Boom Power Reborn - 1.01

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Boom Power Reborn - 1.01

Postby 3saster » Tue Jun 04, 2019 8:23 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 1:33 pm, edited 1 time in total.
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Re: Boom Power Reborn - 1.00

Postby Shadez12 » Wed Jun 05, 2019 12:11 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 2:20 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 StroggVorbis » Wed Jun 05, 2019 2:35 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 8:23 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 11:04 am

@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 1:01 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 2:34 am

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

Postby Squirb » Fri Jul 05, 2019 9:48 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 2:28 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 1:36 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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Re: Boom Power Reborn - 1.01

Postby Vphurple Izumi » Thu Feb 18, 2021 8:25 am

To start off GREAT WORK
but kind of a small problem i am having with

Boom Power Plus - 1 April 2017
* All fireballs are now always Tier 3 fireballs.
VERSION 1.0.0 - 4 June 2019
* Tier system removed entirely. Since Boom Power Plus ensured you always have maximum power items anyway, this system was pointless. The values have been scaled down to make more sense now (i.e. instead of 90 max/3 use for fireballs, it is 30/1 now).

I assume that is supposed to make all the fireballs the BIG bad one but it doesn't do that, now they are randomized between small medium and BIG, removing the tier system shouldn't make them random, but it should just make them all max power/tire3 ones right? well it isn't if that the case.

also

Boom Power Plus - 1 April 2017
* Fire Nova (previously Firewall) now grants a 5 second shield of invulnerability, so the firewall doesn't end up killing you (due to removal of boom player class that originally gave immunity to fire, in order to make the mod work for Russian Overkill and other mods).
* Added an onscreen message and orange color filter whenever Fire Nova item is used, to let you know when its on and how long you are invincible.
Good change, but please do add an option to turn off the message and only leave the orange flashing screen for a more subtle and less IN YO FACE indicator for the invulnerability.

Another bug with the Firewall/Fire Nova is that the first one seems not to spread and just say where the player was staning really dense, no matter where or when you use it, so thats that

using, if that important.
GzDOOM v4.5.0 > DOOM 2: Hell on Earth

"Ah what do you know my Boom juce isnt as volatile as I....., "
"Flaming cactus"
~Dr Heinz Doofenshmirtz
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