
Blood Stalker 2? Katz's Bots, AI, and Mutants 4.8.0. Update
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
- guest6777
- Posts: 53
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- Graphics Processor: nVidia (Modern GZDoom)
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Re: Blood Stalker 2? Katz's Bots, AI, and Mutants
Please create for Zandronum 

Re: Blood Stalker 2? Katz's Bots, AI, and Mutants
I've fixed that, but uploaded the wrong file on a different drive. No wonder nothing changed.Netheritor wrote:I... still can't resurrect. To be specific, it's like this;
Entering new game -> command 'kill' -> I can resurrect -> command 'kill' -> I can't resurrect, only flashing invulnerability.

Wish I could, but it uses too much zscript for its code.guest6777 wrote:Please create for Zandronum
- RastaManGames
- Posts: 378
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Re: Blood Stalker 2? Katz's Bots, AI, and Mutants
Nice mod. Not expected such overhauling change in enemy behavior.
By the way, how game decide which next form of infected enemy?
In "Russian Mercenaries" monster pack all infected enemies transforming into battle helicopter (this is pain elemental replacement). This is doable, i guess.
In "Codename: Hunk" monster pack all infected enemies transforming into tyrant nemesis (this is spider mastermind, if i don't confuse it up) with something like 6000 HP and very insane melee DMG.
By the way, how game decide which next form of infected enemy?
In "Russian Mercenaries" monster pack all infected enemies transforming into battle helicopter (this is pain elemental replacement). This is doable, i guess.
In "Codename: Hunk" monster pack all infected enemies transforming into tyrant nemesis (this is spider mastermind, if i don't confuse it up) with something like 6000 HP and very insane melee DMG.
Re: Blood Stalker 2? Katz's Bots, AI, and Mutants
It scans the level for appropriate monsters and adds them to a list for future levels. They have to bleed and be big enough to be chosen. I guess the battle helicopter bleeds for some reason? No idea what the sizes for Codename: Hunk are.RastaManGames wrote:Nice mod. Not expected such overhauling change in enemy behavior.
By the way, how game decide which next form of infected enemy?
In "Russian Mercenaries" monster pack all infected enemies transforming into battle helicopter (this is pain elemental replacement). This is doable, i guess.
In "Codename: Hunk" monster pack all infected enemies transforming into tyrant nemesis (this is spider mastermind, if i don't confuse it up) with something like 6000 HP and very insane melee DMG.
Could probably add a way for users to specify a list instead of it being generated.
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- Posts: 221
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Re: Blood Stalker 2? Katz's Bots, AI, and Mutants
What does the "super infusion" do?
Re: Blood Stalker 2? Katz's Bots, AI, and Mutants
Just empowers their health and increases it. Up to your own max health.Funky Gnoll wrote:What does the "super infusion" do?
Re: Blood Stalker 2? Katz's Bots, AI, and Mutants
Just another smallish update. Added beta stuck fix for ai (haven't been able to extensively test yet).
Also dragon form makes a comeback. You enter this powerful form when you're on your last life and about to truly die.
Probably not going to update for a while unless I can think up some new ideas or powers.
Also dragon form makes a comeback. You enter this powerful form when you're on your last life and about to truly die.
Probably not going to update for a while unless I can think up some new ideas or powers.
- kadu522
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Re: Blood Stalker 2? Katz's Bots, AI, and Mutants
Well helicopters bleed oil so i quess that counts??? IDK.
Re: Blood Stalker 2? Katz's Bots, AI, and Mutants
Unfortunately Doom's blood system can be used with anything. Some mods make machines "bleed" metal parts or oil. Can't really fix.kadu522 wrote:Well helicopters bleed oil so i quess that counts??? IDK.
Re: Blood Stalker 2? Katz's Bots, AI, and Mutants
Bugfix update. Monsters should no longer get stuck in the mutate state. Monster morphs should work fully again.
Edit: Removed debug console messages.
Edit: Removed debug console messages.
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Re: Blood Stalker 2? Katz's Bots, AI, and Mutants
Download link broken.
Re: Blood Stalker 2? Katz's Bots, AI, and Mutants
Link still broken? Download button should be at the top left.AvzinElkein wrote:Download link broken.
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Re: Blood Stalker 2? Katz's Bots, AI, and Mutants
Code: Select all
VR execution aborted: tried to write to address zero.
Called form RyuvainController.PostBeginPlay at Katzura (6).pk3:zscript/zryustate, line 163
Well, I also try it with guncaster but it's more like guncaster error.
Re: Blood Stalker 2? Katz's Bots, AI, and Mutants
I've updated the file with a check for this. Let me know if you get that error again.Netheritor wrote:So, I guess this means a specific class in other mod cause this error? I tried it with spacecats / spacesaga mod and valiant mod.Code: Select all
VR execution aborted: tried to write to address zero. Called form RyuvainController.PostBeginPlay at Katzura (6).pk3:zscript/zryustate, line 163
Well, I also try it with guncaster but it's more like guncaster error.
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Re: Blood Stalker 2? Katz's Bots, AI, and Mutants
It become like this;
VR execution aborted: tried to write to address zero.
Called from RyuvainThinkerBase.RyuvainAI_Flags at Katzura (7).pk3:zscript/zryuevnt, line 511
Called from RyuvainController.Tick at Katzura (7).pk3:zscript/zryustate, line 456
VR execution aborted: tried to write to address zero.
Called from RyuvainThinkerBase.RyuvainAI_Flags at Katzura (7).pk3:zscript/zryuevnt, line 511
Called from RyuvainController.Tick at Katzura (7).pk3:zscript/zryustate, line 456