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Re: Wandmaster (Noita in Doom) - make your own powerful or silly wand!

Posted: Tue Dec 24, 2024 8:29 am
by krokots
MsrSgtShooterPerson wrote: Tue Dec 24, 2024 5:36 am Amazing mod so far! I'm admittedly not good at crafting my own stuff yet - most of the time, I seem to end up making weak BFG wands that eat up all wand charges and barely hit anything, but I think I appreciate as part of the learning process. :D

I do have some notes:
1) Could there be a UI feature where we can see which part of the wand are we on especially for non-shuffles? It could be something like the spell icons at the bottom of the screen or for something cleaner, even just little colored spheres or dots to show how far into the spell queue we are.
2) While grabbing new quests from the hub, there was one involving a wear-a-cursed object quest - however, it was a soulsphere with a negative health value that instantly 'kills' me upon putting it on - I can still move and fire wands by my screen is rotated like 120-degrees
3) I obtained an accessory that cast Repel on chance if you are hit - well, turns out I was the one being thrown all the way to the end of the map especially when confronted with chaingunners. Not sure if this is a delibarate negative effect or perhaps a bug.
4) I'm playing on mobile and while I can activate a mouse-style cursor, I don't seem to have right click - is it possible to apply double-click as an alternative? I think it can be context-sensitive too i.e.
* Double-click to use an item in your inventory.
* If the shop is open, double-click sells the item or purchases an item.
* If you have a chest open, double-click sends the item between inventory grids (backpack or the chest)

What do you think? Once again, an absolutely terrific mod with a lot of content that pretty much looks complete off-the-bat :D
Thanks for the feedback!
Ad. 1 - I was thinking about something like this at one point. I'll try to experiment with putting spell icons in the HUD - see how they fit. I don't know if a 24-spell wand will make the HUD too much cluttered. But the dots could be a good alternative.
Ad. 2 - Typical bug with balancing magical effects. I probably just set values for the cursed artifacts - so for orbs let's say - 33% health or something.
Ad. 3 - Yeah repel shouldn't repel also the player...adding to the TODO list!
Ad. 4 - UI is built on ZForms and right now there is no double-click detecting feature. This may or not may be hard to implement, but I'm gonna take a look.

Re: Wandmaster (Noita in Doom) - make your own powerful or silly wand!

Posted: Tue Dec 24, 2024 8:02 pm
by lulululululu
Whenever i finish a level it just shows the dead simple text screen and crashes? the report says Code: C0000005 (Access Violation - tried to read address ffffffffffffffff)
Address: 00007ff62b8d1585

Re: Wandmaster (Noita in Doom) - make your own powerful or silly wand!

Posted: Wed Dec 25, 2024 12:59 am
by Shatter-Thought[V-4]
I've been playing this quite a bit, and it's very fun but I do have some troubles:

I think a test firing room in the Holy Mountain map is very important, as often it's hard to really feel out just how useful a wand I picked up is, or more so one I bought or got as a reward for a quest.

Also, hitscan enemies are a serious problem to the balance of this mod, as getting into cover or stunning enemies with slow projectiles is a hampering situation to combat as I can't preserve my health very well, especially against tons of hitscan foes teleporting in or revealed from a closet.

One option may be to integrate a mod to remove hitscan attacks with projectiles, nothing too slow, just enough to make a slow wizard more able to juke around.

A HUGE problem however is in fact the movement I mentioned, because certain timed platforms or larger "jumps" in maps can be impossible to achieve.
In vanilla there is one jump in the Crusher that is quite hard with no speed bonus, but the blue keycard is superbly difficult without said boost, if not impossible.
I think a minor speedboost mechanic may be wise to make those jumps/races in Vanilla or other maps possible, even if it takes all your charge so a player can't abuse it, it would be almost necessary I feel.

Otherwise, this has been a greatly polished mod that I have enjoyed very much! I'm in the process of making a map specifically for the mod that might work better with it.

Thanks for making this!

Re: Wandmaster (Noita in Doom) - make your own powerful or silly wand!

Posted: Wed Dec 25, 2024 11:53 am
by krokots
lulululululu wrote: Tue Dec 24, 2024 8:02 pm Whenever i finish a level it just shows the dead simple text screen and crashes? the report says Code: C0000005 (Access Violation - tried to read address ffffffffffffffff)
Address: 00007ff62b8d1585
I need more info. What wad are you playing? Are you using latest GZDoom ? Any other mods ?

Re: Wandmaster (Noita in Doom) - make your own powerful or silly wand!

Posted: Wed Dec 25, 2024 11:56 am
by krokots
Also : Updated to 0.1c
- Added "testing room" in the Holy Mountain. You can shoot sealed / unsealed wands, no mana cost. There is a DPS counter inside. Possible addition : to add a teleport from anywhere in the level to testing chamber (right now you need to go down the stairs to the room).
- Corpses with wands now spawn only at weapon locations. So weapons have a chance to be replaced by a wand + artifact, or just an artifact.

Re: Wandmaster (Noita in Doom) - make your own powerful or silly wand!

Posted: Wed Dec 25, 2024 1:02 pm
by krokots
Shatter-Thought[V-4] wrote: Wed Dec 25, 2024 12:59 am I've been playing this quite a bit, and it's very fun but I do have some troubles:

I think a test firing room in the Holy Mountain map is very important, as often it's hard to really feel out just how useful a wand I picked up is, or more so one I bought or got as a reward for a quest.

Also, hitscan enemies are a serious problem to the balance of this mod, as getting into cover or stunning enemies with slow projectiles is a hampering situation to combat as I can't preserve my health very well, especially against tons of hitscan foes teleporting in or revealed from a closet.

One option may be to integrate a mod to remove hitscan attacks with projectiles, nothing too slow, just enough to make a slow wizard more able to juke around.

A HUGE problem however is in fact the movement I mentioned, because certain timed platforms or larger "jumps" in maps can be impossible to achieve.
In vanilla there is one jump in the Crusher that is quite hard with no speed bonus, but the blue keycard is superbly difficult without said boost, if not impossible.
I think a minor speedboost mechanic may be wise to make those jumps/races in Vanilla or other maps possible, even if it takes all your charge so a player can't abuse it, it would be almost necessary I feel.

Otherwise, this has been a greatly polished mod that I have enjoyed very much! I'm in the process of making a map specifically for the mod that might work better with it.

Thanks for making this!
Thanks for the feedback!

As for hitscan, right now you can try to add the No More Hitscans mod. I myself wanted to do something like this, but if there exists already a mod that does exactly the same thing, I probably won't bother adding replacing hitscans with tracers, but who knows. It can always be an option.

And I know about the speed issue. I actually lowered gravity for the player so it would be possible to do the crusher jump without any speed bonuses, but it IS really hard, I know. You have to do it with strafe running. But I will add "Sprint" feature later - a limited speed increase for a few seconds - just like in most games. This will possibly solve all these.

Re: Wandmaster (Noita in Doom) - make your own powerful or silly wand!

Posted: Wed Dec 25, 2024 2:34 pm
by lulululululu
krokots wrote: Wed Dec 25, 2024 11:53 am
lulululululu wrote: Tue Dec 24, 2024 8:02 pm Whenever i finish a level it just shows the dead simple text screen and crashes? the report says Code: C0000005 (Access Violation - tried to read address ffffffffffffffff)
Address: 00007ff62b8d1585
I need more info. What wad are you playing? Are you using latest GZDoom ? Any other mods ?

Doom 2, no other mods, tested on scythe with the same exact results. using gzdoom-4-14-0a

Re: Wandmaster (Noita in Doom) - make your own powerful or silly wand!

Posted: Wed Dec 25, 2024 3:22 pm
by krokots
lulululululu wrote: Wed Dec 25, 2024 2:34 pm
krokots wrote: Wed Dec 25, 2024 11:53 am
lulululululu wrote: Tue Dec 24, 2024 8:02 pm Whenever i finish a level it just shows the dead simple text screen and crashes? the report says Code: C0000005 (Access Violation - tried to read address ffffffffffffffff)
Address: 00007ff62b8d1585
I need more info. What wad are you playing? Are you using latest GZDoom ? Any other mods ?

Doom 2, no other mods, tested on scythe with the same exact results. using gzdoom-4-14-0a
Hmmm I just ran Wandmaster 0.1c + Scythe.Wad on Doom2 IWAD and it works (map01 finisted - got to the HUB and then got to map02).
I'm not sure if there could be any GZDoom settings that messes with Wandmaster but I doubt it. You COULD try to play with freshly downloaded GZDoom but I don't want to force you to erase all your current settings. But you could try to use "Reset to defaults" and then check if it works for you. Can you screenshot me the error ? And / or upload gzdoom.ini (this is a file that holds all gzdoom settings - located in "Documents/My Games/GZDoom") for me.

Re: Wandmaster (Noita in Doom) - editable wands, magical items, quests, perks and more.

Posted: Wed Dec 25, 2024 10:09 pm
by lulululululu
reset settings, same exact issue. heres the crash report https://www.mediafire.com/file/tbevtwl5 ... t.zip/file

Re: Wandmaster (Noita in Doom) - editable wands, magical items, quests, perks and more.

Posted: Thu Dec 26, 2024 7:07 am
by krokots
lulululululu wrote: Wed Dec 25, 2024 10:09 pm reset settings, same exact issue. heres the crash report https://www.mediafire.com/file/tbevtwl5 ... t.zip/file
It seems that you are actually using GZDoom 4.12 (in the crash log GZDoom version g4.12pre-447-g05167fd4e).

Re: Wandmaster (Noita in Doom) - editable wands, magical items, quests, perks and more.

Posted: Thu Dec 26, 2024 1:49 pm
by lulululululu
oh dang. sorry for wasting you time, guess i set up zdl incorrectly because i thought i was using the right one

Re: Wandmaster (Noita in Doom) - editable wands, magical items, quests, perks and more.

Posted: Fri Dec 27, 2024 12:51 pm
by krokots
Updated to 0.1d
- Added Sprint feature - bind a key to be able to sprint for a while.
- Added Increase max sprint power to magical effects.
- Fixed negative prices on cursed accessories.
- Fixed unbalanced effects on cursed accessories.
- Fixed selecting wand in workshop through mouse wheel (next / previous weapon).
- Fixed Repel affecting player + it will also not affect any player spells.

Re: Wandmaster (Noita in Doom) - editable wands, magical items, quests, perks and more.

Posted: Sat Dec 28, 2024 3:56 am
by MsrSgtShooterPerson
Reporting an error on start-up on 0.1d: :D

Code: Select all

GScript error, "Wandmaster_0.1d.pk3:zscript/noita/spells/projectiles/160_repel.zs" line 43:
GCall to unknown function 'ShouldPassThroughPlayer'

1 errors while parsing DECORATE scripts
1 errors while parsing DECORATE scripts

Re: Wandmaster (Noita in Doom) - editable wands, magical items, quests, perks and more.

Posted: Sat Dec 28, 2024 4:43 am
by krokots
MsrSgtShooterPerson wrote: Sat Dec 28, 2024 3:56 am Reporting an error on start-up on 0.1d: :D

Code: Select all

GScript error, "Wandmaster_0.1d.pk3:zscript/noita/spells/projectiles/160_repel.zs" line 43:
GCall to unknown function 'ShouldPassThroughPlayer'

1 errors while parsing DECORATE scripts
1 errors while parsing DECORATE scripts
Pretty sure that means you are using old GZDoom version. Try 4.14.1a

Also, quick update to 0.1e
- Fixed unsealed wands generating in levels

Re: Wandmaster (Noita in Doom) - editable wands, magical items, quests, perks and more.

Posted: Sat Dec 28, 2024 7:03 am
by MsrSgtShooterPerson
Ah, got it, I play GZDoom via Delta Touch and the dev build is only up to 4.13.2 for now - I don't mind though, I ended up doing some minor modifications instead to let to run for now (even if it means pinballing for a while longer with Repel spells) :biggrin: