[6.3b] Corruption Cards - 200+ cards! New Collector mode!

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D3athStalker
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Re: [v7b beta] Corruption Cards - Now testing mod support!

Post by D3athStalker »

I'm really enjoying this addon, it actually made me return to playing Doom in a regular basis lol. The card that spawns a gang of Arch-Viles is just pure evil, I love it.

Also I'd like to give a crash report as well. With BD Monsters (v20b), the game aborts whenever I gib some of the certain monster types (like the chaingunner) with the jetpack or kill them with fire. And for a personal suggestion for the flying monsters, I think a stream of fire going below the monsters' feet would look better as well, since the jetpack itself looks pretty silly on the bigger monsters.

On another note, I have encountered a card that says "Demons will shoot triple projectiles" twice, even though pinky demons don't really shoot projectiles. Although this could have to do with BD Monsters again, since I don't recall encountering this card on vanilla monsters.
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Cutmanmike
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Re: [v7b beta] Corruption Cards - Now testing mod support!

Post by Cutmanmike »

D3athStalker wrote:With BD Monsters (v20b), the game aborts whenever I gib some of the certain monster types (like the chaingunner) with the jetpack or kill them with fire.
Could you link the mod?
On another note, I have encountered a card that says "Demons will shoot triple projectiles" twice, even though pinky demons don't really shoot projectiles. Although this could have to do with BD Monsters again, since I don't recall encountering this card on vanilla monsters.
Do you remember if you had a reflective demons card at the time? If not, probably due to the monster pack. The way it works is the game checks whenever a monster launches a projectile, checks some flags on it to see if it's most likely an attack and not some effect actor, then adds it to a list. That list gets checked when card generation happens to see if that monster throws projectiles.
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D3athStalker
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Re: [v7b beta] Corruption Cards - Now testing mod support!

Post by D3athStalker »

Cutmanmike wrote:Could you link the mod?
https://www.moddb.com/mods/brutal-doom/ ... sters-only
Do you remember if you had a reflective demons card at the time? If not, probably due to the monster pack. The way it works is the game checks whenever a monster launches a projectile, checks some flags on it to see if it's most likely an attack and not some effect actor, then adds it to a list. That list gets checked when card generation happens to see if that monster throws projectiles.
Could be. Also here's the screenie for that, it also shows the spectre sprite for some reason, it's really odd but yeah, most likely due to the monster pack:
Spoiler:
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Cutmanmike
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Re: [v7b beta] Corruption Cards - Now testing mod support!

Post by Cutmanmike »

New version time. This is mostly crash fixes. I tried every sort of Brutal Dewm mod I could get my hands on and fixed any crashes that came up. May still be some visual errors and cards that shouldn't be getting generated (thanks whoever flagged lighting props as monsters), but should be playable.
  • Altered card generation to trim the deck if there too many generic type monster cards (i.e Imps can fly) over regular cards (i.e Earthquake). Generic cards are still favoured if there's a lot of them though.
  • Fixed SwitchableDecoration monsters vanishing on map start.
  • Fixed a crash with the Paranoia card.
  • Fixed some crashes regarding jetpack effects (project brutality crash).
  • Made newly spawned monsters from cards attempt to move after being spawned if stuck in another actor.
  • Remade how reflective works. The monster will fire a new projectile back at you at full speed!
  • Thanks to the above, fixed reflective monsters generating projectile cards even if they don't actually fire projectiles.
  • Barrels of Fun card now spawns whatever the Explosive Barrel class is, even if it gets replaced by another mod. The barrel will fail to spawn if it is within 250 units of a teleport destination.
  • Flying monsters now get a generic flying effect instead of goofy jetpacks (Jetpacks and Wings still appear on vanilla monsters).
  • Added a new card. Try not to get assassinated!
Download: http://cutstuff.net/public/CorruptionCards-8a.pk3

Also with my other project out the way I can focus on this a bit more, and hopefully fix crashes and issues much quicker so keep posting them please :)
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Cutmanmike
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Re: [v8a beta] Corruption Cards - Now testing mod support!

Post by Cutmanmike »

One more for the road!
  • Card selection now displays all 3 card effect descriptions on the same screen, so you can see them all without having to scroll though them manually.
  • Fixed game selector text spilling over into the card selector in multiplayer.
  • Added the optional countdown timer to the options.
  • Added a new debugging feature. "ccards_debugselection" will allow you to manually select a card from the entire card pool on the card select screen. Careful, this allows to you choose cards with non-legal conditions!
  • Added optional keybinds for selecting card 1, 2 or 3. This is for people who want to program outside forces into picking your cards, such as your twitch.tv viewers :P
  • Barrel spawning no longer attempts to spawn the barrel near monsters, as they were blocking outside monster outside the map.
  • Fixed a bug where additional/child monsters were getting stuck inside their parents.
  • Fixed a bug that allowed dodging monsters to able to dodge attacks every tic instead of every few seconds.
  • Removed "Remove half the maps items" card, as it binary and uninteresting. Also very cruel on more resource light mods. A fun new item related card has been added to replace it.
  • Added a few new cards! Don't let them near that BFG!
Please let me know of any other issues running mods with this so I can try and make it as compatible as possible with other projects. Once 1.0 I can focus on making cool mod specific cards :)

Download: http://cutstuff.net/public/CorruptionCards-10a.pk3
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Cutmanmike
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Re: [v10a beta] Corruption Cards - Almost 1.0 time?

Post by Cutmanmike »



Okay well... My plan was to just slowly add cards until I was happy with enough unique ones to push a stable release, but I thought of something. The vanilla monster attack replacements are really cool, and I really wanted those to work with custom monsters too. I've found a way to do it, but it's a little bit spooky. I expect tons of issues with these, but hopefully it'll be fun and there won't be too many game breaking situations!

And apologies for the triple post. I know people are playing this and probably want updates. They're just... hiding 8-)
  • Added a new type of Generic card that replaces monster projectile attacks with another. Works with custom monsters! (EXPERIMENTAL)
  • Removed vanilla monster replacements and vanilla specific cards. The only exception is the Surprise Cyberdemon card, which will check if the Cyberdemon has not been replaced before offering it.
  • Fixed a crash with reflective monsters.
  • Fixed a crash with cards that healed nearby monsters.
  • Fixed a crash with triple projectiles causing an infinite loop when projectiles were being duplicated some other way (like with Champions triple projectile effect)
  • CCARDS lump now requires the "addcard" word to add a new card class to the game.
  • CCARDS lump supports the "removecard" word for card classes. This removes a card that has already been added in a previous CCARDS lump. "Clearcards" removes all of them.
  • CCARDS lump supports the "excludemap" word for map codes i.e MAP01. This allows you to add a map code to tell the game to not offer you a card on this map. Useful for hub maps etc.
  • CCARDS lump supports the "dontfreeze" word for actors. This allows you to tell the game to not freeze/unfreeze an actor at the start of the game.
  • CCARDS lump supports the "excludeactor" word for actors. This allows you to tell the game to not attempt to generate cards for a specific actor. Useful for when modders like to flag props as ISMONSTER for some reason.
  • Acid Rain is no longer stackable (it didn't do anything).
  • Assassin monsters are now Fast monsters.
  • Anti-grav is no longer listed as a buff card.
  • 16th spawner card now only spawns monsters found in the map, and also tries to avoid spawning them in walls.
  • God Monster card recoded to fix some bugs. Also now only requires 90% of the maps monsters to be killed in order to revert back to normal.
  • More cards!
Download: http://cutstuff.net/public/CorruptionCards-20a.pk3
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tuintje
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Re: [v20a beta] Corruption Cards - Experimental attack repla

Post by tuintje »

i'll be testing this :)

Also i hope you add a lot more stuff to this mod because it's a lot of fun
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Re: [v20a beta] Corruption Cards - Experimental attack repla

Post by kadu522 »

Hello! love some of the new cards in cerculation and the new moster attack cards are working well (Even if it makes certain stuff realllllly scare) BUT i did run into a error.

You know the card that makes all projectiles faster right? well if you pick that card 2 times the game crashes.

I even reloaded the before picking a card and picking a diferent card causes no errors.
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Cutmanmike
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Re: [v20a beta] Corruption Cards - Experimental attack repla

Post by Cutmanmike »

Strange, seems to work for me What other mods were you running? Also do you have the crash message?

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Re: [v20a beta] Corruption Cards - Experimental attack repla

Post by kadu522 »

i forgot to record the crash mesage. i was runing with guncaster. no monster mods however.
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Re: [v20a beta] Corruption Cards - Experimental attack repla

Post by kadu522 »

Well i lost the save sorry, i should remenber to make a save when stuff like this happens and i keep forgeting.

If it happens again i print the screen.
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Re: [v20a beta] Corruption Cards - Experimental attack repla

Post by kadu522 »

What is the summon name for me to draw the card? waybe i can trigger it that way?
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Cutmanmike
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Re: [v20a beta] Corruption Cards - Experimental attack repla

Post by Cutmanmike »

You can use "ccards_debugselection 1" in the console to activate debug mode to manually select cards in the selector. I tried guncaster with the same cards and still couldn't get a crash :|

If it happens again, type "screenshot" and upload a screenshot of the console with the message.
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Re: [v20a beta] Corruption Cards - Experimental attack repla

Post by WolVexus »

Ello, I don't know if this is cus of cards or gcv (guncaster vindicated), but selecting a card fires the gun which doesn't happen with other mods
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Cutmanmike
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Re: [v20a beta] Corruption Cards - Experimental attack repla

Post by Cutmanmike »

That's due to guncaster I believe. For some reason that weapon or class does not care for player property being set to TOTALLYFROZEN. The only nice way around this is if I change it so you press use instead of fire on the card selection screen.
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