FragTrak Four! More Final Doomer compatibility!

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Re: FragTrak Four! Final Doomer compatibility!

Postby Dr_Cosmobyte » Sat Aug 25, 2018 8:08 am

Cool! Then only a custom HUD is needed of my part.

Well, i was ripping through some PSX stuff, and i managed to rip these ranking medals from Ace Combat 2. I am not telling you to change yours, but feel free to use it as you like if it looks useful to you. ;)

Image

As always, i am going to post this at the Spriting Carnival too.
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Re: FragTrak Four! Final Doomer compatibility!

Postby Tapwave » Sat Aug 25, 2018 8:22 am

Those are a bit oddly squished, sadly, looks like their aspect ratio didn't translate properly.

I have a resource of military decorations on wikipedia I can use for medals, but I'm all for using stuff designed by the community, could use medals for the total rank, or for the genocide rank, if you're interested.
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Re: FragTrak Four! Final Doomer compatibility!

Postby Mackery » Thu Oct 11, 2018 12:16 pm

I am having some trouble running this with Final Doomer+ since I try running FragTrak last in my load order

VM Execution Aborted: Array Access Out Of Bounds. Negative Current Index = -1
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Re: FragTrak Four! Final Doomer compatibility!

Postby Tapwave » Fri Oct 12, 2018 3:14 am

Mackery wrote:I am having some trouble running this with Final Doomer+ since I try running FragTrak last in my load order

VM Execution Aborted: Array Access Out Of Bounds. Negative Current Index = -1



This was fixed after a discussion on discord, but let me reiterate this for new users: This crash should only happen if you've used an old version of Fragtrak before.
To fix it, open your configuration file, it should be in your GZDoom's folder. Press CTRL + F to open the search function, and look for "fistrank". You should find a rank variable for each weapon. If any of them is set to 0, set it to 1. It should fix the issue.
I'll eventually patch Fragtrak to error out if one of these variables is detected to be 0, and then fix it.
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Re: FragTrak Four! Final Doomer compatibility!

Postby SwiftFunk » Thu Jan 31, 2019 5:07 pm

Would it be possible to make compatibility patches of my own so that other weapon packs can work with this? Just a question.
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Re: FragTrak Four! Final Doomer compatibility!

Postby Tapwave » Sun Apr 21, 2019 3:00 am

SwiftFunk wrote:Would it be possible to make compatibility patches of my own so that other weapon packs can work with this? Just a question.

Absolutely! It's actually quite simple, you merely have to edit the main event handler to recognize your weapons. As long as you know what weapon you want to be considered as the pistol, shotgun, etc, it's quite easy.
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Re: FragTrak Four! More Final Doomer compatibility!

Postby Tapwave » Sat Aug 31, 2019 3:59 am

Fragtrak has been updated with compatibility with new Final Doomer weaponsets!

As a note: Whitemare fire DOTs and the firecoat count for the chainsaw.
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Re: FragTrak Four! More Final Doomer compatibility!

Postby Alptraum » Sat Aug 31, 2019 6:59 am

It's nice to get statistics about our kills ^^
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Re: FragTrak Four! More Final Doomer compatibility!

Postby Tapwave » Fri Sep 13, 2019 12:37 pm

A tiny hotfix has been released that corrects a bad filter for the Ofuda Caster, JPCPguy's plasma rifle, which made kills not count when openGL projectiles were turned on.
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Re: FragTrak Four! More Final Doomer compatibility!

Postby Tapwave » Tue Sep 17, 2019 11:42 am

Disregard last, I suck dicks
The hotfix has been hotfixed, since I left a space in like a dumbass that broke the Ofuda completely. Good job, me. Have a new version title to forever immortalize my incompetence. :P
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Re: FragTrak Four! More Final Doomer compatibility!

Postby Saad356 » Thu Oct 03, 2019 5:12 am

How about adding compatibility with Slayer's Ramage by Endie?
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Re: FragTrak Four! More Final Doomer compatibility!

Postby Tapwave » Fri Oct 04, 2019 11:30 am

Wouldn't exactly work as it has more weapons than in vanilla.
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