Lambda (Oct/08/2023)

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ZaWarudo11
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Re: Lambda - Another small fix (April/05/2021)

Post by ZaWarudo11 »

Are we going to get the option to use the Opposing Force gloves?
Starman the Blaziken
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Re: Lambda - Another small fix (April/05/2021)

Post by Starman the Blaziken »

Suppose I might not know a feature or if it is something funky, but I noticing lately when playing this mod in the recent GZDoom version that I can randomly get fracture damage despite not having the fall damage flag on or going off of steep ledges ether just against walls, down or up stairs too as an example.
Edit: Nevermind, bone hurting juice gives me the ouchies. Even though it probably would be worse to have it in a stack where it might make me loose my HP instead of gain it.
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Captain J
 
 
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Re: Lambda - Another small fix (April/05/2021)

Post by Captain J »

About the bone hurting juice, it's not really necessary to spawn that often since it's not doing a great job to keep the player alive. Wish we could deactivate it somehow, or make it extra rarer.
Starman the Blaziken
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Re: Lambda - Another small fix (April/05/2021)

Post by Starman the Blaziken »

Captain J wrote:About the bone hurting juice, it's not really necessary to spawn that often since it's not doing a great job to keep the player alive. Wish we could deactivate it somehow, or make it extra rarer.
Yeah I barely have been noticing it, besides that I could not tell which one it was, but also what was hurting me being that it is a smol non-glowy can that is breaking my bones.
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goldenmob72
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Re: Lambda - Another small fix (Jun/01/2021)

Post by goldenmob72 »

When I fall of a High Ledge, I can still hear the Doomguy fall sound
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Spaceman333
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Re: Lambda - Another small fix (Jun/01/2021)

Post by Spaceman333 »

Bug report:

Image
(Click to enlarge)

I played a Obsidian generated 32 map level and for some reason the final map (map30) does not play nice with the mod. Everything else works spectacularly though. Worth mentioning is that the last map has a custom final boss generated by Obsidian - chooses a random monster and spawns it in with 20.000hp + special abilities - so its not the usual Icon of Sin fight.

Super impressive mod btw!
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TheCamaleonMaligno
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Re: Lambda - yet nother small fix (May/26/2022)

Post by TheCamaleonMaligno »

@goldenmob72 Ah, and i just notice that, i'll check that later

@Spaceman333 it should be fixed now?
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Spaceman333
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Re: Lambda - yet nother small fix (May/26/2022)

Post by Spaceman333 »

TheCamaleonMaligno wrote:@goldenmob72 Ah, and i just notice that, i'll check that later

@Spaceman333 it should be fixed now?
Thanks, I'll download now and report back when I test it out.
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Spaceman333
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Re: Lambda - yet nother small fix (May/26/2022)

Post by Spaceman333 »

Good news, the fix works!

Image

Obsidian final boss level loaded successfully, was able to fight defeat and grab the final exit orb as intended.

--

Everything works in the mod perfectly, though there were a bunch of "Unknown item class to drop from a random spawner" spamming the console at the start of every level. I did use custom nukage barrel replacements, so maybe that was it - but regardless it did not impact gameplay whatsoever, so I'm able to ignore that entirely.

All good! :thumb:
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goldenmob72
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Re: Lambda - yet nother small fix (May/26/2022)

Post by goldenmob72 »

I tried this w/ The Latest GZDoom, and the Weapons don't show at all. I loaded it in the correct order. w/ no additional mods or add-ons
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luigiman0640
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Re: Lambda - yet nother small fix (May/26/2022)

Post by luigiman0640 »

So I've noticed that, with the barnacle, grappling onto the zombiemen at the start of Entryway would crash with the fatal error of
Execution could not continue. Invalid instruction: cvtsi2sd xmm0
and I have no clue what that could even point to, let alone what it means. At first I thought it had something to do with elevation, but there doesn't seem to be an exact rhyme or reason to what the cause is. The zombiemen don't even seem to be the cause upon further testing. Also not sure if this was ever mentioned before on this thread. If it helps, I'm on GZDoom version g4.11pre-185-g245dac814
I haven't posted yet, but I kept testing, and it seemed like everything was running just fine, but then I restarted again and got a "Very Fatal Error" crash with the following summary:

Code: Select all

Code: C0000005 (Access Violation - tried to read address 0000000000000017)
Address: 00007FF7E51A64E1
I have no clue what's going on here. Dunno if this is a problem with the mod or with my PC or something, but I'm gonna assume it's something on my end. Just weird oddities or something.
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TheCamaleonMaligno
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Re: Lambda - yet nother small fix (May/26/2022)

Post by TheCamaleonMaligno »

I'm aware of this issue as a friend of mine is also experiencing it. However, in their case, the game crashes specifically when firing the pistol. It appears that the causes of the crashes vary for each person. Though the mod works fine for me for some reason and i'm unable to reproduce this bug myself. I think the real cause is GZDoom itself as the game didn't crash until a few dev builds ago. I'm currently waiting to see if it fixes itself within the next releases but i'll see what can i do on my end.
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TheCamaleonMaligno
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Re: Lambda - yet nother small fix (May/26/2022)

Post by TheCamaleonMaligno »

Okay i'm not quite sure if this particular version of Lambda_Code.pk3 will fix it.
If it doesn't work i'll recommend for the time being using +vm_jit 0 in the launch parameters whenever you start gzdoom with this mod
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IHateThoseKoopalings
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Re: Lambda - yet nother small fix (May/26/2022)

Post by IHateThoseKoopalings »

Been using this with map packs to get the gmDoom experience without billboarding. But the way you pulled models off, ReShade's generic depth buffer doesn't like it and only reads the weapon models.
LorddRaptorr
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Xen monsters for doom

Post by LorddRaptorr »

Hi! I make some xen monsters.) If need you can found them here - https://www.youtube.com/watch?v=uzu9YKF ... FreeForAll
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