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Re: [v1.1a] Eriguns 1&2

PostPosted: Thu Sep 07, 2017 9:21 am
by Xaser
Thanks for the details -- I'm not sure what to make of this, though. I've never seen any of those HUD or spawn issues. Would you mind posting which engine version you're using ([g/q]zdoom/zandronum and version number) and double-check to see if you have any wads autoloaded? Eriguns2 does some ugly stuff in SBARINFO that's eventually gonna get nixed in a future version (lump filtering didn't exist back when the mod was made), but I haven't seen any shenanigans of this scale yet. I'm wondering if some other wad is stomping the SBARINFO defs and mucking with the spawns.

I'll take a closer look at the Irebolt when I get time (can't debug presently; not at home), but I'm not sure what is going on there either. Somewhat amusingly, this is going to be moot-of-sorts since I'm currently in the process of converting the whole thing to ZScript (naturally; I'm a glutton for punishment), but I'd like the DECORATE/ACS release to be unbroken too for Zandronum's sake.

BTW, I've started up a GitHub Repo for the mod now, since I've gotten into the habit of doing that for whatever reason. :P

Thanks for the interest in the mod and the reports and things! Good to see this one alive again.

Re: [v1.1a] Eriguns 1&2

PostPosted: Thu Sep 07, 2017 10:31 am
by NotSoHazy
NotSoHazy wrote:Irebolt secondary fire doesn't work in some wads (found it in Valhalla and Zaero). It types error report "ACS: I DON'T KNOW WHAT *specific for wad text* IS."
https://imgur.com/a/0fsq6

Tried it with gzdoom 2.2.0/2.3.2/2.4.0/3.0, same error every time.

Re: [v1.1a] Eriguns 1&2

PostPosted: Thu Sep 07, 2017 10:57 am
by Gideon020
Xaser wrote:Thanks for the details -- I'm not sure what to make of this, though. I've never seen any of those HUD or spawn issues. Would you mind posting which engine version you're using ([g/q]zdoom/zandronum and version number) and double-check to see if you have any wads autoloaded? Eriguns2 does some ugly stuff in SBARINFO that's eventually gonna get nixed in a future version (lump filtering didn't exist back when the mod was made), but I haven't seen any shenanigans of this scale yet. I'm wondering if some other wad is stomping the SBARINFO defs and mucking with the spawns.

I'll take a closer look at the Irebolt when I get time (can't debug presently; not at home), but I'm not sure what is going on there either. Somewhat amusingly, this is going to be moot-of-sorts since I'm currently in the process of converting the whole thing to ZScript (naturally; I'm a glutton for punishment), but I'd like the DECORATE/ACS release to be unbroken too for Zandronum's sake.

BTW, I've started up a GitHub Repo for the mod now, since I've gotten into the habit of doing that for whatever reason. :P

Thanks for the interest in the mod and the reports and things! Good to see this one alive again.


I use ZDL so I don't have to screw around with command bar stuff, so I never have any auto-loaded wads/pk3s and have confirmed with a brief check, but at this point in time I'm running GZDoom Dev Build g3.2pre-500 with the OpenAL.dll file replaced with the one from the GZDoom v3.1.0 Stable Build to avoid sound issues that have popped up recently.

To further provide clarity, only Dynamic Lights and Brightmaps.pk3 were in use, and while I had the DoomONE Music and Pistol Zombie pk3s loaded, there was nothing else loaded for Heretic and Hexen.

Re: [v1.1a] Eriguns 1&2

PostPosted: Thu Sep 07, 2017 11:01 am
by Xaser
Does the same happen in the latest official GZDoom release? I'll check the devbuilds when I have time to see if it's something to do with that.

NotSoHazy wrote:
NotSoHazy wrote:Irebolt secondary fire doesn't work in some wads (found it in Valhalla and Zaero). It types error report "ACS: I DON'T KNOW WHAT *specific for wad text* IS."
https://imgur.com/a/0fsq6

Tried it with gzdoom 2.2.0/2.3.2/2.4.0/3.0, same error every time.


Oh, heh, should've clarified -- I'm certain that one's broke. It was the HUD/replacement stuff I'm wondering about.

That particular type of error is caused by a conflict in the ACS string table -- basically it's supposed to give the player an "IreboltDetonator", but for some reason when it tries to fetch that string from the table, it returns a different string, resulting in the script trying to give the player a "Welcome to Zaero, Marine". :P

Trouble is, I don't know what's causing it from looking at the code -- generally this happens if a LOADACS script isn't declared as a library... which it is. There's some sort of non-obvious shenaniganery going on here.

Re: [v1.1a] Eriguns 1&2

PostPosted: Thu Sep 07, 2017 12:02 pm
by NotSoHazy
Xaser wrote:Does the same happen in the latest official GZDoom release?

Yep it is

Re: [v1.1a] Eriguns 1&2

PostPosted: Thu Sep 07, 2017 12:12 pm
by Xaser
NotSoHazy wrote:
Xaser wrote:Does the same happen in the latest official GZDoom release?

Yep it is

Are you seeing the same HUD/Spawning issues as Gideon? Or do you mean the Irebolt altfire?

Re: [v1.1a] Eriguns 1&2

PostPosted: Thu Sep 07, 2017 12:48 pm
by NotSoHazy
Xaser wrote:Are you seeing the same HUD/Spawning issues as Gideon? Or do you mean the Irebolt altfire?

Both

Re: [v1.1a] Eriguns 1&2

PostPosted: Thu Sep 07, 2017 2:43 pm
by Xaser
Thanks for the clarification -- every bit helps. :D

Still spitballing since I'm away from proper-dev-machine and haven't gotten back just yet, but I actually kinda wonder if the two bugs are secretly the same thing. If the ACS scripts are acting up for the Irebolt, that might mean the game detection script isn't working either, which would totally throw off the SBARINFO definition and cause stuff to mysteriously vanish. It would explain the symptoms at least.

On the less-fun side, Zandronum 3.0 isn't yet caught up to the version that adds lump filtering (though it did just get released today; woohoo!), so refactoring it is out of the question for the pre-zscript branch. Fingers crossed on the ACS script being the root culprit... assuming I can friggin' figure it out. :P

Re: [v1.1.2] Eriguns - Now Actually Up to Date!

PostPosted: Thu Sep 07, 2017 3:27 pm
by Xaser
ultimate welp

So, I've figured out the trouble. Turns out I fixed both these bugs... years ago. And then didn't upload a new version because I'm a grade-A dummy.

Short version: Here's a new version with the bugs pre-fixed! Huzzah!

Thanks to the both of you for putting up with me being a dunce these last few pages, and to Wildweasel for putting up with me being a similar derp on Discord. :P

Re: Re: [v1.1.2] Eriguns - Now Actually Up to Date!

PostPosted: Thu Sep 07, 2017 5:23 pm
by NotSoHazy
Nice dude, it's works just fine now
The only thing i dreaming about now is compatibility with Smooth Doom monsters only version. At this moment mod isn't compatible with any monster modification cus of one specific death animation when you killing monster with Soulcaster.
With any monster modification Soulcaster doesn't killing monsters in the right way and works just like regular railgun without these white soul explosions from the killed monsters. Tried it with Smooth Doom, Colourful Hell and DoomKrakken's Monster Randomizer on different versions of GZDoom.

Re: Re: [v1.1.2] Eriguns - Now Actually Up to Date!

PostPosted: Thu Sep 07, 2017 5:34 pm
by Xaser
Ousting the monster definitions from the wad is totally possible once the conversion to ZScript is done, since I can use an event handler to handle the soul explosions. After that, it ought to work flawlessly with custom enemies. [WFZS] Magic. :P

Re: Re: [v1.1.2] Eriguns - Now Actually Up to Date!

PostPosted: Thu Sep 07, 2017 10:56 pm
by Gideon020
Just checked. Everything works fine.

Re: Re: [v1.1.2] Eriguns - Now Actually Up to Date!

PostPosted: Sun Sep 24, 2017 2:42 am
by Xaser
Well, it's about time this happened:

Image

Behold, the power of overlays and proper scripting!

Re: [v1.1.2] Eriguns - Now Actually Up to Date!

PostPosted: Sun Sep 24, 2017 3:44 am
by Captain J
Good to see this mod and SMG's bullet counter! It was such a wonder when i saw this feature for the first time. And i bet this Damage counting numbers are quite neat thing to have, too.

Re: Re: [v1.1.2] Eriguns - Now Actually Up to Date!

PostPosted: Sun Sep 24, 2017 4:02 am
by Outtagum
Is it geeky that I've just sat and watched that animation for 3 whole minutes?

Looking forward to playing with this mofo. :)