mamaluigisbagel wrote:ah okay. Yeah, I noticed the bosses at E1M8 (which I really like) so I just was curious. Thanks for clearing that up! I just figured for E2 and E3 M8, it'd always me a unique boss since they're boss levels. Not a problem that it doesn't though. I like the idea that it waits until you're powerful enough.
There are special bosses for E2 and E3
On E2 you should encounter a big boss (Cyber Tyrant) and on E3 (you will always encounter a mini-boss + cyberdemon + mastermind) as long as you have the Fancy Levels stuff enabled.
I did have a bug (which might be addressed in the next patch) where fighting the E1M8 boss, I killed one, saved, then had to load. Somehow the boss I killed got its health back, but was still dead. Because of this, after killing the remaining boss, the walls didn't lower. I just IDCLIP'd out of it, but figured I'd point it out.
I'm not really sure what you mean. In order for this boss encounter to work properly you must be seen by the belphegor, this launches an ACS script that watches the health of the belphegor and the duke. Once both enemies HP have been reduced to zero, the walls should lower.
If something happens to jack up this script (such as using notarget to prevent the belphegor from properly aggroing onto the player, and then using MDK on the duke), the walls wont work, I'll try to make this more robust, but it's very difficult to accomplish without adding in yet another map, which I'd like to avoid.
Enjay wrote:I just had a VM execution abort with this mod. I was playing Strife and I had cheated to get everything. I got hit by the rockets from a crusader and then the following got spammed to the console a few thousand times (and it kept spamming, making it necessary for me to use Shift-Ctrl-Esc to kill GZDoom).
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Called from GC_MBlurHandler.NetworkProcess at Guncaster_Vindicated.pk3:zscript/specialeffects/motionblur.txt, line 31
VM execution aborted: tried to read from address zero.
I haven't started work on strife yet. I apologize that the experience isn't up the standard that DOOM and Heretic should be on. I highly doubt that the motion blur script is responsible for this, however, it does have an annoying side effect of making it very hard to actually detect the cause of a VM abort. I'll report this problem upstream and try to fix motion blur myself.
The root cause of the abort may be some bad behavior interacting with Vindicated and some strife enemies/projectiles. I'll try to test it and see what the cause is, I'm likely about to start work on the strife adaptation of Vindicated.
In order to get a better printout of the actual root cause of the VM abort try loading vindicated with strife and printing a logfile like this
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C:\doom_stuff\> gzdoom.exe -iwad strife1.wad -file guncaster_vindicated.pk3 +logfile C:\users\myusername\desktop\strife_error_log.txt
Thanks again for the reports and for playing!