[v2.2] CHAMPIONS - Multicoloured Death Awaits!

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Re: [v2.2] CHAMPIONS - Multicoloured Death Awaits!

Postby Churrupez » Sat May 26, 2018 7:34 am

I also got a crash, I managed to replicate it. Might be related to Archviles.

Tested with GZDoom latest stable version:



Mods used (in order):

DoomRL Arsenal
DoomRL Arsenal HUD
Colourfull Hell
Champions
LegendoomLite (compatibility off)
Autoautosave

I even managed to get a savefile one second just before it crashes, in case that's useful

https://drive.google.com/file/d/1ns5RJXLwbB0jrnjD92u8Db-AnTwQcYg2/view?usp=sharing
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Re: [v2.2] CHAMPIONS - Multicoloured Death Awaits!

Postby Mikk- » Sat May 26, 2018 9:55 am

There was not a check in place here, I have fixed that for the next version.

Regarding the other issue on the previous page, I cannot seem to replicate it using the mods listed.
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Re: [v2.2] CHAMPIONS - Multicoloured Death Awaits!

Postby AvzinElkein » Sat May 26, 2018 10:04 am

Mikk- wrote:There was not a check in place here, I have fixed that for the next version.

Regarding the other issue on the previous page, I cannot seem to replicate it using the mods listed.

The crash triggered when I was fighting a powered-up Gargoyle (the fireball-shooting kind) in E1M1, I think.
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Re: [v2.2] CHAMPIONS - Multicoloured Death Awaits!

Postby Gorec » Sun May 27, 2018 11:00 am

black monsters take 2x damage too and blue monsters always(maybe not) make projectiles when hit (most likely when painstate)
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Re: [v2.2] CHAMPIONS - Multicoloured Death Awaits!

Postby Mikk- » Sun May 27, 2018 12:12 pm

It's intentional, black champs deal 2x damage but are 2x more susceptible to damage. Blue champs (should) occasionally fire extra projectiles when they're hit
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Re: [v2.2] CHAMPIONS - Multicoloured Death Awaits!

Postby Nems » Thu May 31, 2018 7:47 am

I've had a couple of crashes to the console that I wasn't able to get a screenshot of (each time I tried to print screen it wouldn't do it) so I wrote down the error code I got from the console manually. The code is as follows:

Code: Select allExpand view
VM Execution Aborted: Division by zero
Called from Champion_BlueController.Champion_HitEffect at MK-Champions[2.2].PK3:Zscript/Champions/Champ_Blue.txt, Line 57
Called from Champion_BaseController.tick at MK-Champions[2.2].PK3:Zscript/Champions/BaseClass.txt, Line 286


The other gameplay mods I was using aside from Champions was LegenDoom Lite 2.0, Colorful Hell 0.931, and Trailblazer 1.4c.
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Re: [v2.2] CHAMPIONS - Multicoloured Death Awaits!

Postby KarolineDianne » Sun Jun 03, 2018 9:48 pm

For some reason when I run this mod, all my monsters who have Renderstyle Subtract get swapped back to normal. I'm pretty sure this was happening when I set their Renderstyle to Shadow, too. I've done a lot of testing to see what was causing it, and it's definitely Champions. It happens no matter what order I load them in. When I summon the monsters with console commands, I can see them in the intended Renderstyle the instant they show up while the game is still paused in the console menu, but the instant I unpause the Renderstyle changes. I get the feeling this has something to do with how Champions assigns tints/translations. Is there any way to fix this, because it's screwing with my Spectre enemies.
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Re: [v2.2] CHAMPIONS - Multicoloured Death Awaits!

Postby AvzinElkein » Sun Jun 03, 2018 9:51 pm

KarolineDianne wrote:For some reason when I run this mod, all my monsters who have Renderstyle Subtract get swapped back to normal. I'm pretty sure this was happening when I set their Renderstyle to Shadow, too. I've done a lot of testing to see what was causing it, and it's definitely Champions. It happens no matter what order I load them in. When I summon the monsters with console commands, I can see them in the intended Renderstyle the instant they show up while the game is still paused in the console menu, but the instant I unpause the Renderstyle changes. I get the feeling this has something to do with how Champions assigns tints/translations. Is there any way to fix this, because it's screwing with my Spectre enemies.

Check the mod options; I think you can disable the color-changes.
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Re: [v2.2] CHAMPIONS - Multicoloured Death Awaits!

Postby KarolineDianne » Sun Jun 03, 2018 10:06 pm

I can, yes, but this is spectres specifically. Or well, my replacements for them. Even when they aren't champions, their renderstyle is altered in such a way that it ruins the effect. If only actual Champions were changed (or only changed when they 'activate' when legendoom compatibility is turned on), that'd be ideal. Or at the very least have an option to not alter enemies with non-normal renderstyles. Some kinda rely on that to function as intended.
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Re: [v2.2] CHAMPIONS - Multicoloured Death Awaits!

Postby Ryuhi » Mon Jun 04, 2018 12:18 am

AvzinElkein wrote:
Mikk- wrote:There was not a check in place here, I have fixed that for the next version.

Regarding the other issue on the previous page, I cannot seem to replicate it using the mods listed.

The crash triggered when I was fighting a powered-up Gargoyle (the fireball-shooting kind) in E1M1, I think.


if it was from heretical doom monsters, im curious if its something i can help fix on my end. Haven't run into the address zero issue but i wouldnt be surprised if it came from some shortcut I used in my code.

lemme know if its on my end Mikk.
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Re: [v2.2] CHAMPIONS - Multicoloured Death Awaits!

Postby Captain J » Mon Jun 04, 2018 12:49 am

Just played this with Netronian Chaos(yeah i still play my own mod thx), and sweet pearl! This mod safely spawns enemy variations as possible. And i saw no problems whatsoever! Well, maybe one problem that the game went more challenging, but in a good way.

Amazing work there, my friend.
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Re: [v2.2] CHAMPIONS - Multicoloured Death Awaits!

Postby Evil Operative » Mon Jun 04, 2018 1:35 am

Got a small issue here. Seems like the color inheriting property of projectiles from champions pays no regard to "renderstyle add"

Spoiler: Images concerning the bug
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Re: [v2.2] CHAMPIONS - Multicoloured Death Awaits!

Postby Churrupez » Mon Jun 04, 2018 3:14 pm

I just discovered that Commander Keens also get Champion'd. Is that intentional? Getting hit by a Blue Commander Keen's fireballs was funny :lol:
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Re: [v2.2] CHAMPIONS - Multicoloured Death Awaits!

Postby Spaceman333 » Mon Jun 04, 2018 3:20 pm

I'm loving this mod, its like Colourful Hell lite that I can use on top of any monster mod, even Colourful Hell itself! Thank you for making this! :D

I too got a crash while playing with Scalliano's Super Shuffle with version 2.2, but it only happened once during a 32 map oblige megawad with 100 monsters per level.
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Re: [v2.2] CHAMPIONS - Multicoloured Death Awaits!

Postby Spaceman333 » Wed Jun 06, 2018 1:18 pm

I'm actually using this mod by default now, its that good. I really like the color tinting, particle effects and icons to distinguish the enemies.

Would it be possible to make enemies recieve multiple random champion upgrades?
Like white+yellow, black + pink + blue, green + red + yellow + blue and so on?

Options to set the minimum and maximum modifiers that a monster can have, with a rarity option to select monsters that get more modifiers being more rare than those that only get one or a few champion modifiers. No idea how to color them, or how to visually represent them, but mixing and matching modifiers would create an exponential amount of new challenging monsters to fight on top the single-color champions.
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