Search found 227 matches

by Lord Misfit
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!

Script error, "corruptioncards-v6.2.pk3:zscript/corruptioncards/functions.zscript" line 1821:
Cannot convert from Card to GenericBuffCard: Incompatible class types
This comes up now after updating to GZDoom 4.14.0, so CCards can't currently load under it at all apparently. x.x
by Lord Misfit
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 ...
by Lord Misfit
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 ...
by Lord Misfit
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 ...
by Lord Misfit
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 ...
by Lord Misfit
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 ...
by Lord Misfit
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 ...
by Lord Misfit
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 ...
by Lord Misfit
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 ...
by Lord Misfit
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:
by Lord Misfit
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 ...
by Lord Misfit
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 ...
by Lord Misfit
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 ...
by Lord Misfit
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 ...
by Lord Misfit
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 ...

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