommand still works in zandronum 3.0, then it should be compatible)
3) There're 5 skills levels (is_skill between 0 and 4) [In Doom 1 and Doom 2 you can play some "nightmare" skill levels [is_skill 5 and is_skill 6]] (In Heretic is_skill is only between 0 and 3, and in Strife are all the same yet)
4) Yes but only for Strife, Heretic and Doom 1 and Doom 2 by now (Hexen and Chex maybe in the future)
5) As I said in (1), If you want that Invasion Simulator come compatible with these mods, I can do that. (Dyamic Doom would be harder since, in fact, Invasion Simulator started as an expansion for Dynamic Doom, the project was going to be called "Dynamic Missions". Dynamic Doom have a lot of custom ACS, so it would be hard to make it compatible with Invasion Simulator, but I wanna make it compatible in the future)


I must confess that I was happy when I read "Dynamic Doom" from you, I though no-one played that mod haha. There's a new version released months ago If you didn't know. (v0.7 beta).
You can download it from here
Last edited by stradex on Mon May 01, 2017 4:16 am, edited 1 time in total.


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