
I have been running into a small glitch with testing in Hexen though, the dark red monsters corpse is invisible, making it hard to kill before it resurrects.
This happens because the gibs use a stock doom gib sprite that isn't present in other games. I could remedy this by providing a new gib sprite for all games. This also affects the orange, blue and violet champions which also use stock doom sprites. (Explosion and imp fireball)Ryuhi wrote:another fantastic mutator mod, well done as always
I have been running into a small glitch with testing in Hexen though, the dark red monsters corpse is invisible, making it hard to kill before it resurrects.
Sure, I could add different visual cues for different champions. For the explosive I was thinking maybe a fuse stick to the champions head to indicate they go boom!namsan wrote:I love this mod.
Can you add some effects (like smoke or light) for orange enemies? So I can easily spot them.
Recognizing differences between red and orange is sometimes difficult because I have minor colorblind.
That was some slight experimenting on my part to see whether setting and unsetting COUNTKILL will fug with the kill counter (hint: yes it does) and I forgot to remove it. This will be fixed in the next update.Cyanide wrote:Found a bug. The blue champions' mini spawns count towards enemy amount, but do count as dead enemies when killed. It makes it impossible get 100% kills when a blue champion is spawned.
I'm really digging this mod/mutator.
Would you also consider adding a chance for Isaac-style bonus drops after you get the fundamentals squared away? (I wonder how a troll bomb equivalent might workMikk- wrote:In other news I'm toying with a dynamic weighting system for champion spawns - controlled by CVars - this will replace the original method which is very simple - I might also add a new champion or two
ZScript doesn't automatically update the monster count when setting COUNTKILL.Mikk- wrote:That was some slight experimenting on my part to see whether setting and unsetting COUNTKILL will fug with the kill counter (hint: yes it does) and I forgot to remove it. This will be fixed in the next update.
Thanks for that! How have I never heard of this before? That fixes everything!phantombeta wrote:ZScript doesn't automatically update the monster count when setting COUNTKILL.Mikk- wrote:That was some slight experimenting on my part to see whether setting and unsetting COUNTKILL will fug with the kill counter (hint: yes it does) and I forgot to remove it. This will be fixed in the next update.
Just like you're supposed to use A_ChangeLinkFlags to toggle NOBLOCKMAP, you're supposed to use [wiki=A_ChangeCountFlags]A_ChangeCountFlags[/wiki] to toggle COUNTKILL/COUNTITEM/COUNTSECRET.
Seems easy enough - consider it done!Ryuhi wrote: that said, this is going to sound like a really off request... Would it be possible to make a "no-translation" CVAR to not recolor enemy sprites? it can be especially confusing since I have a hard time telling the colors apart, but it would also be cool (and evil) to have their abilities be hidden until you encounter them firsthand
I was considering adding bonus drops for killing champions but I'm not too sure what champion would drop what item at the moment.ErrantMasa wrote:Would you also consider adding a chance for Isaac-style bonus drops after you get the fundamentals squared away? (I wonder how a troll bomb equivalent might workMikk- wrote:In other news I'm toying with a dynamic weighting system for champion spawns - controlled by CVars - this will replace the original method which is very simple - I might also add a new champion or two)
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New Features
- 2 New champions!
- Pink - regenerates 8hp/s
- Titan - 3x Health and Damage, 1.5x slower movement speed
- when killed gives the player a "fear" powerup for 30 seconds
- Bundles!
- very early bonus drops. Champions will drop bundles on death
- drops small ammo pickups and health/armour bonuses
- stronger monsters drop more items in their bundles.
- Spawn Menu
- you can alter the weight of the monster spawns
- this means you can remove certain champs from the pool completely
- Colourless Champions
- removes the colourisation of champions to allow greater compatibility with other mods.
- Champion colours have been altered slightly in some cases (mostly orange, indigo, blue and violet)
Issues Resolved
- Added new sprites from Freedoom for the Blue, Orange, Dark Red and Violet Champions
- Resurrected Champions now retain their effect
- Indigo clones no longer mess with the kill count and cannot be resurrected.
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VM Execution Aborted: Array access out of bounds. Max Index = 14 Current Index = 30
Called from Champion_Handler.WorldThingRevived at mk-champions[1.2].pk3:zscript/champions/newhandler.txt, line 115
Called from state Archvile.6 in Archvile.