[v1.0.0] Psychic -- HEY LOOK ITS RELEASED NOW
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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.
- DoomRater
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Re: [WIP] Psychic -- Public Beta #2 (SVN required)
Like I said, i'm a cheap bastard.
I used an alias that switched the fire button on and off repeatedly. You know, for testing purposes.
I used an alias that switched the fire button on and off repeatedly. You know, for testing purposes.
Re: [WIP] Psychic -- Public Beta #2 (SVN required)
If you read the docs, you'll see that you don't have to do that any more. 

Re: [WIP] Psychic -- Public Beta #2 [+KDiZD/DVII Patches]
A quick update: I've updated the first post with patches for KDiZD and Deus Vult II. Now you can run 'em hopefully flawlessly (report any bugs you may find) with this mod now. 
Here's the links for the lazy:
KDiZD Patch - adds BM-drops for enemies and fixes weapon slots.
DVII Patch - fixes a nasty potential lockup in MAP01.
Have fun!

Here's the links for the lazy:
KDiZD Patch - adds BM-drops for enemies and fixes weapon slots.
DVII Patch - fixes a nasty potential lockup in MAP01.
Have fun!
Last edited by Xaser on Thu Jul 09, 2009 5:25 pm, edited 1 time in total.
Re: [WIP] Psychic -- Public Beta #2 [+KDiZD/DVII Patches]
both links are broken. 

Re: [WIP] Psychic -- Public Beta #2 [+KDiZD/DVII Patches]
Links work for me, but it says i need a password.X-CrAzYkOoL-X wrote:both links are broken.

Re: [WIP] Psychic -- Public Beta #2 [+KDiZD/DVII Patches]
Heh, remind me not to use the "Copy link to clipboard" feature in FileZilla. It doesn't do what it says it does.
Thanks for the re-link, Morph.
Thanks for the re-link, Morph.

Re: [WIP] Psychic -- Public Beta #2 [+KDiZD/DVII Patches]
*blasts Fish in a Blender in the background*
There's a slight bug when playing with KDiZD -- it's not the fault of the patch, and it's something I can't fix with one and will have to wait until the next beta release. Namely, the buymenu's script numbers are the same as scripts on Z1M3 and Z1M4, so you can't buy anything on those maps. I'm not sure why KDiZD used such abnormally high script numbers, but all I can do is increase Psy's script range to somewhere in the 400's (thanks Nightflame for the range info), and for that I'll have to edit the main wad.
I'd love to make a quick hotfix, but there's only so much one can do when one can only upload something every couple of weeks.
There's a slight bug when playing with KDiZD -- it's not the fault of the patch, and it's something I can't fix with one and will have to wait until the next beta release. Namely, the buymenu's script numbers are the same as scripts on Z1M3 and Z1M4, so you can't buy anything on those maps. I'm not sure why KDiZD used such abnormally high script numbers, but all I can do is increase Psy's script range to somewhere in the 400's (thanks Nightflame for the range info), and for that I'll have to edit the main wad.
I'd love to make a quick hotfix, but there's only so much one can do when one can only upload something every couple of weeks.
- Major Cooke
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Re: [WIP] Psychic -- Public Beta #2 [+KDiZD/DVII Patches]
Notepad -> Put DECORATE file in there -> Find and Replace -> Find: <buymenunumber> Replace with: <newbuynumber>Xaser wrote:*blasts Fish in a Blender in the background*
There's a slight bug when playing with KDiZD -- it's not the fault of the patch, and it's something I can't fix with one and will have to wait until the next beta release. Namely, the buymenu's script numbers are the same as scripts on Z1M3 and Z1M4, so you can't buy anything on those maps. I'm not sure why KDiZD used such abnormally high script numbers, but all I can do is increase Psy's script range to somewhere in the 400's (thanks Nightflame for the range info), and for that I'll have to edit the main wad.
I'd love to make a quick hotfix, but there's only so much one can do when one can only upload something every couple of weeks.
Or, did you try loading the psychic wad AFTER the KDIZD pk3? That's what I do. It will override the original loadings generally, including ACS... though I can see that fucks up KDiZD quite a bit.
- TheDarkArchon
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Re: [WIP] Psychic -- Public Beta #2 [+KDiZD/DVII Patches]
So that's what it was.Xaser wrote:*blasts Fish in a Blender in the background*
There's a slight bug when playing with KDiZD -- it's not the fault of the patch, and it's something I can't fix with one and will have to wait until the next beta release. Namely, the buymenu's script numbers are the same as scripts on Z1M3 and Z1M4, so you can't buy anything on those maps. I'm not sure why KDiZD used such abnormally high script numbers, but all I can do is increase Psy's script range to somewhere in the 400's (thanks Nightflame for the range info), and for that I'll have to edit the main wad.
I'd love to make a quick hotfix, but there's only so much one can do when one can only upload something every couple of weeks.
Re: [WIP] Psychic -- Public Beta #2 [+KDiZD/DVII Patches]
Heh, I figured it out about a minute or two after you left the channel. Figures. 


Still, that's something that can be fixed on my end. It'll just have to wait until the next version.

It's an ACS script, actually, but that's basically all I'd have to do.Major Cooke wrote:Notepad -> Put DECORATE file in there -> Find and Replace -> Find: <buymenunumber> Replace with: <newbuynumber>

The psychic wad is loaded after kdizd.pk3, otherwise it wouldn't work at all. The problem is that by default, if a library script (which is what Psy uses) and a map script have the same number, the map script overrides the library script. This has to be done this way precisely so maps won't be broken by badly-numbered libraries. If Psychic's script were to take precedence, for example, you would never be able to climb up the ladder in Z1M3 and instead be prompted to buy something when you tried.Major Cooke wrote:Or, did you try loading the psychic wad AFTER the KDIZD pk3? That's what I do. It will override the original loadings generally, including ACS... though I can see that fucks up KDiZD quite a bit.

Still, that's something that can be fixed on my end. It'll just have to wait until the next version.
- Viscra Maelstrom
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Re: [WIP] Psychic -- Public Beta #2 [+KDiZD/DVII Patches]
I can't run KDiZD with the patch i keep getting this error on the latest GZDoom revision:
And yes, i have the latest version of Psychic as well as the latest version of KDiZD, but it don't wanna work.
Also, there is something wrong with the pistols in the new oc psychic as i can't fire with the same way as i could with the pistols in the old version.
Code: Select all
Script error,"pp-kdizd.wad: DECORATE" line 26:
Replaced type 'BloodDemonClone' not found in BMBloodDemonClone
Also, there is something wrong with the pistols in the new oc psychic as i can't fire with the same way as i could with the pistols in the old version.
- Ryan Cordell
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Re: [WIP] Psychic -- Public Beta #2 [+KDiZD/DVII Patches]
Are you sure? KDiZD_11.pk3 and all? Because it (KDiZD) has BloodDemonClone defined and all, and it's that mechanical pinky demon. It should work. 

- Viscra Maelstrom
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Re: [WIP] Psychic -- Public Beta #2 [+KDiZD/DVII Patches]
Why yes, i have all the files required to make it work( I guess). I have loaded the KDiZd pk3, the latest Psychic beta and the fix, but no it doesn't work.Blade Nightflame wrote:Are you sure? KDiZD_11.pk3 and all? Because it (KDiZD) has BloodDemonClone defined and all, and it's that mechanical pinky demon. It should work.
- Orangewaggs
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Re: [WIP] Psychic -- Public Beta #2 [+KDiZD/DVII Patches]
funny thing I tried playing KDiZD and i all worked... until i tried walking up the first ramp to the first door right after you start the game and then the game crashes... it does it in the same exact spot every time too...