Universal Entropy v3.666b - The Universal Randomizer

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Re: Universal Entropy v3.6 - The Universal Randomizer

Postby BradmanX » Thu Apr 09, 2020 5:32 pm

Starman the Blaziken wrote:buhhh not sure if you noticed, but at least when I turn on the friendly allies become randomized, apparently it can change my character's size and color... Which it can be a bit game breaking depending on the run and map set you play with.
As much as I thought my voice would be differently pitched in that regards, no it does not... Sad timez... (cough unless a randomizer for the player can be a setting where it changes only the color and voice pitch only to avoid the randomizer size setter, unless that can be a sub option if someone wants to play that way as tall-fat Doom Boi)
Oh, and have you thought of having the randomizer also effect the objects that make noises like explosive barrels or mods that make other objects in the randomizer's inclusion to make random pitched noises?

Iirc some mods have the player as a monster themselves (Like Brutal Doom), so if you're playing a mod like that, that is likely the culprit, because it shouldn't do that on any mod that handles the player properly.
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Re: Universal Entropy v3.66 - The Universal Randomizer

Postby bLUEbYTE » Thu Apr 09, 2020 6:43 pm

I reproduced the bug where the player got the randomisation effects on vanilla - the expanded list of conditions I was checking in hopes of catching several of companion mods' actors was a bit too wide in that it also matched the player :)

No worries, I just uploaded 3.66 which has this fixed. Another enhancement is that now it also shifts the sound pitches for things like explosive barrel based on size.

Thank you for your continued support with testing it. Enjoy!
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Re: Universal Entropy v3.66 - The Universal Randomizer

Postby Starman the Blaziken » Thu Apr 09, 2020 7:13 pm

This was in vanilla Brad, I was not playing with Brutal Doom or anything else.
Well... I was playing FreeDoom when I noticed I was too tall to go through one of the window ways in the first level in Phase 2, so that is why I came here knowing that little thing was going for the player as well was probably overlooked.
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Re: Universal Entropy v3.66 - The Universal Randomizer

Postby BradmanX » Thu Apr 09, 2020 9:55 pm

Starman the Blaziken wrote:This was in vanilla Brad, I was not playing with Brutal Doom or anything else.
Well... I was playing FreeDoom when I noticed I was too tall to go through one of the window ways in the first level in Phase 2, so that is why I came here knowing that little thing was going for the player as well was probably overlooked.

To be fair, you didn't specify what you were playing XP
I also was not saying you were even playing BD, I was just using it as an example of what I was talking about.
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Re: Universal Entropy v3.666 - The Universal Randomizer

Postby bLUEbYTE » Fri Apr 17, 2020 7:42 am

The final version of Universal Entropy is released! The attachment can be downloaded in the first post of this thread.

3.666:
Switch default settings for randomisation chances to always
Use rounding in tick duration value, resulting in more accurate speed scaling

Thanks to all who have contributed with code and ideas. It's been fun developing it. I know I will enjoy it for a long time to come and hope you do as well.
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Re: Universal Entropy v3.666 - The Universal Randomizer

Postby Dinosaur_Nerd » Fri Apr 24, 2020 11:12 pm

I would suggest doing a null check in the randomise.zs

like this:
Code: Select allExpand view
      Actor a = e.Thing;
      if(!a) { Return; }


In order to prevent VM Aborts in many mods
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Re: Universal Entropy v3.666 - The Universal Randomizer

Postby bLUEbYTE » Fri Apr 24, 2020 11:58 pm

Dinosaur_Nerd wrote:I would suggest doing a null check in the randomise.zs


I got the impression that this was not necessary. On https://zdoom.org/wiki/Events_and_handlers , the Thing attribute seem to be mandatory, so it should always be set when the event triggers. Even if it is ever null, it should not cause an issue because it would not match any of the if conditions on actor class type checks.

Do you have an actual example of where it's causing such an issue?

Especially seeing as how I submitted it to idgames/ just last hour!
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Re: Universal Entropy v3.666 - The Universal Randomizer

Postby BradmanX » Sat Apr 25, 2020 2:21 pm

bLUEbYTE wrote:Do you have an actual example of where it's causing such an issue?

Especially seeing as how I submitted it to idgames/ just last hour!

As far as I know, lack of a null check can cause VM aborts if an entity is outright removed when the mod goes to do something with it
As far as a more specific example, here's Embers of Armageddon, UE, and Champions:
https://i.imgur.com/XhOCdwO.png
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Re: Universal Entropy v3.666b - The Universal Randomizer

Postby bLUEbYTE » Sat Apr 25, 2020 5:28 pm

Thank you both, I fixed the issue and updated the file to 3.666b.
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Re: Universal Entropy v3.666b - The Universal Randomizer

Postby BFG » Sun Apr 26, 2020 12:32 am

Love the concept and creation of this mod!
An option suggestion for future would be an option which gives enemies sound pitch shifts without also being scaled, and an even rarer chance of them spawning, like a 1 in 1000 chance so meeting a new variant on certain playthroughs will be more of a surprise.
Keep up the good work!
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Re: Universal Entropy v3.666b - The Universal Randomizer

Postby irontusk341 » Sun Apr 26, 2020 12:31 pm

This mod works beautifully with Diablo 3D! Love it!
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Re: Universal Entropy v3.666b - The Universal Randomizer

Postby ZDL_800 » Sun Jun 28, 2020 9:43 am

Hello and hope you are good.

Tested with Diablo3D in coop, everything works fine apart from the size alterations?

Seems if you start a coop, all the enemies are the same size/height.

Thanks again.
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Re: Universal Entropy v3.666b - The Universal Randomizer

Postby bLUEbYTE » Fri Jul 03, 2020 3:10 am

Hi ZDL_800,
Thanks for reporting it - I never had the occasion to test it in MP myself.

I have no idea whether the code needs some modifications or is it just a bug or limitation of the engine's network code. If anyone has an idea of why and how it can be 'fixed', if applicable, we can have a bugfix release of sorts. I don't have much time left these days to modding and zscript documentation has been scarce to come by on some specific topics.
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Re: Universal Entropy v3.666b - The Universal Randomizer

Postby amdcrash » Wed Jul 08, 2020 2:56 am

this is a great mod, aside from one small problem, it seems that when I load a save, regardless of wad and loaded files, a black background appears behind enemies.

i have attached a screenshot and the logs

https://imgur.com/a/h2sV1dv

log95008072020.txt


thank you!
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Re: Universal Entropy v3.666b - The Universal Randomizer

Postby bLUEbYTE » Wed Jul 08, 2020 4:49 am

Hi amdcrash,
I wasn't able to reproduce the issue, and I don't get these black background behind green aliens in a loaded game.

What version of GZDoom are you running? Make sure it's up to date. Do you also have this issue with other IWADs?
Also, are you running some sort of software rendering mode? That has not been tested so I have no idea how it would behave with color randomisations.

You might want to try disabling monster recolouring.
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