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

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Re: [v5a beta] Corruption Cards - Now testing mod support!

Postby tuintje » Tue Aug 25, 2020 11:56 am

love this mod btw i'm currently using it with Led's generic weapon mod

I hope you make a lot of future updates mods like these are great

had a bug btw game went to console because of it.. :(


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Re: [v5a beta] Corruption Cards - Now testing mod support!

Postby A_D_M_E_R_A_L » Fri Aug 28, 2020 11:54 pm

Can't play this mod with Embers of Armageddon, I get this error:

"VM execution aborted: tried to read from address zero.
Called from CCards_Game.WorldThingSpawned at CorruptionCards-5a.pk3:zscript/corruptioncards/main.txt, line 347"
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Re: [v6a beta] Corruption Cards - Now testing mod support!

Postby Cutmanmike » Sat Aug 29, 2020 4:42 pm

Crashes? Not on my watch! Here's a new version:

http://cutstuff.net/public/CorruptionCards-6b.pk3

  • Fixed a eventhandler crash on startup wtih certain mods (i.e embers of armageddon).
  • Fixed yet another crash with 16th kills card (check your null pointers, kids!).
  • Fixed 16th kills card occasionally spawning more than one monster at once.
  • Added new effects for the 16th kills card.
  • Fixed monsters buffs losing their effect when resurrected.
  • Improved Boss/Gang spawns a bit more.
  • Changed freezing the players at the start of game to be more reliable.
  • Changed card generation changed to not offer card types already chosen with the same monster species.
  • Permanent Partial Invisibility effects monsters aim but doesn't make you or your hud translucent.
  • Repsawning monsters no longer effect all its species.
  • Respawning monsters card is now always tier 5.
  • Respawning monsters time to respawn now scales with monster health.
  • Respawned monsters no longer count towards the kill count.
  • Slighly reduced the base damage of Corpse Explosions.
  • Wounded monsters damage buff changed: Damage now scales the more damaged the monster is, up to 200% damage.
  • Added new effect to the wounded monster damage buff.
  • Earthquakes no longer effect Keys.
  • Spawned barrels now disappear when telefragged (You still also get protection from these barrels after teleporting).
  • Added 6 new cards, and 7 new vanilla monster altering cards!
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Re: [v6b beta] Corruption Cards - Now testing mod support!

Postby A_D_M_E_R_A_L » Sun Aug 30, 2020 9:38 am

Mod: Project Brutality
Issue: Kicks you to console after some time with a "line 200 (or line 210) in thinkers.txt" error.
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Re: [v6b beta] Corruption Cards - Now testing mod support!

Postby Bugsbunny205 » Sun Aug 30, 2020 4:21 pm

Cool stuff. I've seen this before. Also, would you have Translation support for mods like: Colorful Hell and Ultrapiss [Not Released Yet, but made by me]? I would appreciate it.
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Re: [v6b beta] Corruption Cards - Now testing mod support!

Postby Cutmanmike » Sun Aug 30, 2020 5:49 pm

Could you be more specific by what you mean by translation support? I haven't played colourful hell but I hear people have been playing it with this just fine.
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Re: [v6b beta] Corruption Cards - Now testing mod support!

Postby Solaela » Thu Sep 03, 2020 3:30 pm

Man. If I make this a regular thing in doom vids? Cause this mod is fun. I think I'll wanna honor my first run. It's a silly question but...Would you be willing to make the god card again at least the graphic so I can add it to my own copy but make the baron on it a pinky?
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Re: [v6b beta] Corruption Cards - Now testing mod support!

Postby Starman the Blaziken » Fri Sep 04, 2020 12:47 am

I was playing the mod for Doom 1 just to poke around with it for a bit, and I noticed that I had a card that is supposed to be archviles would guard keys, I did not choose it but the card icon did not have an archvile shown, as I seen that cards with enemies like those go to the Doom 2 card collection.
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Re: [v6b beta] Corruption Cards - Now testing mod support!

Postby Cutmanmike » Fri Sep 04, 2020 4:44 am

Oops, forgot to mark that card as "Doom 2 only".

Solaela wrote:Man. If I make this a regular thing in doom vids?


Sure :)
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Re: [v6a beta] Corruption Cards - Now testing mod support!

Postby DarkQuill » Sun Sep 06, 2020 12:35 am

Cutmanmike wrote:Crashes? Not on my watch! Here's a new version:
http://cutstuff.net/public/CorruptionCards-6b.pk3
[*] Added new effect to the wounded monster damage buff.
[/list]


Not sure if this crash is related to the new effect, but when choosing the "SpiderMastermind and its species deals extra damage if wounded" card and then crushing one with a crushing ceiling in The Crusher, game instantly crashes with:

VM Execution aborted: tried to read from address zero.
Called for CCards_Actor_AngerBuff.ModifyDamage at
CorruptionCards-6b.pk3:zscript/corruptioncards/cards/monsterbuffs.txt


Reproducible 100% of the time.
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Re: [v6b beta] Corruption Cards - Now testing mod support!

Postby A_D_M_E_R_A_L » Tue Sep 08, 2020 4:06 am

Another crash report, I was playing Hell Revealed with EOA:
https://cdn.discordapp.com/attachments/ ... nknown.png
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Re: [v6b beta] Corruption Cards - Now testing mod support!

Postby Cutmanmike » Tue Oct 13, 2020 3:54 am

https://imgur.com/a/uYB9cXv

Here's a new version which fixes most of the common crashes. I've also brought back the "showdeck" command which can display your current card collection on screen at any time (see above). Also made some pretty big changes to the generator and the variety of cards you will be offered.

  • Removed Mystery cards from normal play modes. After looking at feedback and my own personal experience, most players just loaded a save if they picked a terrible card effect. Though I love the sadistic nature of getting screwed by RNG, it's not everyone's cup of tea and not something you always want in your runs. Custom rules can still enable Mystery Cards if desired.
  • Improved DEHACKED compatability with mods that have minor monster changes.
  • Improved hand generation to never show multiple of the same monster altering card for different monsters.
  • Fixed Monsters hunting players at the start of the map not waking up.
  • Fixed a crash with Monster Disguise.
  • Fixed a bug where disguised monsters + monsters hunt players cards would create invisible ghost monsters.
  • Fixed a crash with Heal Effects.
  • Fixed Archvile Keyguards card showing up in Doom 1.
  • Fixed wounded buff sounds and monster colour not showing correctly.
  • Fixed earthquakes moving voodoo dolls, which broke some maps.
  • Fixed Dodge effect to copy the monster's scale factor and renderstyle.
  • Fixed no monster infight card being flagged as stackable.
  • Fixed reflective monsters adding monsters to the projectile modifier pool (i.e if a reflective Demon was shot with a plasma ball, a "demons fire triple projectiles" card could be generated).
  • Removed Unknown Cards card as it was a bit too mean to get in a hardcore run. Might be back in some form later.
  • Removed Broken Armor from pool, as a card exists to give each monster armor breaking properties.
  • Removed "Monsters hunt the player in silence" and replaced with individual monster silence cards.
  • Player movement improved a little during an earthquake.
  • Improved monsters getting suck with additional monster + gang cards.
  • Changed how poison corpses work. Now monsters will immediately start spewing poison clouds, but for a short duration instead of forever.
  • Improved "Monster starting positions are shuffled".
  • Nerfed fast missiles to 1.5 speed instead of 2.0 speed (they can still stack!)
  • Added a sort of hacky way to stop Additional Monsters getting stuck and clogging up monster closets.
  • Added some new cards.

Download here: http://cutstuff.net/public/CorruptionCards-7b.pk3
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Re: [v7b beta] Corruption Cards - Now testing mod support!

Postby Captain J » Tue Oct 13, 2020 11:09 pm

This is getting various and ever! So glad it gets easy also-
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Re: [v7b beta] Corruption Cards - Now testing mod support!

Postby Anonymous9000 » Wed Oct 14, 2020 5:38 pm

Silly question here,this should be compatible with 'shades of doom' correct? as it doesn't alter the ai or anything of the monsters beside their appearance,or would it just apply to the current spawn of the map? Example:card is used on Zombieman variant 2,on the next map variant number 4 spawns,will it stick or only appear once Zombieman varient 2 spawns once more?
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Re: [v7b beta] Corruption Cards - Now testing mod support!

Postby Cutmanmike » Wed Oct 14, 2020 6:18 pm

It does not edit any monster definitions, no. All it does is read what is in the game. At the moment if they are two different monsters internally, the card will only effect the one. However, if that monster has a species shared with another, any monster flagged with that species will get the effect (the card text mentions "and its species" if the monster has a species). If the variants you're talking about don't have a species defined, then sadly you're out of luck. If you want those monsters to be grouped together without using species, custom cards will have to be coded to do that.
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