[6.3b] Corruption Cards - 200+ cards! New Collector mode!

Projects that alter game functions but do not include new maps belong here.
Forum rules
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.
User avatar
Cutmanmike
Posts: 11354
Joined: Mon Oct 06, 2003 3:41 pm
Operating System Version (Optional): Windows 10
Location: United Kingdom
Contact:

Re: [5.1c] Corruption Cards - 200+ Gameplay warping cards!

Post by Cutmanmike »

siealex wrote: Tue Sep 05, 2023 6:01 am After playing 22 maps in a row, I get this:

VM execution aborted: array access out of bounds. Size = 8, current index = 8.
Called from CCard_MutatingCard.Operation at ... cards/general.zscript, Line 289
... main.zscript, Line 409
... selector.zscript, Line 208
... selector.zscript, Line 83

What can I do to continue?
Doom II, MAP23, GZDOOM 4.11, Corruption Cards 5.1c.

PS, this error is related to the Parasitic Card when it's taken permanently. I returned to MAP22, selected a different card and quicksaved, then completed MAP22 again, now I'm able to proceed further.
What mode were you playing on? I've been trying to fix this for a while but can never get the crash to happen my end.
User avatar
Dan_The_Noob
Posts: 880
Joined: Tue May 07, 2019 12:24 pm
Graphics Processor: nVidia with Vulkan support
Contact:

Re: [5.1c] Corruption Cards - 200+ Gameplay warping cards!

Post by Dan_The_Noob »

is there any plan to make a comprehensive readme/file for "card + CCARD ID + image + effect" or something? to make it easier to make/edit custom decks again.

also, could we get another pass over the cards menu layout? once you pass 20-ish cards, it basically becomes unreadable as far as remembering what effects are up.
User avatar
AliciaPendragon
Posts: 209
Joined: Wed Jun 07, 2023 8:46 am
Preferred Pronouns: She/Her
Operating System Version (Optional): Windows 10
Location: Gensokyo
Contact:

Re: [5.1c] Corruption Cards - 200+ Gameplay warping cards!

Post by AliciaPendragon »

siealex wrote: Tue Sep 05, 2023 6:01 am After playing 22 maps in a row, I get this:

VM execution aborted: array access out of bounds. Size = 8, current index = 8.
Called from CCard_MutatingCard.Operation at ... cards/general.zscript, Line 289
... main.zscript, Line 409
... selector.zscript, Line 208
... selector.zscript, Line 83

What can I do to continue?
Doom II, MAP23, GZDOOM 4.11, Corruption Cards 5.1c.

PS, this error is related to the Parasitic Card when it's taken permanently. I returned to MAP22, selected a different card and quicksaved, then completed MAP22 again, now I'm able to proceed further.
yeah this issue needs to be patched. And if it cant, Parasitic Card cant appear when its time to pick a card permenantly.
User avatar
Cutmanmike
Posts: 11354
Joined: Mon Oct 06, 2003 3:41 pm
Operating System Version (Optional): Windows 10
Location: United Kingdom
Contact:

Re: [5.1c] Corruption Cards - 200+ Gameplay warping cards!

Post by Cutmanmike »

Dan_The_Noob wrote: Tue Sep 05, 2023 7:48 am is there any plan to make a comprehensive readme/file for "card + CCARD ID + image + effect" or something? to make it easier to make/edit custom decks again.
Not from me as I already have many things to update/add when making or altering cards. Maybe a public wiki would help, sorta like the drla one.
Dan_The_Noob wrote: Tue Sep 05, 2023 7:48 am also, could we get another pass over the cards menu layout? once you pass 20-ish cards, it basically becomes unreadable as far as remembering what effects are up.
This has been on my list for ages and it's almost time to do it. I need to rewrite a lot of the ui (mainly so I can make some new game modes), and it's going to be a big job but once that's done I can finally make a nice new way to view active cards without relying on ACS. Might be a couple of versions away yet though, it needs to line up with when I get time off work.
siealex
Posts: 166
Joined: Tue Mar 17, 2009 2:02 am

Re: [5.1c] Corruption Cards - 200+ Gameplay warping cards!

Post by siealex »

A question on the "five assassins" card. Is it possible to prohibit spawning more than one "boss" monster (cyberdemon or spiderdemon) per map? After completing Doom II the mod proposed to keep my permanent cards and I got... TWO cyberdemons and a spiderdemon on MAP01.
PS, do these assassin monsters have double health?
Last edited by siealex on Wed Sep 06, 2023 2:45 pm, edited 1 time in total.
siealex
Posts: 166
Joined: Tue Mar 17, 2009 2:02 am

Re: [5.1c] Corruption Cards - 200+ Gameplay warping cards!

Post by siealex »

One more strange bug. DOOM II, MAP18 (Courtyard). I took a card that randomly gives demons various properties (makes them big, fast etc.), but I got garbage instead of its name and description. Random characters, then something like "please use original ZDOOM" three or four times, then random characters again. What card was that?
siealex
Posts: 166
Joined: Tue Mar 17, 2009 2:02 am

Re: [5.1c] Corruption Cards - 200+ Gameplay warping cards!

Post by siealex »

I got this card again, it's "Grace of Lilith", now its name is visible.
It displays:
INDEX ENTRY637:CHANGES MANYNFDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD
NON-ZDOOM DETECTED. PLEASE START IN REGULAR ZDOOM (three times)
WHOAMI
TIER: 5
User avatar
Brohnesorge
Posts: 506
Joined: Sat Oct 08, 2016 9:10 am
Preferred Pronouns: He/Him
Operating System Version (Optional): Win10
Graphics Processor: nVidia with Vulkan support
Contact:

Re: [5.1c] Corruption Cards - 200+ Gameplay warping cards!

Post by Brohnesorge »

Spoiler:
siealex
Posts: 166
Joined: Tue Mar 17, 2009 2:02 am

Re: [5.1c] Corruption Cards - 200+ Gameplay warping cards!

Post by siealex »

"Cacodemon projectiles are partially invisible": yes, they are almost invisible, but still light up nearby flats. Why?
User avatar
Dan_The_Noob
Posts: 880
Joined: Tue May 07, 2019 12:24 pm
Graphics Processor: nVidia with Vulkan support
Contact:

Re: [5.1c] Corruption Cards - 200+ Gameplay warping cards!

Post by Dan_The_Noob »

siealex wrote: Wed Sep 06, 2023 3:49 pm "Cacodemon projectiles are partially invisible": yes, they are almost invisible, but still light up nearby flats. Why?
lights arent related to how visible something is.

it basically gives the projectiles the partial invisibility powerup
siealex
Posts: 166
Joined: Tue Mar 17, 2009 2:02 am

Re: [5.1c] Corruption Cards - 200+ Gameplay warping cards!

Post by siealex »

That's what Grace of Lilith does. Its working as intended
But why does it display "non-ZDOOM detected"? I am using GZDOOM 4.11 pre-release version.
User avatar
Brohnesorge
Posts: 506
Joined: Sat Oct 08, 2016 9:10 am
Preferred Pronouns: He/Him
Operating System Version (Optional): Win10
Graphics Processor: nVidia with Vulkan support
Contact:

Re: [5.1c] Corruption Cards - 200+ Gameplay warping cards!

Post by Brohnesorge »

because that's what lilith.pk3 does. The whole card is a reference to that. In CC, its not a real error message
siealex
Posts: 166
Joined: Tue Mar 17, 2009 2:02 am

Re: [5.1c] Corruption Cards - 200+ Gameplay warping cards!

Post by siealex »

What card makes cacoes immediately fly up to the ceiling, like balloons?
siealex
Posts: 166
Joined: Tue Mar 17, 2009 2:02 am

Re: [5.1c] Corruption Cards - 200+ Gameplay warping cards!

Post by siealex »

A suggestion on all cards that make monsters fire random projectiles. Use all projectile types EXCEPT (!) cyberdemon rockets. These rockets can easily make levels unbeatable.
User avatar
Dan_The_Noob
Posts: 880
Joined: Tue May 07, 2019 12:24 pm
Graphics Processor: nVidia with Vulkan support
Contact:

Re: [5.1c] Corruption Cards - 200+ Gameplay warping cards!

Post by Dan_The_Noob »

siealex wrote: Thu Sep 07, 2023 2:28 pm A suggestion on all cards that make monsters fire random projectiles. Use all projectile types EXCEPT (!) cyberdemon rockets. These rockets can easily make levels unbeatable.
it's not choosing projectiles, it's random.
also corruption cards works with mods etc, so it's designed to be flexible with all projectiles.
jus YOLO harder if you can't make it past a spot
Post Reply

Return to “Gameplay Mods”