FragTrak Four! More Final Doomer compatibility!

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Tapwave
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Re: FragTrak Four! Legendoom Compatibility!

Post by Tapwave »

Fragtrak has been updated to version 4.3, which fixes some compatibility issues with the newest version of Legendoom.


The Plasmatic effect now counts for the gun it is attributed to, not the plasmagun.
Goldeneye, Group Therapy, Freezing, now work properly.

Keep in mind that Legendoom has not been fully stress-tested with Fragtrak, if an effect breaks the counters, please take a screenshot of the error message in your console, and post it here, thanks!
MrPyrite
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Re: FragTrak Four! Legendoom Compatibility!

Post by MrPyrite »

So TF2's Strange weapon system for Doom?
.....
Where's my wallet? I need to throw all my money in your face!
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Tapwave
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Re: FragTrak Four! Legendoom Compatibility!

Post by Tapwave »

MrPyrite wrote:So TF2's Strange weapon system for Doom?
.....
Coupled with CSGO's StatTrak device, CoD style prestige medals, and a BF-style xp ladder, yup yup.

No unusuals or anything quite yet.
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Tapwave
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Re: FragTrak Four! Final Doomer compatibility!

Post by Tapwave »

Hey guess what is compatible with Final Doo-


I dunno, do you?

That's right, Final Doomer is now COMPATIBLE with Fragtrak! Remember to load Fragtrak last as always.
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m8f
 
 
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Re: FragTrak Four! Final Doomer compatibility!

Post by m8f »

Glad to see that FragTrak lives and expands! Keep it up!
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Tapwave
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Re: FragTrak Four! Final Doomer compatibility!

Post by Tapwave »

Fragtrak has been updated to version 4.6. This fixes a bug where sealing enemies with the ofuda caster would return an error and not credit kills.
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Tapwave
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Re: FragTrak Four! Final Doomer compatibility!

Post by Tapwave »

Quick fix, JPCP burst needler in Final Doom errored out if you killed with needles while another weapon was out.
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Mere_Duke
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Re: FragTrak Four! Final Doomer compatibility!

Post by Mere_Duke »

Hello! Latest version of FragTrak (4.75 tbh) has something strange in code.
In EventHandlers.txt there are such strings:

Code: Select all

else if ... (Killer.IndexOf("burstneedle") = -1) ... // Killed by SG?

Code: Select all

else if ... (Killer.IndexOf("burstneedle") = -1) ... // Killed by SSG?
Is this assignment intentional or you have just forgotten an '!' or '='?
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mutator
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Re: FragTrak Four! Final Doomer compatibility!

Post by mutator »

It looks nice but what's the point of leveling up if you won't really get any damage increase for weapons? it seems like just the monsters that become stronger but weaker weapons..I like the idea of it making monsters harder though
Someone64
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Re: FragTrak Four! Final Doomer compatibility!

Post by Someone64 »

Where does it say that monsters get stronger? It only says you get more xp for killing stronger enemies. This mod doesn't change gameplay AT ALL but adds stuff to track your kills for you.
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bisousbisous
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Re: FragTrak Four! Final Doomer compatibility!

Post by bisousbisous »

Script error, "fragtrak.pk3:zscript/eventhandlers.txt" line 687:
Expression must be a modifiable value

Execution could not continue.

1 errors while parsing DECORATE scripts

pls helap, have nothing else loaded, GZDOOM 3.5
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Tapwave
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Re: FragTrak Four! Final Doomer compatibility!

Post by Tapwave »

bisousbisous wrote:Script error, "fragtrak.pk3:zscript/eventhandlers.txt" line 687:
Expression must be a modifiable value

Execution could not continue.

1 errors while parsing DECORATE scripts

pls helap, have nothing else loaded, GZDOOM 3.5
Fixed! Turns out I had two typoes in the code. It should work now. Just download from the same link as usual.

@Mutator
Enemies do not get stronger, I meant that the XP base value is higher for stronger monsters, i.e a cacodemon gives more xp than an imp.
Xp is based on monster/weapon base value * skill multiplier. You get a lot more XP playing on UV and N!, and killing enemies in challenging ways. For example, the chainsaw gives less xp when killing cacos, but more when killing Revenants.

The fist gives a LOT of xp, especially when you have berserk.
Mere_Duke wrote:Hello! Latest version of FragTrak (4.75 tbh) has something strange in code.
In EventHandlers.txt there are such strings:

Code: Select all

else if ... (Killer.IndexOf("burstneedle") = -1) ... // Killed by SG?

Code: Select all

else if ... (Killer.IndexOf("burstneedle") = -1) ... // Killed by SSG?
Is this assignment intentional or you have just forgotten an '!' or '='?
It was the bug I just patched, and was unintentional! I was trying to fix several bugs at once and decided to ignore one (because the conditions for triggering it are so ridiculous it hardly matters, and the consequences are very minor), but I had to cancel out large swathes of checks and probably ended up forgetting the bang for these.
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Tapwave
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Re: FragTrak Four! Final Doomer compatibility!

Post by Tapwave »

A quick update, I've noticed that some people are getting issues where the game instantly has a VM execution abort due to an array and a -1 value.
This should only happen if you've been using an old version of fragtrak. If this happens, open your gzdoom ini file and delete all entries from "ChainsawRank = 0" to "BFGRank = 0". This should correct the issue.
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Dr_Cosmobyte
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Re: FragTrak Four! Final Doomer compatibility!

Post by Dr_Cosmobyte »

I haven't downloaded Fragtrak yet (and i feel i should be doing this now), but, are those achievments and rankings controlled by ACS or the weapons theirselves?
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Tapwave
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Re: FragTrak Four! Final Doomer compatibility!

Post by Tapwave »

GAA1992 wrote:I haven't downloaded Fragtrak yet (and i feel i should be doing this now), but, are those achievments and rankings controlled by ACS or the weapons theirselves?
All of the xp, kill counters and ranks are saved in configuration as CVARs. It relies on an event handler to detect kills being made, and the rest of the processing is ACS.
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