[1.9c] Corruption Cards - Choose cards that alter your game!

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

Postby WolVexus » Mon Nov 16, 2020 7:46 am

Cutmanmike wrote: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.


Ah, okay. Ty
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Re: [v20a beta] Corruption Cards - Experimental attack repla

Postby Cutmanmike » Tue Nov 17, 2020 9:06 am

Small update to fix a pretty big oversight :)

  • Fixed replacement projectiles getting stuck in midair if the projectile was blocked upon spawning.
  • Added a different SwitchableDecoration fix. These actors will no longer get caught by the Thinkers trying to unfreeze them on spawn (triggering their Active/Deactive states), and are now ignored.
  • (Multiplayer) Key binds for selecting a card now check for the correct player.
  • You can now use the Use key for Card/Game selection instead. You can toggle which key (or both) in the options.

http://cutstuff.net/public/CorruptionCards-20b.pk3
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Re: [v20a beta] Corruption Cards - Experimental attack repla

Postby WolVexus » Tue Nov 17, 2020 9:07 am

Ayyyyyyy that was fast man
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Re: [v20b beta] Corruption Cards - Experimental attack repla

Postby DarkQuill » Thu Nov 19, 2020 1:14 am

Engine Used: GZDoom v 4.5.0

Bug:
Small Companion Card doesn't appear to be working properly with custom monsters after they spot you. Monsters will show up tiny using the automap cheat, but then become full size once they awaken. Will still have the low HP and hitbox/attack angles of tiny monsters. Tested with latest version of BeautifulDoom.

Bug:
Blood/Radioactive/Sludge rain doesn't seem to show up at all? Shows up on the automap with the cheat as glowing DoomGuy sprites so you can tell it's working, just not visible. Tested with both the latest version of BeautifulDoom and vanilla Doom2.

Suggestion:
Add a hud message letting you know the invincible monster is now free to kill after reaching 90%+ kills.

I hadn't played this for a while since there was a long delay after v0.6, so glad to see you're still updating this, it's super fun~
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Re: [v20b beta] Corruption Cards - Experimental attack repla

Postby Cutmanmike » Thu Nov 19, 2020 10:34 am

Unfortunately I don't think there's a fix I can do for beautiful Doom, as the actors are constantly setting their scale back to default in their See state. I tried to brute force it but it creates twitchy monsters as they are fighting for their correct scale back. Best you can do is remove the size altering cards with a CCARDS lump:

Code: Select allExpand view
removecard CCard_ChildMonster
removecard CCard_ClownCarMonster


The rain appears to be working correctly in GZdoom 4.5.0 for me. Are you running any other wads/skins that could be taking away the rain sprites?



I will add the message for the god monster :)
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Re: [v20b beta] Corruption Cards - Experimental attack repla

Postby DarkQuill » Fri Nov 20, 2020 3:16 am

Not to worry with the Beautiful Doom compatibility, if that's how the mod's built, that's how it's built.

Actually, after looking through the contents for CorruptionCards, there are no sprites for the rain types anywhere. I think you might be using a version different to the one up for download? :wink:
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Re: [v20b beta] Corruption Cards - Experimental attack repla

Postby doomfiend » Fri Nov 20, 2020 3:55 am

I know what Im doing now
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Re: [v20b beta] Corruption Cards - Experimental attack repla

Postby Cutmanmike » Fri Nov 20, 2020 8:03 am

DarkQuill wrote:Actually, after looking through the contents for CorruptionCards, there are no sprites for the rain types anywhere. I think you might be using a version different to the one up for download? :wink:


OOPS! My pk3 compiler was ignoring files without extensions. That's forced me to make a release :P

  • Fixed lots of missing sprites and sounds. Doh!
  • Attempted to fix monsters that rescaled themselves after being shrunk by a card effect (still broken in beautiful doom sadly).
  • Improved compatibility (now works with QCDE monsters).
  • Fixed a bug with CCARDS unfreezing any actor defined in it.
  • Added 3 new cards!

http://cutstuff.net/public/CorruptionCards-21a.pk3
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Re: [v21a beta] Corruption Cards - Experimental attack repla

Postby MsrSgtShooterPerson » Tue Nov 24, 2020 8:17 am

Hey Mike! Thanks for the terrific work on the new cards so far - I especially love the new dynamic monster projectile cards! My game now have imps shooting rockets... and revenants shooting bullets!

I unfortunately encountered an error with the earthquake card while playing on Zagemod (and Zagegore, which I believe is a modified Bolognese gore mod)

Here's an image from the console: https://imgur.com/a/TeHx5Qp
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Re: [v21a beta] Corruption Cards - Experimental attack repla

Postby Gorec » Tue Nov 24, 2020 12:03 pm

i had the same error message as above but i chose something else dont remember tho, i think it was one of the monster card effects(not generic)
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Re: [v21a beta] Corruption Cards - Experimental attack repla

Postby Odorousbag87 » Tue Nov 24, 2020 6:53 pm

So there is one, I guess bug? I don't think there is any sensible way to fix it given how one of the cards work. But there is a game-breaking chance when it comes to the extra barrels card. Which sucks because this is one of my favorite cards of the bunch! But barrels will spawn in enemy spawn rooms and will prevent enemies from spawning in encounters. For example on maps of chaos, there is a section in Episode 1 Map 9 where if you have fired your weapon at the beginning of the map enemies will come in at the rocket launcher room once you pick it up. If you have the extra barrels card sometimes barrels will block the teleporters and then you will get either very few spawns or no spawns at all. There was another instance of this in Perditions Gate and I believe TNT. Only using these examples BUT, it could be affected on any map where monsters are waiting for standby in an off-map room. I just wanted to bring the bug to light unless it has already been brought up. Granted the last time i downloaded the mod it was with 8a and not the more recent 21a. So I will see how that fairs.
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Re: [v21a beta] Corruption Cards - Experimental attack repla

Postby Cutmanmike » Wed Nov 25, 2020 3:53 am

That should no longer be a thing as barrel spawners target items on the map now instead of items and monsters (unless the mapper has items placed in monster spawners... for some reason).
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Re: [v21a beta] Corruption Cards - Experimental attack repla

Postby Imp Hunter » Tue Dec 01, 2020 7:04 pm

I've been testing with AEoD, Gears of Hell (shameless plug :P ), DoomRLA and other heavy randomizer mods, and I'm impressed on how it works way better than I thought it would. It even works with the "themes" in AEoD, meaning that the cards only affects monsters that can be spawned and projectiles from those monsters. How the hell does that even work, lmao?

Anyway, I've found some bugs:
    - When a projectile of a monster is replaced, there is a chance that when that monster attacks with the new projectile, the projectile will spawn a child projectile after "death", which spawns that projectile again and so on. Right now it seems that it happens mostly with grenade projectiles, but I don't know if it's just a bias from small sample size, I'll do more tests.
    - When you get a "reset inventory" card, with AEoD, it just wipes everything, leaving you with no weapon. I don't know if it's intentional.
    - Seems like the cards are not considering the monsters translations. I don't know if it's possible to fix that anyway, and it's not really game breaking anyway.

EDIT: More bugs/incompatibilities
    - Replacement projectile cards seems to not appear at all when I'm playing with Gears of Hell. How does the script of those cards works? Does it checks a specific flag on projectiles?
    - Draining health bonus cards seems to not work at all on mods that replace health bonus with something. I don't know it it's fixable, tho.
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Re: [v21a beta] Corruption Cards - Experimental attack repla

Postby Cutmanmike » Wed Dec 02, 2020 11:55 am

Imp Hunter wrote:How the hell does that even work, lmao?


Well you could open up the pk3 and check, it uses zscript. Or just call it magic :wink:

Imp Hunter wrote:- When a projectile of a monster is replaced, there is a chance that when that monster attacks with the new projectile, the projectile will spawn a child projectile after "death", which spawns that projectile again and so on. Right now it seems that it happens mostly with grenade projectiles, but I don't know if it's just a bias from small sample size, I'll do more tests.


Is there a way I can test this out easily with that mod?

Replacement projectile cards seems to not appear at all when I'm playing with Gears of Hell. How does the script of those cards works? Does it checks a specific flag on projectiles?


Ruining one of my magicians tricks here, but basically the game keeps watch on what projectiles are thrown and who threw them. If a monster throws a projectile, the game makes a note of it so it can generate a card for that monster in the future. You have to play for a little while for those cards to start showing up. I have to do this as there's no way to read into actor states check if they're using A_CustomMissile or whatever. Oh, also there's a few safety checks to make sure the projectile thrown is "safe" to offer a card for. Things like making sure the projectile doesn't have NOINTERACTION, was thrown by an actor with ISMONSTER etc.

The other issues are probably caused by the mod if they're doing unconventional things with inventory items. Best bet is to create your own CCARDS lump that filters out any cards that don't make sense in the context of the game you're playing.

Just to keep everyone in the loop, I am aware of the acid blood crash but I haven't added enough to warrant a new version yet. I recommend just trying to avoid that card for now until I can get a new one out :)

Also a reminder that I am on discord if you want to talk about the mod or come up with some cool card ideas. You can find me on this server under #corruption-cards: https://discord.com/invite/Whts7Bj
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Re: [v21a beta] Corruption Cards - Experimental attack repla

Postby Imp Hunter » Wed Dec 02, 2020 10:11 pm

Cutmanmike wrote:Well you could open up the pk3 and check, it uses zscript. Or just call it magic :wink:


I'm tempted to do that, but I don't want to ruin the magic too much. Not after I at least finish a megawad with it :P (I'm playing it with Eviternity + AEoD mostly)

Cutmanmike wrote:Is there a way I can test this out easily with that mod?


Easily? I don't know. But it just happened right now with "FUziGuy2 fires AEL4DNick projectiles". I tested it a lot after you told me how projectiles are "noted" by the wad, it seems that it happens mainly with "grenades" (or projectiles thart spawn other projectiles maybe) for some reason.

Cutmanmike wrote:Ruining one of my magicians tricks here, but basically the game keeps watch on what projectiles are thrown and who threw them. If a monster throws a projectile, the game makes a note of it so it can generate a card for that monster in the future. You have to play for a little while for those cards to start showing up. I have to do this as there's no way to read into actor states check if they're using A_CustomMissile or whatever. Oh, also there's a few safety checks to make sure the projectile thrown is "safe" to offer a card for. Things like making sure the projectile doesn't have NOINTERACTION, was thrown by an actor with ISMONSTER etc.


It makes sense. When I was testing with Gears of Hell, I just started doing Idclev after a while to test the cards. Maybe the wad "projectile notes" were being cleared whenever I reseted the map.
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