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Re: [2.1f] Corruption Cards - Choose cards that alter your g

PostPosted: Tue Jul 20, 2021 1:01 pm
by Rexen
Ngl I thought the bug where players could still move was a controller issuer within gzdoom in itself as I got a new controller and was testing it out to see how well gzdoom and some mods handle it and it was the first time I notice I could still move since I usual made choices with the mouse, it doesn't help the analog stick was moving both the player and the highlight card which is why I thought it was a gzdoom issue.

Re: [2.1f] Corruption Cards - Choose cards that alter your g

PostPosted: Wed Jul 21, 2021 9:57 pm
by Rowsol
The healing traps are really good, they might need a nerf. I was also unfortunate enough to land an 'imp launches rocket on death' card that went about as well as you'd think.

Re: [2.1f] Corruption Cards - Choose cards that alter your g

PostPosted: Wed Jul 21, 2021 11:32 pm
by Dan_The_Noob
Rowsol wrote:The healing traps are really good, they might need a nerf.

I second this, it seems to affect basically half of MAP02 of Doom2 in terms of radius.

Re: [2.1f] Corruption Cards - Choose cards that alter your g

PostPosted: Thu Jul 22, 2021 1:26 pm
by Rowsol
The mucus flow card keeps changing the music of the map if it's permanent. I request that it only changes the music on the map you pick it.

Re: [2.1f] Corruption Cards - Choose cards that alter your g

PostPosted: Thu Jul 22, 2021 1:30 pm
by Cutmanmike
Rowsol wrote:The mucus flow card keeps changing the music of the map if it's permanent. I request that it only changes the music on the map you pick it.


Oops, that was actually the intention. I forgot toggle it off the first time the music gets changed.

Re: [2.1f] Corruption Cards - Choose cards that alter your g

PostPosted: Thu Jul 22, 2021 5:45 pm
by UTNerd24
That Endless Flow Card is amazing honestly. What's the Music? Also, I thought of a card that Turns out the lights in a level leaving only the lights of Lamps/Torches.

Re: [2.1f] Corruption Cards - Choose cards that alter your g

PostPosted: Thu Jul 22, 2021 6:10 pm
by Cutmanmike
UTNerd24 wrote:That Endless Flow Card is amazing honestly. What's the Music?


Check this out

Re: [2.1f] Corruption Cards - Choose cards that alter your g

PostPosted: Fri Jul 23, 2021 9:36 am
by Rowsol
Please enable use of the console while the UI is active. I have to click past the initial UI and card popup before I can switch levels.

Re: [2.1f] Corruption Cards - Choose cards that alter your g

PostPosted: Fri Jul 23, 2021 4:20 pm
by Rexen
Not sure how but I noticed this too late but I was doing a run and I noticed the death counter went up one even tho I have yet to die once. iwad is wad smoosh with you map shuffler. The only thing I can think of is that I started a new run while dead that might of caused this


Re: [2.1f] Corruption Cards - Choose cards that alter your g

PostPosted: Fri Jul 23, 2021 8:02 pm
by Dan_The_Noob
Rexen wrote:Not sure how but I noticed this too late but I was doing a run and I noticed the death counter went up one even tho I have yet to die once. iwad is wad smoosh with you map shuffler. The only thing I can think of is that I started a new run while dead that might of caused this

try dying and starting a new run to double check?

Re: [2.1f] Corruption Cards - Choose cards that alter your g

PostPosted: Fri Jul 23, 2021 8:34 pm
by UTNerd24
Cutmanmike wrote:Check this out


I KNEW I'd heard that somewhere before. God that map left an impact on me. I'm going to assume the resurrection is a reference to the infinitely respawning chaingunners?

Re: [2.1f] Corruption Cards - Choose cards that alter your g

PostPosted: Fri Jul 23, 2021 10:50 pm
by Rexen
Dan_The_Noob wrote:try dying and starting a new run to double check?


I got it to happen again. I also notice the level count starts at one but that might be the map shuffler



Also the mod did count the last run as legit since now custom shows my highest streak is 14.
Edit: Decided to attach log just in case it helps Cutmanmike out

Re: [2.1f] Corruption Cards - Choose cards that alter your g

PostPosted: Sat Jul 24, 2021 3:24 am
by Cutmanmike
The counters are a bit buggy, they're on my list of things to fix (including that entire screen)

Rowsol wrote:Please enable use of the console while the UI is active. I have to click past the initial UI and card popup before I can switch levels.


I don't know if it's possible to do that while inside menus but I'll see what I can do.

Re: [2.1f] Corruption Cards - Choose cards that alter your g

PostPosted: Sat Jul 24, 2021 9:22 am
by Dan_The_Noob
is there a command to add a random card to the permanent pile?
would be good for interactive streams n stuff

Re: [2.1f] Corruption Cards - Choose cards that alter your g

PostPosted: Sat Jul 24, 2021 4:33 pm
by Neophyte_Ronin
If you already installed an Individual Card Toggle system (i.e. players toggle discovered Cards so they don't turn campaigns into struggle sessions) in v2.0+ or plan to in an update, then disregard the following grievance.

Background:

Months ago, I played Corruption Cards v1.6 with Johnny Doom. A card altered projectiles to deal Blast/Splash Damage (i.e. make bullets explosive). Johnny Doom's modified Zombieman and Shotgun Guy hit-scanners do not deal conventional projectiles; they always deal 1 Damage. Johnny Doom wishes to make melee/ranged hybrid combat feasible--its best strength. Due to the shots' unconventional design, the Cards did not affect them.

Trouble arose with Chaingun Guys, whose bullets constitute Projectiles in the code (or deal splash damage through one of its effects). Combined with their rapid fire and narrowed accuracy, the Chaingun Guy bullets tore me asunder. I not only died with said Card, but Maps became unfeasible. Combined with others, like hit-scans or projectiles clipping through barriers, this Card became a death sentence. Ditto Masterminds.

I thought Splash Damage either scales by source's damage or gets tailored, like in Brutal mods in regards to Revenant Rockets. Does the Corruption Card's code anticipate a flat [1d5x3] (3-15) damage value for the Chaingun Guys' weapon? Johnny Doom's DECORATE Code posits low but cumulative damage. Thus, the Chaingun Guy's otherwise low-damage bullets deal major, immediate damage, either via big chunks or several individual chunks per tic of lingering presence; 1 second equals 35 tics.

Not to knock the Card's concept, either; unmodified monsters ala Vanilla Doom accept it without incident. Bryan T's Trailblazer showcases (game mod sans monster modification) demonstrate that. If the Card did not cause a blow-back, I will have continued to play Johnny Doom with Corruption Cards. Should you remove the Card? No--not every rare, unique case can be examined; rewriting the program to consider attack damage according to code might take forever or cause weirder mishaps. Still, I cannot play Johnny Doom and Corruption Cards with this Card in the deck.

In the Deck? Don't you have a menu that displays Cards that players have discovered? Doesn't that involve some kind of binary Inventory Item?

Recommendation:

So, I suggest a workaround--more methodology than mere code: Individual Card Toggle. Without hacking the code, a player should, through the impressive in-house menu in Corruption Cards, scan and toggle problematic Corruption Cards. You must pick from Card sets before playing; let players scrub those Cards that offend or break mechanics. This should also make auto-select far more inviting.

This is no "Scrub" complaint, either. While Jokers are wild in various card games, casinos remove them for Blackjack.