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Re: 10x Universal - Spawn Queue!

PostPosted: Tue Sep 12, 2017 11:11 pm
by dljosef
I do have an idea: have the 10x multiplier effect items as well, for when you think you really need to even the odds against the hordes. (provided you're not playing Russian Overkill anyway.)

Re: 10x Universal - Spawn Queue!

PostPosted: Thu Feb 01, 2018 11:27 am
by saegiru
So this appears to be broken on the most recent stable GZDoom 3.2.5 - it crashes on level start. I tried to troubleshoot it, but I can't figure out how to compile the ACS, it fails with ACC, GDCC-ACC, and BCC. Anyone have any ideas on how to get this working again?

Re: 10x Universal - Spawn Queue!

PostPosted: Thu Feb 08, 2018 1:10 am
by 0mrcynic0
10x Universal + Colorful Hell + LegenDoom = FUN

Re: 10x Universal - Spawn Queue!

PostPosted: Thu Feb 08, 2018 8:19 am
by saegiru
saegiru wrote:So this appears to be broken on the most recent stable GZDoom 3.2.5 - it crashes on level start. I tried to troubleshoot it, but I can't figure out how to compile the ACS, it fails with ACC, GDCC-ACC, and BCC. Anyone have any ideas on how to get this working again?


Hey, just by the way on this - it only ended up crashing on VMs that had limited memory. Found out that there is an issue with the 'spawnqueue' array value of 256. Apparently setting it to that can cause crashes on some systems. If you're having issues, if you change that value to anything lower than 256 and recompile with GDCC-ACC it should fix the issue.

Re: 10x Universal

PostPosted: Thu Feb 08, 2018 9:56 am
by SHayden
YukesVonFaust wrote:I'm prepared.
Image
Besides, What could possibly go wrong?



Jesus Christ :surprise: :surprise: :surprise:

Re: 10x Universal - Spawn Queue!

PostPosted: Thu Feb 08, 2018 10:50 am
by Beed28
One problem I have with this mod nowadays is if there's a lot of same species monsters converging ontop of one another, it causes huuuuuge slowdown (especially on maps that use the teleporting monster closets separate from the playing area). Another problem is that the monsters multiplied from monsters spawned from the BossEye actor aren't given the +BOSSSPAWNED flag, and thus aren't killed with sv_killbossmonst when the Icon of Sin dies.

Hopefully someone in the future will rewrite this to use ZScript instead of ACS.

Re: 10x Universal - Spawn Queue!

PostPosted: Mon Mar 26, 2018 5:48 pm
by CopperBoltwire
So far, works great, with the exception that i HIGHLY miss the fact i could pass through monsters.
A version , as an option for this, would be a blessing.
Only issue i got with this mod...
Normally, i used to have a semblance of a chance because i could risk a pass through, now i'm cornered and slaughtered by 200+ monsters because THEY can clip with one another, but i cannot.

Makes me almost want to use cheats of some kind...

3.2.5 - GZDoom
Works fine just fine, no issues - Need to reinstall/downgrade to this version it seems...

g3.3pre-732~~~~~ - GZDoom
I don't understand that it now crashes with "Out of bounds memory access in ACS VM"
Any way to "fix" that?
It previously worked, now it does not? what gives?

Re: 10x Universal - Spawn Queue!

PostPosted: Tue Mar 27, 2018 12:31 pm
by shadstarn
can you add or make a seperate health spawner?

Re: 10x Universal - Spawn Queue!

PostPosted: Wed Mar 28, 2018 7:51 am
by Apteral10
This PK with Metroid Dreadnaught and Sunder. Have fun (And I have played Sunder map pack through Metroid Dreadnaught mod... There have been moments where my front finger felt really painful)

Re: 10x Universal - Spawn Queue!

PostPosted: Thu Apr 12, 2018 11:30 pm
by m8f
This is a fixed version of 10xu.pk3 that will work in recent versions of GZDoom.
10xu-fixed.pk3
(3.41 KiB) Downloaded 173 times

This fix is limited: you cannot have more than 10 000 monsters.
Spoiler: dirty fix

Re: 10x Universal - Spawn Queue!

PostPosted: Mon Apr 16, 2018 7:57 am
by Keldian
Can you make version for Zandronum?

Re: 10x Universal - Spawn Queue!

PostPosted: Mon Apr 16, 2018 11:05 pm
by m8f
I think it isn't possible. The problem is in RGF_NOSIGHT flag for A_RadiusGive action function. It seems that Zandronum doesn't support it. This flag is needed for giving all monsters a particular item that adds monsters to spawn queue.
If there is another way to give an item to all monsters on a map, then Zandronum support may be possible. If you know any, please share. Or we have to wait until this flag is available in Zandronum.

Re: 10x Universal - Spawn Queue!

PostPosted: Tue Apr 17, 2018 3:22 pm
by dljosef
Would it be possible to, when monster randomizers are involved, to have a different monster of the same class be spawned in as well?

Re: 10x Universal - Spawn Queue!

PostPosted: Mon Jun 25, 2018 3:13 pm
by JadedLexi
Loading this with the Hearts of Demons: Baron WIP build(https://gitlab.com/Brohnesorge/HeartsOf ... N/tree/WIP) gives an ACS VM error. "out of bounds memory access in VM."

Re: 10x Universal - Spawn Queue!

PostPosted: Mon Jun 25, 2018 3:29 pm
by Lud
Perhaps worth noting that I've previously encountered the same issue when using both Colourful Hell and That's What I Call MIDI (only if latter is loaded last). Back then I traced the error to somewhere inside commonFuncs.h. That's as much as I know on the matter. Couldn't pinpoint the precise source of the issue.