[v6b beta] Corruption Cards - Now testing mod support!

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[v6b beta] Corruption Cards - Now testing mod support!

Postby Cutmanmike » Tue Mar 24, 2020 2:23 pm



What it is

This is a gameplay modifier which starts each map with a choice of cards. These cards effect the gameplay in some way. The effects range from altering monster attacks, adding new rules, changing items etc. They are only slight tweaks, some more dangerous than others (see the screenshots for more effects). Every 3 maps, you are offered a permanent card. This card will be locked in for the rest of the game, meaning you will have to live with your choice until the game is over! This is intended for single runs or survival to see how long you can go on with all the stacked effects, but as with all Doom mods you're welcome to save and load.

Cards that effect particular monsters will only show up if the monsters appear in that map, meaning you won't get a card that makes Cacodemons respawn if you're on MAP01 of Doom 2. Also the cards have tiers based on how powerful (or evil) their effect is. They rank from tier 1 to 5, and you start seeing higher tier cards the more maps you complete. This is to try and balance the game out if you start on a map other than MAP01. You cannot get duplicate cards, but can get duplicate effects. For example you could get a "Imps fire shotguns" and "Imps throw Mancubus Fireballs" running at the same time, which would give some Imps shotguns and some Imps Mancubus fireballs at random.

Compatibility

GZDoom now required, now powered with ZScript. If you wish to play on Zandronum, you're stuck with version 3, sorry!

Corruption Cards is now in beta for testing with all sorts of mods! Try your favourite weapon and monster packs and see how well it does, and report back if there's any problems. The mod should be working just fine with any vanilla Doom 2, Doom 1 map packs.

Screenshots (old)

Spoiler:


Settings

There's a new Corruption Cards menu in the options. It will allow you to change how the "Custom" game type works. I recommend vanilla Doom settings when playing classic map packs with this. You can also specify a random seed to be offered the same cards every run.

Download

Corruption Cards Version 0.6b beta

Corruption Cards Version 3a (for use with Zandronum)


Changes

System changes:

  • Rewrote from scratch in ZScript (except the ui)! Should work with lots of mods now.
  • No longer compatible with Zandronum.
  • Added a Random Seed generator. You can specify a seed in the options (or ccards_seed cvar) to get offered a same set of cards.
  • Added the Custom game mode to the game selector. You can change the settings of this in the options menu.
  • Monster specific cards are now generated for the game and are not custom tailored. This means Corruption Cards can present monster specific cards from other loaded mods!
  • It is now possible to add your own custom cards, if you know a little Zscript! More info below.
  • Removed the starting deck custom option for now.

Game changes:

  • Standard mode now starts adding mystery cards every 12 levels instead of 10.
  • Hardcore mode now starts adding mystery cards every 8 levels instead of 5.
  • New card graphics by Rhys.
  • Random spawner method improved. It is faster and tries harder to find a unique spawn location. This effects the random cyberdemon, barrel and monster gang cards.
  • Spawned barrels no longer harm you after teleporting.

Card changes:

  • Removed "No Health items, but punching heals you" card. While possible to port to zscript in some way, it just wasn't a fun card to get.
  • "Monsters disguised as items" card now only effect monsters with AMBUSH to avoid breaking maps with monster teleports.
  • Monster disguises are now picked based on what items are available in the map.
  • "No armor items" card instead drains your armor rapidly instead of removing armor items from the map.
  • "Monsters explode violently" can now stack.
  • "You may not exceed X health" is now "Your bonus health drains away over time".
  • "Reset your inventory back to Pistol only" is now "Start with your base inventory".
  • "Monster Respawns" card now respawns a monster between 15 and 30 seconds.

V4B
  • Added 2 new cards I forgot to push onto the cards list!
  • Added a glowing effect to the permanent card choice.
  • Cards will no longer be generated for actors inherited by monsters (such as Zombieman corpses) and monsters flagged as FRIENDLY.
  • Reduced the damage of toxic corpses (1-4 instead of 4-8).
  • Adjusted X Monster Respawns card tier (+2).
  • Improved spawning for Monster Gangs, Random Cyberdemon etc.
  • God Monsters can no longer be targeted by other monsters.
  • Fixed a reflective monsters crash.
  • Fixed a 16th kill card crash and improved the monster spawning.
  • Made barrel spawning staggered to improve the framerate on map start. Also reduced the max barrel count (ignores stacking).
  • Dodging monsters now ignore damage and afterimages copy any colours (translations) they had.
  • Improved Inventory Reset card. It now takes away any weapons, invbar items, armor and backpacks and gives you your class base items.
  • DEHACKED monsters are no longer replaced, and should function properly. However, extreme DEHACKED modifications will still have issues elsewhere (i.e D4V has a lot of problems).
  • The game now laughs at you if you pick a high tier mystery card.

V5A
  • Fixed another crash with the 16th kills card.
  • Fixed a crash with the Monster Disguise card.
  • Fixed monster gang permenant cards not working after the first map they were chosen.
  • Fixed "remove half the items" not actually removing half the items.
  • Fixed "remove half the items" removing custom Key replacements.
  • Fixed the earthquake permenant card only triggering once.
  • Fixed vanilla monsters having the incorrect wing colour.
  • Commander Keen no longer gets cards.
  • Adjusted hud ids to avoid conflicts with other mods calling hudmessage at the start of the game.
  • Added new Demon and Spectre attack cards (vanilla only).
  • Generated monster cards now effect all monsters of that species (custom monsters only).


V6A
  • Fixed a eventhandler crash on startup wtih certain mods (i.e embers of armageddon).
  • Fixed yet another crash with 16th kills card (check your null pointers, kids!).
  • Fixed 16th kills card occasionally spawning more than one monster at once.
  • Added new effects for the 16th kills card.
  • Fixed monsters buffs losing their effect when resurrected.
  • Improved Boss/Gang spawns a bit more.
  • Changed freezing the players at the start of game to be more reliable.
  • Changed card generation changed to not offer card types already chosen with the same monster species.
  • Permanent Partial Invisibility effects monsters aim but doesn't make you or your hud translucent.
  • Repsawning monsters no longer effect all its species.
  • Respawning monsters card is now always tier 5.
  • Respawning monsters time to respawn now scales with monster health.
  • Respawned monsters no longer count towards the kill count.
  • Slighly reduced the base damage of Corpse Explosions.
  • Wounded monsters damage buff changed: Damage now scales the more damaged the monster is, up to 200% damage.
  • Added new effect to the wounded monster damage buff.
  • Earthquakes no longer effect Keys.
  • Spawned barrels now disappear when telefragged (You still also get protection from these barrels after teleporting).
  • Added 6 new cards, and 7 new vanilla monster altering cards!

Todo:
  • Multiplayer. I have no idea how it will work currently (it probably won't).
  • Try to make the generator favour non-monster cards if there's too many monster cards.

Recommended Mapsets

Here I'll be listing map sets I or others have played with this mod that have suitable maps for this kind of gameplay. Doom and Doom2 maps will work just fine, but for those looking for a different challenge:

Doom 404 - Bite sized Doom 2 themed maps that are perfect for survival multiplayer, as the maps are all relatively short (but brutal!)
Doom2 the way id did - From start to finish ramps up the difficulty nicely and has better monster placement than vanilla Doom2 imo.
Last edited by Cutmanmike on Sat Aug 29, 2020 5:06 pm, edited 12 times in total.
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Re: Corruption Cards - Vanilla Doom, but with twists you cho

Postby NightFright » Tue Mar 24, 2020 3:59 pm

The idea is interesting. However, if you make the game more difficult, it could add to the thrill if you can also occasionally gain a bonus at the same time. As some kind of compensation or prize, if you will. Maybe the chance for getting such a bonus could increase when choosing a more difficult card or when gambling by picking the "hidden" one.
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Re: Corruption Cards - Vanilla Doom, but with twists you cho

Postby IvanDobrovski » Tue Mar 24, 2020 9:34 pm

NightFright wrote:The idea is interesting. However, if you make the game more difficult, it could add to the thrill if you can also occasionally gain a bonus at the same time. As some kind of compensation or prize, if you will. Maybe the chance for getting such a bonus could increase when choosing a more difficult card or when gambling by picking the "hidden" one.


This would be quite good. Imagine getting a positive and negative effect for each card. That'd be quite cool as you'd have to juggle them both.
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Re: Corruption Cards - Vanilla Doom, but with twists you cho

Postby Yebudoom » Wed Mar 25, 2020 5:13 am

This seems really interesting. Looking forward to trying it out.

A couple of questions/requests:
1. Are the player's weapons affected? If not, would it be possible to play this with weapon mods that don't touch anything but weapons?
2. How many cards are there in the mod at the moment?
3. You said you had to replace or tweak every monster in Doom 2 for the mod to work. Would you be willing to use custom skins for monster types that are affected by the cards? So, for instance, when the cards make Imps fire Mancubus fireballs, the Imps would have a custom appearance from, say, Realm 667. You know, for variety's sake.

I'm a sucker for monster variety, please don't hold that against me.

Oh, and I second the positive bonuses idea.

Keep up the good work, cheers.
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Re: Corruption Cards - Vanilla Doom, but with twists you cho

Postby Starman the Blaziken » Wed Mar 25, 2020 10:43 am

Honestly though, I would like to see this mod work for non-vanilla mods some day. It will be very fun to play with a lot other mods that I do like to play with randomizers at times. :)
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Re: Corruption Cards - Vanilla Doom, but with twists you cho

Postby Starman the Blaziken » Wed Mar 25, 2020 12:18 pm

Oh, and might you be thinking of adding more cards for the player to choose from in the future? Maybe some funny ones, some more good and bads, and maybe some useful stuff too just like the starting power ups as well?
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Re: Corruption Cards - Vanilla Doom, but with twists you cho

Postby Sgt. Shivers » Wed Mar 25, 2020 3:41 pm

I really like this mod, the idea is simple but really spices up gameplay! I'm looking forwards to seeing where you go with it.
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Re: Corruption Cards - Vanilla Doom, but with twists you cho

Postby PatCatz2004 » Wed Mar 25, 2020 6:16 pm

does it mean I can load up any monster pack or weapon mod liek Final Doomer?
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Re: Corruption Cards - Vanilla Doom, but with twists you cho

Postby quad01man » Thu Mar 26, 2020 5:55 pm

This is amazing! Iv'e been playing this on zandronum with 2 friends and this is a great mod to use on survival! Please keep up the awesome work, we need more zandro. compatible mods like this. I really look forward to what gets added.
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Re: Corruption Cards - Vanilla Doom, but with twists you cho

Postby Zenon » Thu Mar 26, 2020 9:53 pm

GZDoom doesn't support execution of console commands from scripts

o.o
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Re: Corruption Cards - Vanilla Doom, but with twists you cho

Postby stainedofmind » Fri Mar 27, 2020 7:11 am

Gave this a whirl and I'm looking forward to giving it a full play through. Took a shot at getting it to run in GZDoom (or LZDoom more specifically since I have a potato), but it would require a bit of work from what i can tell. Definitely going to give it a shot porting it though, cause theres just too many mods i miss that dont run in zandro.
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Re: Corruption Cards - Vanilla Doom, but with twists you cho

Postby Cutmanmike » Fri Mar 27, 2020 8:57 am

Zenon wrote:GZDoom doesn't support execution of console commands from scripts

o.o



This is this line:
Code: Select allExpand view
ConsoleCommand("compat_clientssendfullbuttoninfo 1");


Which is to help server hosts (Zandronum only) enable this flag, as missing it breaks the card selection choice. In GZDoom it just prints that warning apparently.

Yebudoom wrote:A couple of questions/requests:
1. Are the player's weapons affected? If not, would it be possible to play this with weapon mods that don't touch anything but weapons?
2. How many cards are there in the mod at the moment?
3. You said you had to replace or tweak every monster in Doom 2 for the mod to work. Would you be willing to use custom skins for monster types that are affected by the cards? So, for instance, when the cards make Imps fire Mancubus fireballs, the Imps would have a custom appearance from, say, Realm 667. You know, for variety's sake.


1 and 3. Not unless someone makes a version of this in ZScript, as every monster/item/projectile needs to call a script to be included in the card system. AFAIK there's no viable way to do that without zscript (in Zandronum, which I wanted to focus on). Anyone is welcome to give it a go though!
2. 98 at the moment. There were a couple more but I had to disable them as Zandronum didn't play nice with them, or they weren't balanced.

NightFright wrote:The idea is interesting. However, if you make the game more difficult, it could add to the thrill if you can also occasionally gain a bonus at the same time. As some kind of compensation or prize, if you will. Maybe the chance for getting such a bonus could increase when choosing a more difficult card or when gambling by picking the "hidden" one.


I tried to come up with balanced cards, that always have an upside but in practice I couldn't come up with many that didn't feel forced (i.e double imps but you get double ammo). Some of them kind of are, for example giving Zombie Men plasma bolts might be better than having them all have their usual hitscan weapons on certain maps. I liked the idea of eventually the game getting so difficult it was unbeatable, and seeing how far you could go. Also I'm a fan of forcing players (including myself) into "would you rather lose your foot or your arm?" situations. :wink: Again though, anyone is welcome to use this as a base and make their own as I'm mostly focusing on other projects right now, but just had to get this idea out in the open.
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Re: Corruption Cards - Vanilla Doom, but with twists you cho

Postby Starman the Blaziken » Fri Mar 27, 2020 2:58 pm

Fun idea :3
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Re: Corruption Cards - Vanilla Doom, but with twists you cho

Postby Quake161 » Fri Mar 27, 2020 9:01 pm

So I've completed MOC Overkill and Hell Revealed with this mod. For the love of god, keep up the awesome work.
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Re: Corruption Cards - Vanilla Doom, but with twists you cho

Postby Tormentor667 » Sat Mar 28, 2020 3:09 am

Just tried it Cutty, and I really like the concept. This is totally fun to play and gives the whole game a completely new dynamic. Gonna play around with it during my quarantine, I have so much time atm, it's a good thing to see that the community is running :)
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