Re: [3.4] Corruption Cards - Choose cards that alter your ga
Posted: Tue May 17, 2022 7:27 am
by Cutmanmike
NamelessGuy wrote:Maybe I don't understand something or being extremely unlucky but game never offers me "unfinished business" card. I play on custom preset with normal deck.
The condition for this card is a bit specific. You pretty much have to leave monsters alive in the previous level to have a chance of it appearing. I'll probably change how it works in the future.
Fixed Wild Cards only appearing in game when using the STANDARD deck.
Fixed a potential crash with several corpse interaction cards.
Fixed more issues with Heretic monsters getting stuck with certain card effects.
Fixed Wild Cards adding 2 extra card options instead of 1 when playing in chaos mode.
Fixed certain buff related cards not being able to be offered under certain conditions.
Fixed The Duplicard triggering its effect one too many times.
Extra Monsters spawn range from players increased.
Assassains and Specialists can no longer be morphed or squashed by Heretic's powered up Mace.
I've been working on other mods but I wanted to get the wild card spawning and crashes fixed. I have other changes and fixes on my list, but they'll be coming at later time.
Re: [3.4] Corruption Cards - Choose cards that alter your ga
Posted: Tue May 17, 2022 10:56 pm
by Dan_The_Noob
Cutmanmike wrote:
I've been working on other mods but I wanted to get the wild card spawning and crashes fixed. I have other changes and fixes on my list, but they'll be coming at later time.
should throw up a "other mods I'm working on" section in OP? I'm always down to try other things
Re: [3.5a] Corruption Cards - Choose cards that alter your g
Posted: Wed May 18, 2022 7:48 am
by mamaluigisbagel
Finally got to encounter the unique card at E3M8, and got to say I'm glad it was included as it did increase the challenge to a satisfying point compared to the usual Spider Mastermind fight. Won't spoil the card or its effect, though.
Re: [3.4] Corruption Cards - Choose cards that alter your ga
Posted: Thu May 19, 2022 11:28 am
by NamelessGuy
Cutmanmike wrote:
NamelessGuy wrote:Maybe I don't understand something or being extremely unlucky but game never offers me "unfinished business" card. I play on custom preset with normal deck.
The condition for this card is a bit specific. You pretty much have to leave monsters alive in the previous level to have a chance of it appearing. I'll probably change how it works in the future.
Pardon me, I should've said that I left some monsters alive specifically to get this card, but I never got it anyway. Also, I am playing with monster randomizers, maybe that's the case...
Re: [3.5a] Corruption Cards - Choose cards that alter your g
Posted: Thu May 19, 2022 1:57 pm
by Cutmanmike
Indeed but it's still a chance, along with every other card in the card pool, which is why it never seems to appear. It needs to be changed at some point.
Re: [3.5a] Corruption Cards - Choose cards that alter your g
Posted: Fri May 20, 2022 7:33 pm
by Dan_The_Noob
Cutmanmike wrote:Indeed but it's still a chance, along with every other card in the card pool, which is why it never seems to appear. It needs to be changed at some point.
could probably just add a note on the pick screen that mentions the current wildcard requirement (if that's possible with current setup)
maybe a toggle for "wildcards always enabled" or something that just throws them into an extra slot on the pick screen
Re: [3.5a] Corruption Cards - Choose cards that alter your g
Posted: Sat May 21, 2022 12:53 pm
by Dan_The_Noob
would it be possible to have gravity cards only work when there is a non-SKY texture ceiling??
Re: [3.5a] Corruption Cards - Choose cards that alter your g
Posted: Sat May 28, 2022 4:48 am
by Accensus
In multiplayer, the button to show the current card selection doesn't work if you're not the host.
Re: [3.5a] Corruption Cards - Choose cards that alter your g
Posted: Sat May 28, 2022 5:43 pm
by Dan_The_Noob
Accensus wrote:In multiplayer, the button to show the current card selection doesn't work if you're not the host.
you need to enable cheats ("+sv_cheats 1" in additional command lines if using a launcher program) for the card screen to work in multiplayer
Re: [3.5a] Corruption Cards - Choose cards that alter your g
Posted: Sun May 29, 2022 1:58 am
by Accensus
We always play with sv_cheats enabled so that's not it.
EDIT: Looked at the code myself. Seems that the RenderDeck ACS function uses the script-scoped "player" variable instead of the function argument that denotes which player to render the card selection for.
Re: [3.5a] Corruption Cards - Choose cards that alter your g
Posted: Mon Jun 13, 2022 4:45 pm
by Dan_The_Noob
I made a custom deck purely for making more and more enemies, it escalates very quickly but I thought i'd share it for people who like that sort of thing as much as me...
it's good fun for just mowing through enemies with a friend (requires using GZDoom multiplayer, but still works)
place it after corruption cards in your load order.
Re: [3.5a] Corruption Cards - Choose cards that alter your g
Posted: Fri Jun 17, 2022 2:14 pm
by Dan_The_Noob
it seems that Treachery and Blood Rain are causing huge amounts of lag in high population maps.
Re: [3.5a] Corruption Cards - Choose cards that alter your g
Posted: Thu Jun 23, 2022 4:32 am
by worldendDominator
I just went through almost an entire megawad with Lilith's Grace. Can someone explain its full effects?
Also, what is current way of getting wild cards?
Re: [3.5a] Corruption Cards - Choose cards that alter your g
Posted: Thu Jun 23, 2022 4:48 am
by Cutmanmike
Dan_The_Noob wrote:would it be possible to have gravity cards only work when there is a non-SKY texture ceiling??
This neuters the card's effect quite a bit in a lot of maps, even if it does look a bit silly. I'd have to make it so reverse gravity monsters can't walk onto the sky if they have this, which may be tricky. I'll think about it.
Dan_The_Noob wrote:it seems that Treachery and Blood Rain are causing huge amounts of lag in high population maps.
How many monsters roughly?
worldendDominator wrote:I just went through almost an entire megawad with Lilith's Grace. Can someone explain its full effects?
Also, what is current way of getting wild cards?
Lilith's Grace:
Spoiler:
It may make more sense to look at the code, but in essence what happens is:
Every monster/projectile gets a glitch event trigger on when they spawn, die, and every tick (sort of). The effects are numerous and change depending on what kind of actor it is, but the categories for effects are thrusting, stats, color, render, flags and sector. Once an actor gets a glitch event, the card remembers that actor and always gives it that event. A lot of the times it might be something so subtle you may not even notice. The magic happens once you start finishing levels, as actors can get an additional glitch event added for every completed level.
I was going to add even more effects but I had to stop somewhere. Was also going to corrupt wall textures like in lilith.pk3 but didn't want to give CC an epilepsy warning.
Wild Cards:
Spoiler:
After a random amount of levels completed, a wild card will be allowed to spawn (unless you disabled them in the options). A random wall in the level will be distorted, you have to use it to spawn the wild card which will effect your next choice of cards.
If you miss the wild card in a level, it will attempt to spawn in the next level instead.
Re: [3.5a] Corruption Cards - Choose cards that alter your g
Posted: Thu Jun 23, 2022 6:00 am
by Dan_The_Noob
Cutmanmike wrote:
Dan_The_Noob wrote:would it be possible to have gravity cards only work when there is a non-SKY texture ceiling??
This neuters the card's effect quite a bit in a lot of maps, even if it does look a bit silly. I'd have to make it so reverse gravity monsters can't walk onto the sky if they have this, which may be tricky. I'll think about it.
I could see that being an issue. maybe an option to have the effect toggle off on sky rather than completely blocking it? (though i guess this would cause some enemies to bounce between sky and floor)
Cutmanmike wrote:
Dan_The_Noob wrote:it seems that Treachery and Blood Rain are causing huge amounts of lag in high population maps.
How many monsters roughly?
oh, excessive amounts of enemies. 500-1000+ easily.
but just a note, incase there are any optimisations possible. (not sure if it's the visual effect or behind the scenes)
also, if I add wildcard cards to a custom deck, do they get added as normal cards or still require the special interaction?