I'm not sure if it's supposed to work this way, but after I die and press "Use" to reload my quicksave, going back to where I died won't have a gravestone there. It's not until I start an entire new game (or restart GZDoom, can't quite remember) that the graves appear.
In case it's a mod conflict, here's the mods I'm autoloading.
-Autoautosave
-Hellscape Navigator
-Gizmos
-Precise Crosshair
-Target Spy
-XHair's Crosshair Pack
-Graveyard (aka this mod. Not sure if autoloading graveyard could be the issue either)
EDIT: Also running on GZDoom v4.4.1
EDIT 2: The above issue may have been related to me testing Project Brutality 3.0. However I do get this crash now with Meta-Doom when a grave is supposed to be on the map. (ie started the game, typed in kill, loaded game, got this crash)
Though it may just be incompatible with mods and I'm being dumb
Re: [minimod][v0.3.2] Graveyard
Posted: Sun Jun 14, 2020 8:33 pm
by m8f
Thanks for reporting!
I believe the issues weren't caused by other mods.
- fixed VM abort when gravestones are on some locations on the map;
- fix gravestones not loading again.
Re: [minimod][v0.3.2] Graveyard
Posted: Sun Jun 14, 2020 9:38 pm
by mamaluigisbagel
seems to work, revisited both mods and maps and the graves are there and no crashes. Thanks for the fix this seems like it'll be a fun mod to see how much I suck at Doom xD
Unrelated note: the first grave found in Project Brutality said I was killed by a "Mean Imp." I got a laugh out of that
Re: [minimod][v0.3.2] Graveyard
Posted: Thu Jun 18, 2020 4:29 am
by YasuoProjectX
so its just like an Terraria that spawns graveyards when killed
Re: [minimod][v0.3.2] Graveyard
Posted: Thu Jun 18, 2020 6:43 am
by Captain J
That is correct, but you can remove all the spawned gravestones manually also. By pressing the dedicated hotkey, of course.
Re: [minimod][v0.3.2] Graveyard
Posted: Sun Jul 19, 2020 5:44 pm
by BrownInPlay
First of all, this mod is actually quite brilliant - I must thank you for making it, it's in pretty much all of the new preset combos I make. I was wondering if you have thought of, or indeed are planning, to implement a feature such as - Where the last Gravestone lays, maybe having the last weapon the player used to also be in that spot? It could really give a little extra insentive to people playing the more rpg focused/crazy weapon mods to persevere back through a chaotic map knowing theres a goody waiting for them, and pick up where they left off, kind of thing?
I already enjoy it playing through a Megawad or such ive played before, then seeing the gravestone (cos i suck on higher difficulties). Then steeling myself for the upcoming ass kicking I'm about to have. If I were to see even just a pile of spare Plasma down there, I'd race down, regroup, and make another couple of inches into Hell. I hope ANY of this makes any sense? Obviously having to account for all the different mods would be a massive pain, and I understand even my simple idea would take hours of work.
Either way, you're mods are great. This post is just more to ask what extra lil things you've been thinking of maybe adding to this? :3
Re: [minimod][v0.3.2] Graveyard
Posted: Mon Jul 20, 2020 6:55 am
by m8f
Thanks for the suggestion. Spawning the weapon that the player used when they died has many caveats which I'm not sure how to evade. Long story short, it would either be too long and complicated for this small mod, or break easily with many mods. One of the problems is that for many weapons, the weapon actor itself is different from its world pickup actor. The other problem is that I'm lazy and want to spend time on other projects.
Spawning an unrelated bonus, however, is easy. I just pushed the change to repository, and dev build is available. On itself, it does nothing new, but if this file (just zscript.zs, no need to even zip it) is loaded after Graveyard, it would spawn soulspheres on stones. This way, the functionality of Graveyard can be extended via such files without the need to change the mod itself. If anybody wants to make bonuses random, the can throw RandomSpawner into the code.
Re: [minimod][v0.3.2] Graveyard
Posted: Wed Sep 23, 2020 8:03 am
by Gen5lock131
This is a really cool mod mate that has made the game much more fun for me! Than you very much.
- allow replacing stones with custom ones (define classes that replace gy_Stone[0-3], see patches/soulsphere/zscript.zs for an example);
- added real time to gravestone obituaries (only new stones get real time). Thanks, 3saster!
Re: [minimod][v1.0] Graveyard
Posted: Wed Mar 10, 2021 6:23 am
by Colerx
This one is very nice!! good job!
Btw about playing in co-op mode, the graves are appearing only if restarting the server, or re-entering the map if in hub system if I'm not mistaken? if in procedural maps system they won't appear at all if not reloading the same map right?
fix texture warning (renamed a directory with code example from patches to add-ons);
added VM abort handler for better bug reports, just in case;
made stones fall to floor faster when spawning.
Colerx, thanks for noticing! Gravestones should now spawn immediately when somebody dies in multiplayer. Multiplayer testing for my mods is much appreciated because I play multiplayer on very rare occasions.
Re: [minimod][v1.0] Graveyard
Posted: Wed Mar 10, 2021 12:07 pm
by Colerx
WOOOOO this was like prompt delivery many many thanks!!!
Gonna test it properly in a few hours
Oh that's another great mod's name but not the correct one.
-------
EDIT: just tried it on the fly preparing it for later and seems working very good, much appreciated!
the only problem I have is that if I host the server directly on a map that has not 2nd player spawn point it get this error:
Spoiler:
Called from gy_VmAbortHandler.WorldLoaded at graveyard-v1.1.0.pk3:zscript/gy_vmaborthandler.zs, line 24
Execution could not continue.
VM execution aborted: tried to read from address zero.
For the moment I can easily get around this problem hosting on a vanilla map then mapchange to the first one.
The crash should be easily reproducible but in case where I can get the dump generated by VMHandler you kindly included?
Changelog since version 1.1.0:
- fixed VM abort in multiplayer.
Re: [minimod][v1.1.1] Graveyard
Posted: Fri Mar 12, 2021 12:18 pm
by Colerx
Nice!!! thanks!
Re: [minimod][v1.1.1] Graveyard
Posted: Thu Mar 18, 2021 10:08 am
by Colerx
Hey, I have a little feature request, could be possible to display on the automap the last dropped tombstone position (so last point of death)? , would be nice when respawning in co-op to have a pointer on the map to get back there easily without getting lost. if not too much work thanks!