This comes up now after updating to GZDoom 4.14.0, so CCards can't currently load under it at all apparently. x.xScript error, "corruptioncards-v6.2.pk3:zscript/corruptioncards/functions.zscript" line 1821:
Cannot convert from Card to GenericBuffCard: Incompatible class types
Search found 227 matches
- Tue Dec 17, 2024 8:45 pm
- Forum: Gameplay Mods
- Topic: [6.3b] Corruption Cards - 200+ cards! New Collector mode!
- Replies: 1191
- Views: 472681
Re: [6.2] Corruption Cards - 200+ cards! New Collector mode!
- Thu Nov 28, 2024 5:34 am
- Forum: Bugs [GZDoom]
- Topic: [since 4.14pre-106] Music replacements in PK3s/Folders don't load correctly vs in Wads (also can't upload a test file)
- Replies: 2
- Views: 1911
Re: [since 4.14pre-106] Music replacements in PK3s/Folders don't load correctly vs in Wads
https://drive.google.com/file/d/10sV6Tq_zBmVCCzK4StTUxPkHFs2nSZnG/view?usp=sharing - assuming this [as in my trying to share the file] works correctly, all you should need to do to test this is to load each file in Doom 1 mode to the titlescreen in seperate sessions. The files each have an SNES SPC ...
- Wed Nov 27, 2024 11:09 pm
- Forum: Bugs [GZDoom]
- Topic: [since 4.14pre-106] Music replacements in PK3s/Folders don't load correctly vs in Wads (also can't upload a test file)
- Replies: 2
- Views: 1911
[since 4.14pre-106] Music replacements in PK3s/Folders don't load correctly vs in Wads (also can't upload a test file)
So for whatever reason, at the very least, music file replacements don't seem to be loaded over top the defaults if you're using a PK3/Folder [using the 'music' subfolder] vs WAD files. This started since gzdoom-x64-g4.14pre-106-g5576e6667 and looking over the versions since gzdoom-x64-g4.14pre-96 ...
- Tue Sep 24, 2024 6:29 pm
- Forum: Gameplay Mods
- Topic: Bullet Time X [v1.3.1] (Slow Motion Mod)
- Replies: 60
- Views: 28376
Re: Bullet Time X [v1.3.1] (Slow Motion Mod)
I know it's been some months since the last update, but I wanted to specifically ask a question about this mod related to the effect on sector movement and such like that. While I know this mod's mechanic allows SLOWING down sector movement/etc on its own, I'm not sure if it can also allow straight ...
- Tue Aug 06, 2024 8:40 pm
- Forum: Gameplay Mods
- Topic: [6.3b] Corruption Cards - 200+ cards! New Collector mode!
- Replies: 1191
- Views: 472681
Re: [6.1b] Corruption Cards - 200+ cards! New Collector mode!
Found another issue with a tweak for it on my end regarding the Ancient One's chase state. One of my mods has an ability that will trick a foe with you as their target into briefly redirecting its target to a "decoy" actor left behind by the ability in question, but it also briefly unsets the foe's ...
- Sun Apr 21, 2024 9:23 pm
- Forum: Feature Suggestions [GZDoom]
- Topic: Reallowing the start up log to be viewable during load-up? [4.12+]
- Replies: 12
- Views: 2736
Reallowing the start up log to be viewable during load-up? [4.12+]
With 4.12.0+ being out now I noticed immediately with the new UI loadup that there's no means to see the log readout during engine loadup, meaning you have to either get an error for it to stop and suddenly show the log, or wait for load up to look through the console (and if something is happening ...
- Sat Aug 19, 2023 10:57 am
- Forum: Gameplay Mods
- Topic: [6.3b] Corruption Cards - 200+ cards! New Collector mode!
- Replies: 1191
- Views: 472681
Re: [5.0] Corruption Cards - 200+ Gameplay warping cards!
the "one monster is cursed, it must be killed 9 times card" is bugged since on one level there were THREE different monsters that I had to kill those 9 times I'm not sure if you can redo this or you have a savegame on that level, but there is a card that basically transfers a curse from a slain foe ...
- Fri Jun 09, 2023 11:11 am
- Forum: Feature Suggestions [GZDoom]
- Topic: Detecting 0 damage hits with vanilla monsters?
- Replies: 1
- Views: 1269
Detecting 0 damage hits with vanilla monsters?
So I've been off and on working on a sort of combatlog minimod. I've gotten it to use the WorldThingDamaged and WorldThingRevived events to detect and print out logs for damage received and resurrections by Archvile, but I've not been able to add it where if a vanilla monster takes no damage that it ...
- Sun Jul 10, 2022 5:17 pm
- Forum: Gameplay Mods
- Topic: [6.3b] Corruption Cards - 200+ cards! New Collector mode!
- Replies: 1191
- Views: 472681
Re: [3.5a] Corruption Cards - Choose cards that alter your g
So I've found a really interesting issue concerning Borrowed Time when using CC with one of my RPG mods. I wasn't getting kill credit, nor anything else associated with kill credit. The EXP/Drops are handled with "WorldEventDied", which doesn't have a natural "source" pointer, and until just now I ...
- Sun Jun 12, 2022 10:13 am
- Forum: Feature Suggestions [GZDoom]
- Topic: Floating point intensities for quakes
- Replies: 7
- Views: 931
Re: Floating point intensities for quakes
Seconding this if its possible. I also admit it feels a bit weird that double/floating-points aren't a thing since a lot of people might think of the Richter scale for quake intensities, even if it's not a RL thing in the engine and they don't scale the same way. V:
- Wed Jun 08, 2022 7:12 am
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Reintergrate console text scaling into 4.8.0+?
- Replies: 6
- Views: 1060
Re: Reintergrate console text scaling into 4.8.0+?
I mean for me personally, to answer as well as I can, I have "Change the size of text, apps, and other items" upped to 150% in Windows 10 over here as the default, at least 125% zoom in or more on Chrome and my browsers. I'm sure there's auto-scaling of some kind in most programs of course, but a ...
- Tue Jun 07, 2022 9:39 am
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Reintergrate console text scaling into 4.8.0+?
- Replies: 6
- Views: 1060
Reintergrate console text scaling into 4.8.0+?
While I'm happy for GZDoom 4.8.0's release, one very recent thing that was removed, apparently due to backporting scaling code from Raze was the console text scaling. To be frank, I was using a fairly more scaled up text size [and because my mods have combat-logging, I actually do end up opening the ...
- Sun Jun 05, 2022 9:52 pm
- Forum: Closed Bugs [GZDoom]
- Topic: Translation 'Ice' not working. [recent but unknown SVN]
- Replies: 2
- Views: 337
Translation 'Ice' not working. [recent but unknown SVN]
So as said above, the 'Ice' translation for monsters/actors [and potentially more translations] seem to be broken. I have a quick test wad below. Load up Doom or Doom 2 and kill enemies with any weapon that uses bulletpuffs. The file changes them to deal Ice damage. The monsters palette/translation ...
- Sun Jun 05, 2022 9:31 pm
- Forum: Gameplay Mods
- Topic: [RELEASE] DN3DooM - update v.1.08c
- Replies: 350
- Views: 98322
Re: [RELEASE] DN3DooM - update v.1.07
Edit: I tried the devbuild and there's indeed a problems, seems like it's not recognizing its own internal translation "Ice". I hope the devs notice it. This feels like something that should be reported in the Bugs forum, considering I've been noticing this happening as well on an entirely ...
- Sat Jan 22, 2022 2:52 pm
- Forum: Gameplay Mods
- Topic: [Universal] Inventory Keeper : Usefuler Edition [Up. 2/7/20]
- Replies: 35
- Views: 19257
Re: [Universal] Inventory Keeper : Usefuler Edition [Up. 2/7
So, I found a critical issue via debugging that involves loading a save game after dying and then exiting causing the "resurrect" checks to occur on exit, even though you reloaded the game after dying. It seems like your checks, or something else, isn't unsetting the fact the player died previously ...