[1.3 WIP] Codename: DEMOLITIONIST

Projects that have specifically been abandoned or considered "dead" get moved here, so people will quit bumping them. If your project has wound up here and it should not be, contact a moderator to have it moved back to the land of the living.
Locked
Jayrassic Park
Posts: 32
Joined: Thu Apr 19, 2018 6:46 pm

Re: [WIP] SWWM GZ ~ Cute robutt whomst loves to explode demo

Post by Jayrassic Park »

Got another crash, this time as I was pulling out the JET. Also on Ganymede Base.

User avatar
Marisa the Magician
Banned User
Posts: 3886
Joined: Fri Feb 08, 2008 9:15 am
Preferred Pronouns: She/Her
Operating System Version (Optional): (btw I use) Arch
Graphics Processor: nVidia with Vulkan support
Location: Vigo, Galicia
Contact:

Re: [WIP] SWWM GZ ~ Cute robutt whomst loves to explode demo

Post by Marisa the Magician »

That... makes no sense. This error would mean that the secondary ammo doesn't exist... when it should, at all times, even if not carrying any. Something's definitely fishy here.

Gonna need a full list of the mods you loaded.

Edit: Look, I'm getting the idea here, knowing your previous report. What you're experiencing is 100% impossible, it cannot happen. There is no way in hell that the Ammo2 pointer for the silver bullet would suddenly be null. It's given on pickup, it's preserved between map changes and load/save, I JUST CAN'T reproduce this bug. I seriously need to know if you've done some sort of modifications of your own or are loading this with other mods, because as-is, this simply CAN NOT ever happen.
User avatar
Linz
Posts: 317
Joined: Mon Jun 29, 2020 3:42 pm

Re: [WIP] SWWM GZ ~ Cute robutt whomst loves to explode demo

Post by Linz »

If it turns out he was trying to play this with Brutal Doom I'mma lose my shit
Jayrassic Park
Posts: 32
Joined: Thu Apr 19, 2018 6:46 pm

Re: [WIP] SWWM GZ ~ Cute robutt whomst loves to explode demo

Post by Jayrassic Park »

Marisa Kirisame wrote:That... makes no sense. This error would mean that the secondary ammo doesn't exist... when it should, at all times, even if not carrying any. Something's definitely fishy here.

Gonna need a full list of the mods you loaded.

Edit: Look, I'm getting the idea here, knowing your previous report. What you're experiencing is 100% impossible, it cannot happen. There is no way in hell that the Ammo2 pointer for the silver bullet would suddenly be null. It's given on pickup, it's preserved between map changes and load/save, I JUST CAN'T reproduce this bug. I seriously need to know if you've done some sort of modifications of your own or are loading this with other mods, because as-is, this simply CAN NOT ever happen.
No custom modding done. Only other .wad was Base Ganymede Complete for The Ultimate Doom. (It probably doesn't help I was using the same save file that had the initial crash, but I loaded it with the latest master .zip [current as of Sept 12] and had the GZDooM SVN from Sept 11th.)
Linz wrote:If it turns out he was trying to play this with Brutal Doom I'mma lose my shit
really dude
User avatar
Marisa the Magician
Banned User
Posts: 3886
Joined: Fri Feb 08, 2008 9:15 am
Preferred Pronouns: She/Her
Operating System Version (Optional): (btw I use) Arch
Graphics Processor: nVidia with Vulkan support
Location: Vigo, Galicia
Contact:

Re: [WIP] SWWM GZ ~ Cute robutt whomst loves to explode demo

Post by Marisa the Magician »

the only way this could possibly happen is if you started playing the mod when the secondary ammo wasn't yet added and then resumed after updating the mod.

in which case, this isn't something I can fix.

one workaround would be to drop the weapon from the inventory menu, then pick it up again.

Edit: Version information is now stored on a static thinker when starting a new game. This will help me a lot with figuring out curious cases like these. From now on if there's a mismatch between the mod version used when the session was started and the currently loaded one, a warning text will print to console, and the version mismatch will be additionally printed out in the crash handler.

Note that this warning will remain forever in that session and any consequent saves made from it.

In the future, I might make this a bit less aggressive by implementing a separate save version, like gzdoom itself does, and using that instead.
User avatar
wildweasel
Posts: 21706
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): A lot of them
Graphics Processor: Not Listed
Contact:

Re: [WIP] SWWM GZ ~ Cute robutt whomst loves to explode demo

Post by wildweasel »

Having plenty of fun with this now that I've finally gotten around to grabbing a build. It kinda eats my desk machine's GPU for breakfast while there's a lot of particles in my face, but my desk machine isn't really built to be a gaming rig anyway (it's just a Geforce 710 GT, thing was literally built to be a home media server).

I notice, on the note of performance, that disabling the shader effects from the options menu doesn't disable the rifle scope's lens distortion effect. This wouldn't be a problem if it weren't such an expensive effect.
User avatar
Marisa the Magician
Banned User
Posts: 3886
Joined: Fri Feb 08, 2008 9:15 am
Preferred Pronouns: She/Her
Operating System Version (Optional): (btw I use) Arch
Graphics Processor: nVidia with Vulkan support
Location: Vigo, Galicia
Contact:

Re: [WIP] SWWM GZ ~ Cute robutt whomst loves to explode demo

Post by Marisa the Magician »

Thanks for noticing, fixed that oversight.
User avatar
wildweasel
Posts: 21706
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): A lot of them
Graphics Processor: Not Listed
Contact:

Re: [WIP] SWWM GZ ~ Cute robutt whomst loves to explode demo

Post by wildweasel »

Update: Have remedied some of the performance issues on my end by... reducing the screen scale to 0.5x. Who would have thought the bottleneck on this video card was pixel fill rate?
User avatar
Marisa the Magician
Banned User
Posts: 3886
Joined: Fri Feb 08, 2008 9:15 am
Preferred Pronouns: She/Her
Operating System Version (Optional): (btw I use) Arch
Graphics Processor: nVidia with Vulkan support
Location: Vigo, Galicia
Contact:

Re: [WIP] SWWM GZ ~ Cute robutt whomst loves to explode demo

Post by Marisa the Magician »

I've had that happen with my netbook too. Guess a poor lil' Intel Atom can't exactly handle 1920x1200.

(tbh I've also optimized the particles by stripping down their Tick functions, though I don't think it'll help in cases where the problem is the huge amount of translucent sprites being drawn over each other)
User avatar
Captain J
 
 
Posts: 16891
Joined: Tue Oct 02, 2012 2:20 am
Location: An ancient Escape Shuttle(No longer active here anymore)
Contact:

Re: [WIP] SWWM GZ ~ Cute robutt whomst loves to explode demo

Post by Captain J »

There should be an option for weak computers and laptops, like decreasing all the simple effects and make it just simple and plain.

Speaking of option, is it possible to make a togglable switch of it?
User avatar
Marisa the Magician
Banned User
Posts: 3886
Joined: Fri Feb 08, 2008 9:15 am
Preferred Pronouns: She/Her
Operating System Version (Optional): (btw I use) Arch
Graphics Processor: nVidia with Vulkan support
Location: Vigo, Galicia
Contact:

Re: [WIP] SWWM GZ ~ Cute robutt whomst loves to explode demo

Post by Marisa the Magician »

I have thought of that option in the past, but it'd require such a huge rewrite of most of the code that I didn't bother.
User avatar
Marisa the Magician
Banned User
Posts: 3886
Joined: Fri Feb 08, 2008 9:15 am
Preferred Pronouns: She/Her
Operating System Version (Optional): (btw I use) Arch
Graphics Processor: nVidia with Vulkan support
Location: Vigo, Galicia
Contact:

Re: [BETA] SWWM GZ ~ Cute robutt whomst loves to explode dem

Post by Marisa the Magician »

Well, everyone. It's taken a long time, it's been quite a lot of arduous work, but it is finally done. The mod is now officially entering its beta stage.

All weapons and items and fundamental features are complete. All that is left now is to add some additional bells and whistles, extra polishing, more work on translations...

I'm well past the biggest hurdle now, at least, so everything ahead towards 1.0 should be smooth sailing (I hope).

If you want to volunteer for translation work, hit me up on discord over at Secreta Lounge (server is linked in the first post).
Netheritor
Posts: 123
Joined: Tue Dec 03, 2019 5:22 am

Re: [BETA] SWWM GZ ~ Cute robutt whomst loves to explode dem

Post by Netheritor »

Wow, your mod is something else. It's the only mod that I ever played that can freeze my laptop, gzdoom not even crashed.
I also just downloaded the previous version just before you updated to the latest version. The performance compared to previous version is increased..... well, moderately. I'm not scaled the pixel to 0.5 like wildweasel say, not yet. Yeah, my laptop is low-end specs.
User avatar
Marisa the Magician
Banned User
Posts: 3886
Joined: Fri Feb 08, 2008 9:15 am
Preferred Pronouns: She/Her
Operating System Version (Optional): (btw I use) Arch
Graphics Processor: nVidia with Vulkan support
Location: Vigo, Galicia
Contact:

Re: [BETA] SWWM GZ ~ Cute robutt whomst loves to explode dem

Post by Marisa the Magician »

0.9.1b update pushed

Changelog:
  • Fix score being reset on coop respawn.
  • Remove slight vertical offset of ground dash, not needed when we have NOFRICTION.
  • Disable stair downstepping while dashing.
  • Add crit sound for buttslams when they kill something.
  • Clean up some more stuff on map transitions (e.g.: dash/stomp canceling)
  • Korax messages show with a colored name now, for zazz.
  • Removed hitscan parrying, as it's odd and unpredictable.
  • Adjusted how wall detection works in dashes, should work better with stairs.
  • Allow down-dashes in mid-air when jumping is disabled, so you can still groundslam.
Thanks to all who have played and tested the first beta release, your feedback and suggestions are always welcome.
Netheritor
Posts: 123
Joined: Tue Dec 03, 2019 5:22 am

Re: [BETA] SWWM GZ ~ Cute robutt whomst loves to explode dem

Post by Netheritor »

Just a quick question.
What's the difference between pk3 and pk7 in this mod? Is there a difference in stability/performance? I really want to play this but I'm too afraid of freezing my laptop.
Locked

Return to “Abandoned/Dead Projects”