[v2.9.1] CHAMPIONS [update 09/03/21]

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krokots
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Re: [v2.9.1] CHAMPIONS [update 09/03/21]

Post by krokots »

OmegaZeroXIII wrote: Thu Sep 01, 2022 12:49 pm Good. I have been presenting this error "VM execution aborted: tried to read from address zero" which is triggered by "champions/handled/handler.txt line 331".

I use the DOOM RPG Roguelike Arsenal modpack and the error every 5 times that I start the mod once does not happen but when entering another level of one the error occurs. I thought it would be the modpack but it's happening to me in others even just using the DOOM Roguelike Arsenal.
You can fix this bug by editing two lines in handler.txt.
in line 331 change

Code: Select all

 if(e.Thing.bMISSILE
to

Code: Select all

if(e.Thing && e.Thing.bMISSILE
Do the same in line 341 (or any line that does not have "e.Thing" before "e.Thing.bMISSILE".
Centimanus
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Re: [v2.9.1] CHAMPIONS [update 09/03/21]

Post by Centimanus »

There's some quirk in this that disables the friendly fire protection in DoomRPG, someone told me it had to do with the mod tweaking the player's species or something along those lines. Any idea what part could be to blame?
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RevanGarcia
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Re: [v2.9.1] CHAMPIONS [update 09/03/21]

Post by RevanGarcia »

I'm having some problems with champions and I don't know how to proceed.

This is the error log:


I'm running Roguelike Arsenal (with its monster pack and DRLA Extended), Legendoom Lite, Champions, "Mikk's Critical Hits, Headshots and Backstabs" and Xim Helper Marines. Sometimes I use "argv's Use To Pickup Add-on".

This is my load order:


Any help is appreciated.
Exibius
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Re: [v2.9.1] CHAMPIONS [update 09/03/21]

Post by Exibius »

RevanGarcia wrote: Sun Aug 20, 2023 12:39 pm I'm having some problems with champions and I don't know how to proceed.

This is the error log:


I'm running Roguelike Arsenal (with its monster pack and DRLA Extended), Legendoom Lite, Champions, "Mikk's Critical Hits, Headshots and Backstabs" and Xim Helper Marines. Sometimes I use "argv's Use To Pickup Add-on".

This is my load order:


Any help is appreciated.
krokots wrote: Tue Nov 15, 2022 2:03 pm
OmegaZeroXIII wrote: Thu Sep 01, 2022 12:49 pm Good. I have been presenting this error "VM execution aborted: tried to read from address zero" which is triggered by "champions/handled/handler.txt line 331".

I use the DOOM RPG Roguelike Arsenal modpack and the error every 5 times that I start the mod once does not happen but when entering another level of one the error occurs. I thought it would be the modpack but it's happening to me in others even just using the DOOM Roguelike Arsenal.
You can fix this bug by editing two lines in handler.txt.
in line 331 change

Code: Select all

 if(e.Thing.bMISSILE
to

Code: Select all

if(e.Thing && e.Thing.bMISSILE
Do the same in line 341 (or any line that does not have "e.Thing" before "e.Thing.bMISSILE".
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Rtma
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Re: [v2.9.1] CHAMPIONS [update 09/03/21]

Post by Rtma »

I have tested and found out that this mod causes serious framerate issues on large monster maps, I do not know if you can optimise this but it would be appreciated, I tested on sunlust map 24 with and without and their was a noticable difference, would love to use this mod more but that is mostly a deal breaker on certain wads.
Delinquent
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Re: [v2.9.1] CHAMPIONS [update 09/03/21]

Post by Delinquent »

Using this mod with BulletEye cause BulletEye's Flash Guard mechanic (and the Bladed Shoulder Guards which directly affects the Flash Guard) to not function properly. Too bad this mod seems to have been abandoned, it's become one of my staples.
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Re: [v2.9.1] CHAMPIONS [update 09/03/21]

Post by Exibius »

Heads up if you're running this with corruption cards; the one card that enables eggs that drop ??? will also take the heart "monster" that is used for the monsters that are invincible until the heart actor is destroyed to be able to appear in those eggs, and I'm not sure that's intended. Seems like merely removing the monster flag from the heart actor and keeping all the other flags that are used for the "monster flag combo" seems to fix this without any issues.
Someone64
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Re: [v2.9.1] CHAMPIONS [update 09/03/21]

Post by Someone64 »

Another heads up for 2 issues this mod causes in case anyone is going crazy trying to figure it out.

1. If you're playing DRPG, Champions will cause your summons to not be affected by your Rally skill.
2. If you're playing DRLA Extended, it will break the Lost Soul familiar's attack and maybe a few others that I haven't tested yet.
Exibius
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Re: [v2.9.1] CHAMPIONS [update 09/03/21]

Post by Exibius »

Playing this with DRLA causes champions to drop wayyy too many DRLA boot pickups. Trying to figure out how to circumvent this.
Centimanus wrote: Fri Jan 20, 2023 1:42 pm There's some quirk in this that disables the friendly fire protection in DoomRPG, someone told me it had to do with the mod tweaking the player's species or something along those lines. Any idea what part could be to blame?
And also, this. I'm wondering if this is also what is causing things like the issue mentioned above where summoned allies no longer respond to DRPG's rally because the game considers the player a different species from the summons, which also causes friendly fire. Also wondering if this is the cause for many other mechanics mentioned throughout the thread to cease functioning properly, as well.

EDIT: Figured out what was going on with the former; DRLA pulls boots and armor bonuses or a chance for nothing to appear from the original armorbonus actor that is replaced by DRLA's randomspawner. The game originally never expected to have any other kinds of drop chances added to the game, so the droptables are a bit out of whack when you add stuff like champions or legendoomlite into the equation. Looking into legendoomlite's code though, yholl already balanced that side of things and made an extremely specific droptable for legendary enemies that uses DRLA's actual actors for mod compatibility if it's loaded. So, all you have to do is just jack up the chance for armor bonuses to appear more often under RLArmorBonusSpawner in DRLA itself. This comes with the downside that you'll see less boots overall if you just run with DRLA and decide to take off champions, so you'd want to revert those numbers again to compensate for it. You'd also want to reduce the chances for something to appear at all, since the armor bonuses work completely differently in DRLA as well.
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Dan_The_Noob
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Re: [v2.9.1] CHAMPIONS [update 09/03/21]

Post by Dan_The_Noob »

Does anybody know if disabling "item bundles" when using Champions + LegenDoom Lite causes higher tier Legendaries to not drop items? because the champions item bundles are way too potent but LegenDooms drops are just right.
Rtma wrote: Tue Jan 16, 2024 2:46 am I have tested and found out that this mod causes serious framerate issues on large monster maps, I do not know if you can optimise this but it would be appreciated, I tested on sunlust map 24 with and without and their was a noticable difference, would love to use this mod more but that is mostly a deal breaker on certain wads.
maybe set how often the champions are selected lower in champion settings.
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Facínora
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Re: [v2.9.1] CHAMPIONS [update 09/03/21]

Post by Facínora »

I'm glad someone bumped this thread so I got to know this minimod. Champions is really useful to give more variation to mods with few enemies. I tried it with a map that has only two types of monsters with satisfying results.

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