Boom Power Reborn - 1.01

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Boom Power Reborn - 1.01

Postby 3saster » Tue Jun 04, 2019 9:23 pm

Ever wish Michael Bay had made Doom? Well now you can live that dream! Boom Power Reborn is a continuation of ELFLE's mod Boom Power, which makes every monster explode when they die.

Features:
  • Monsters explode when they die! The intensity is based on monster health, and can be configured in the options menu.
  • Works with any gameplay/DEHACKED mods (in theory)! Works with Heretic/Hexen/Strife too!
  • Fireballs, Novas, and Nukes! Items to further make explosions!
  • Don't fear explosions! Configurable damage resistance to explosions!
  • EXPLOSIONS!
Version 1.01

ICARUSLIV3S's old video of the original Boom Power:


Changelog:
Spoiler:
Last edited by 3saster on Sat Jul 06, 2019 2:33 pm, edited 1 time in total.
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Re: Boom Power Reborn - 1.00

Postby Shadez12 » Wed Jun 05, 2019 1:11 am

Pairing this with RU creates an interesting bug for certain weapons

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Re: Boom Power Reborn - 1.00

Postby Clifford21 » Wed Jun 05, 2019 3:20 am

Shadez12 wrote:Pairing this with RU creates an interesting bug for certain weapons
....

Sorry, what does RU stand for?
This looks really great when paired with your mod.
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Re: Boom Power Reborn - 1.00

Postby DabbingSquidward » Wed Jun 05, 2019 3:35 am

I think he means Russian Overkill, which would be RO :thonk:
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Re: Boom Power Reborn - 1.00

Postby Tesculpture » Fri Jun 07, 2019 9:23 am

*Loads Boom Power Reborn with Run For It and Chaos Corpses*

*Tries to grab the Chainsaw in the Entryway; it gets up and runs*

*Shoots the Chainsaw; it responds by flying off at high speed, bouncing off the wall, hurtling back toward him and exploding as it passes by, killing him*

10/10 Would die nonsensically again
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Re: Boom Power Reborn - 1.00

Postby Spaceman333 » Fri Jun 07, 2019 12:04 pm

@3saster:

Turns out that inventory error crash was GZDoom's fault and it has been fixed in the latest devbuild:
viewtopic.php?f=50&t=64952

That means the mod itself is clean all this time, hooray! :D
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Re: Boom Power Reborn - 1.00

Postby 3saster » Fri Jun 07, 2019 2:01 pm

Tesculpture wrote:10/10 Would die nonsensically again

Heh, maybe I should set the default damage resistance to 100%...

Shadez12 wrote:Pairing this with RU creates an interesting bug for certain weapons

Maybe I'm missing something obvious here, but what is the problem? It looks okay to me?
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Re: Boom Power Reborn - 1.00

Postby SergeantDiggs » Sat Jun 08, 2019 3:34 am

Ah, that's hot! That is hot!
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Re: Boom Power Reborn - 1.00

Postby Squirb » Fri Jul 05, 2019 10:48 am

(I reported this originally in the Technical Issue forum)

https://ibb.co/QmJPT24

When using the Boom Power Reborn mod this error comes up using the latest beta build. Running the mod with the 3.7 version of GZDoom works without issue. I also tried the latest official release (4.1.3) and the same error came up. No other mods were running at the time.
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Re: Boom Power Reborn - 1.00

Postby _mental_ » Sat Jul 06, 2019 3:28 am

The problem is in EventHandler.txt at line 73. Null pointer check is missing for players[i].mo:
Code: Select allExpand view
if(!players[i].mo.CountInv("BPR_BoomArmor")) players[i].mo.A_GiveInventory("BPR_BoomArmor");
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Re: Boom Power Reborn - 1.01

Postby 3saster » Sat Jul 06, 2019 2:36 pm

Thanks mental, I pushed a hotfix in the meantime to add the null-pointer check. Do you know why it worked it 4.1.2 and below? This should have never worked in the first place.

For everyone else, new version is up, and when I get more time to work on this, expect more stuff and ways to explode your enemies!
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