Oh that is probably all my fault there, I just noticed that the white HK's spectres drop Rocket instead of RocketAmmo so if a mod doesnt use rockets/replaces them with something completely different, then WHOOPS4thcharacter wrote:Note: Ignore the above poster.
Also, the game crashed again on Whitemare 2 on the same map. This time it happened after killing some spectres that are summoned by the white HK's. It crashed when after they dropped some goodies. The crash made me restart my computer because I can't close GZDoom even with task manager.
EDIT: Retried it again and the crash doesn't repeat unlike the changemap+autosave problem. No crash reports, it just hanged.
Colourful Hell 1.01 fix fix tweak tweak
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
- Hege Cactus
-
- Posts: 368
- Joined: Wed Feb 19, 2014 3:23 am
Re: [WIP]Colourful Hell 0.85 on a highhorse
- Deviluke Roy
- Posts: 405
- Joined: Sat Mar 05, 2016 4:43 pm
- Location: Where's my jokebook?
Re: [WIP]Colourful Hell 0.85 on a highhorse
Well, I was playing this with Dump 2 and it was really fun! I see there's no nazi replacements (or replacements for the Evil marines, and beta skulls, but who uses them anyway), but all the others have replacement, and it was really fun. I didn't notice any bugs.
Edit, I just saw that spectres drop rockets. That's cool.
Edit, I just saw that spectres drop rockets. That's cool.
- 4thcharacter
- Posts: 1183
- Joined: Tue Jun 02, 2015 7:54 am
Re: [WIP]Colourful Hell 0.85 on a highhorse
Aww, my post got deleted. I was saying in the deleted post to keep the HK's spectre's ability to leave a live rocket when it dies for flavor's sake and makes the specters summoned by the white HK's much more Silent Hill-esque (and maybe Sims) symbolic (You can kill demons with rockets at e1m8). More importantly the crash wasn't caused by the dropped live rockets.Hege Cactus wrote:Oh that is probably all my fault there, I just noticed that the white HK's spectres drop Rocket instead of RocketAmmo so if a mod doesnt use rockets/replaces them with something completely different, then WHOOPS
- wildweasel
- Posts: 21706
- Joined: Tue Jul 15, 2003 7:33 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): A lot of them
- Graphics Processor: Not Listed
- Contact:
Re: [WIP]Colourful Hell 0.85 on a highhorse
Sorry, I was really just getting to the point where I was annihilating entire pages to get rid of the problem. I may have accidentally tagged your post for splitting.4thcharacter wrote:Aww, my post got deleted.
- Trusty McLegit
- Posts: 264
- Joined: Sun Feb 07, 2016 8:42 pm
Re: [WIP]Colourful Hell 0.85 on a highhorse
Wait, so is this fixed for future dev builds? It sounds like you're saying this will only work in stable releases. Or am I reading this wrong?Hege Cactus wrote:So the issue was resolved regarding the crash, it seemed to have to do with scripting change in the newer versions of the devbuild that caused purple mancubis secondary attack hitscan move crash cause of the skipped bulletpuff, read the bug thread for more info..
Basically, this won't occur in the stable releases that are currently out.
So if bugs like these pop out in the future, make sure you check if you're using a devbuild or stable one first.
-
- Posts: 1774
- Joined: Sat Oct 17, 2009 9:40 am
Re: [WIP]Colourful Hell 0.85 on a highhorse
I have something to report. Under rare circumstances, the ACS function ProjInt_Brute calls FixedSqrt with a negative value. This can be noticed in the console (err actually this can be seen in linux terminals, not sure about windows), which reports sometimes "_sqrt domain error".
How to reproduce:
open doom2 map06, activate god mode and notarget, go to the mastermind large area. Summon the CommonCybie and wake it up by attacking it. Use the fly command and go to the ceiling in any angle, for example the north-east one and let the cyber attack you.
How to reproduce:
open doom2 map06, activate god mode and notarget, go to the mastermind large area. Summon the CommonCybie and wake it up by attacking it. Use the fly command and go to the ceiling in any angle, for example the north-east one and let the cyber attack you.
Re: [WIP]Colourful Hell 0.85 on a highhorse
Okay yeah this game has a problem with me attacking purple mancubi sometimes
- Attachments
-
- CrashReport.zip
- (20.21 KiB) Downloaded 28 times
- Trusty McLegit
- Posts: 264
- Joined: Sun Feb 07, 2016 8:42 pm
Re: [WIP]Colourful Hell 0.85 on a highhorse
When a white or black monster is spawned, it says a thing about it at the beginning of the map, but it goes away quickly and is hard to read in time. That said it could be intrusive if you left it up much longer, so could you log the text in the console so we can read it if we chose?
Re: [WIP]Colourful Hell 0.85 on a highhorse
Agreed, good idea.
- Hege Cactus
-
- Posts: 368
- Joined: Wed Feb 19, 2014 3:23 am
Re: [WIP]Colourful Hell 0.85 on a highhorse
...I rather not, its un intentional, not really fun and can cause issues. So sorry, but no, bad idea.Aww, my post got deleted. I was saying in the deleted post to keep the HK's spectre's ability to leave a live rocket when it dies for flavor's sake and makes the specters summoned by the white HK's much more Silent Hill-esque (and maybe Sims) symbolic (You can kill demons with rockets at e1m8). More importantly the crash wasn't caused by the dropped live rockets.
I dont know, it might be? Atleast the bug report was marked with fixed.Wait, so is this fixed for future dev builds? It sounds like you're saying this will only work in stable releases. Or am I reading this wrong?
But latest stable release should work. (as in the 2.8.1 that is NOT devbuild)
Oh, I think this might have to do with the projectile intercept script by scroton,I have something to report. Under rare circumstances, the ACS function ProjInt_Brute calls FixedSqrt with a negative value. This can be noticed in the console (err actually this can be seen in linux terminals, not sure about windows), which reports sometimes "_sqrt domain error".
How to reproduce:
open doom2 map06, activate god mode and notarget, go to the mastermind large area. Summon the CommonCybie and wake it up by attacking it. Use the fly command and go to the ceiling in any angle, for example the north-east one and let the cyber attack you.
I unfortunately do not know how to fix this cause that script goes beyond my abilities
I think if it happens a lot, temporary mix could be done by toggleing the script off.
it can be toggled off with typing this to console: toggle ch_intercept
Once more, I do not know how to read these crash reports, does this happen with stable builds?Okay yeah this game has a problem with me attacking purple mancubi sometimes
Does it happen with you hurting them or mancubi trying to use their alternative attack?
If its you hurting them, then its a new bug and I recommend reporting it to the bug report forum, if its the purple mancubi shooting at you, its the same old bug as from before.
Oh! I've completely forgot to do this, this has been on my to do list for agesWhen a white or black monster is spawned, it says a thing about it at the beginning of the map, but it goes away quickly and is hard to read in time. That said it could be intrusive if you left it up much longer, so could you log the text in the console so we can read it if we chose?
Will do.
Spoiler:
Re: [WIP]Colourful Hell 0.85 on a highhorse
Oh sorry, I missed you saying you couldn't read those.
Anyway, it's not on a stable build of GZdoom, but a "Git" build. Me or something damaging the purple mancubi tends to do it.
I guess i'll also try to post a bug in the gzdoom forums, thanks.
Anyway, it's not on a stable build of GZdoom, but a "Git" build. Me or something damaging the purple mancubi tends to do it.
I guess i'll also try to post a bug in the gzdoom forums, thanks.
- Hege Cactus
-
- Posts: 368
- Joined: Wed Feb 19, 2014 3:23 am
Re: [WIP]Colourful Hell 0.86 more toggle
Version .86 is up
Has the remade shotgunner in it and now comes with toggleable options!
Just remember your load orders and so on with other mods, cause options tend to overwrite each other which is lame, luckily cvar settings seem to transfer over
Has the remade shotgunner in it and now comes with toggleable options!
Just remember your load orders and so on with other mods, cause options tend to overwrite each other which is lame, luckily cvar settings seem to transfer over
Spoiler:
- Trusty McLegit
- Posts: 264
- Joined: Sun Feb 07, 2016 8:42 pm
Re: [WIP]Colourful Hell 0.86 more toggle
I can confirm that the game crashes are fixed in the dev builds as of today
- 4thcharacter
- Posts: 1183
- Joined: Tue Jun 02, 2015 7:54 am
Re: [WIP]Colourful Hell 0.86 more toggle
There seems to be a sprite conflict with a cacodemon from one of the projectiles coming from the Black Shotgunner crew leader's bombardment strike if you look around closely. I don't know what that actor is for the moment though.
- Hege Cactus
-
- Posts: 368
- Joined: Wed Feb 19, 2014 3:23 am
Re: [WIP]Colourful Hell 0.86 more toggle
Good to know!I can confirm that the game crashes are fixed in the dev builds as of today
4thcharacter wrote:There seems to be a sprite conflict with a cacodemon from one of the projectiles coming from the Black Shotgunner crew leader's bombardment strike if you look around closely. I don't know what that actor is for the moment though.
Spoiler:
Gonna see if I can squeeze out next patch somewhere in few weeks, there will be some more fun white variants ahoy; one bit more unique one that has a more effect on other monsters and a silly summoner concept that will probably cause a little agitation as those summons will focus on doing... other sort of fun than just being extra damage dealers.
And other silly shenigans as I continue fiddling with these menu options
Hoping to get the drops options sorted out atleast