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Thanks for increasing sludge rain slowness, before it was barely noticable lol
About the dark map card, it could be a card that randomly sets the map dark for a short time! Imagine you are fighting monsters and suddenly that card decides to kick in and everything goes black for a short moment, total panic im sure haha
DarkQuill wrote:May need to apply whatever sorcery you did with the "Spawns Barrels" card to the "spawns chickens" card, can cause some major lag on larger maps.
AFAIK it can still lag with barrels too. Do you have an example map I can try?
Rowsol wrote:Will you include the 'no projectile replacement' option in the menu? I noticed the cvar in the mod and remember you mentioning something about that.
That exists, you need to make a new CCARDS lump. Then add the line: noprojectilereplacement
I have some cards ideas. Choose whatever you can code.
Spoiler: spoiler tag so I don't get mistaken as creator
Healing rain - Heal players and enemies. 1 health each tick. Ghostly state - you and the projectiles you fired are phase in and phase out of existence. Can only damage or damaged in phase in, and can't damage or be damaged in phase out. In phase out, the character will be invisible (transparancy 100%, even the hands that carry weapons). TL;DR -> Cleric icon of the defender, catch is the projectiles fired also in that state. Player is not invulnerable. Lost SOUL - Lost soul variant become completely intangible if their moving or idling phase. Can only damaged when they attack. Can be damaged by splash damage. Weeping angel - Some random enemies become weeping angel (2-5%). Enemy has 5x speed & attack speed. Got 'buddha' and 'invul' when seen but stationary (become statue). Moving and attacking player if not seen. Has 1 health. Fog / dark - No explanation needed
Change liquid state - The graphics is still same but the effects is different. Water become poison but still using water graphics, lava become water but still using lava graphics, or water still water (no change). Doppel assassin - A 'blurred' player with present equipment hunt you down. Spawn area is player spawn. Spawn after 'x' minutes. Use TDbots AI. Time rift - randomly freeze time or stutter time for 'x' ticks with interval of 'x' minutes. Warzone - random carpet bombing & artillery shell happens outside. Add battlefield sound effect Change song - randomly change song if song finished, use available song. Song doesn't loop. (Why not?) Thunderstorm - Thunderstorm strike the ground outside. If hit an enemy or player, it may chain to nearby actor. Painful Immortality - The player always respawn after death (after 5 seconds), but the health always '1' and can't be increased. Magical anomaly - Magical attacks happens randomly on the map. Explosive fire that burns (strife fire), icy explosions that freeze (hexen wendigo's projectiles), small earthquake/stomp that knock someone back, wind that take something away (iron lich tornado). Wizard Chicken - You become a chicken that has an attack to transform enemies to animal (polymorph attack). Random animal change (Chicken, pig, snake, hornet, small dragon, bat, rat, etc.). Primary attack is the usual melee, secondary attack is the polymorph Rogue Monster gang - A gang of rogue monster will appears in several location at once. The monster is it's own faction OR the monster will attack anyone (players, enemies, their own gang).
Also, can you create an option to choose whether a specific card is included in the gameplay, and make random cards for the missing card in the seed. (just for no barrel lag in big map)
Netheritor wrote:Also, can you create an option to choose whether a specific card is included in the gameplay, and make random cards for the missing card in the seed. (just for no barrel lag in big map)
You can make a CCARDS lump to customize what cards appear.
// This lump can be added to any wad/pk3 file to add or remove cards from the game.
//
// Use the line "clearcards" to remove all the previously defined cards.
// Use "addcard classname" to add a new card to the pool.
// Use "removecard classname" to remove a specific card.
// Use "excludemap mapname" to stop a specific map offering the player a card.
// Use "excludeactor actorname" to ban an actor from generic card generation.
// Use "dontfreeze actorname" to prevent an actor from being frozen at the start of the game (as it breaks some monsters).
// Use "noprojectilereplacement" to disable all projectile replacement cards from being generated.
// Player effect cards
addcard CCard_Invisibility
addcard CCard_BonusHealthDrain
addcard CCard_MonsterPlayerHeal
addcard CCard_Paranoia
// World effect cards
addcard CCard_BarrelsOfFun
addcard CCard_FastProjectiles
addcard CCard_SurpriseCyberdemon
addcard CCard_KeyGuard
addcard CCard_MonsterHunt
addcard CCard_Earthquake
addcard CCard_MonsterShuffle
addcard CCard_NukageRain
addcard CCard_BloodRain
addcard CCard_SludgeRain
addcard CCard_ChickenHazard
// Monster effect cards
addcard CCard_Revenge
addcard CCard_DuplicationCurseMonster
addcard CCard_LethalityCurseMonster
addcard CCard_ResurrectionCurseMonster
addcard CCard_ClownCarMonster
addcard CCard_GodMonster
addcard CCard_CorpseExplode
addcard CCard_DisableInfight
addcard CCard_MonsterDisguise
addcard CCard_MonsterAOEHeal
addcard CCard_DiseasedMonsters
addcard CCard_IconsBlessing
addcard CCard_KeysOfPower
addcard CCard_ResurrectionGift
// Monster generic cards (these cards are generated by the game depending on what monsters are in the map)
addcard CCard_MonsterGang
addcard CCard_MonsterAssassin
addcard CCard_MonsterInvisibility
addcard CCard_AdditionalMonster
addcard CCard_ChildMonster
addcard CCard_AggressiveMonster
addcard CCard_RespawningMonster
addcard CCard_UnflinchingMonster
addcard CCard_ReflectiveMonster
addcard CCard_SilentMonster
addcard CCard_MonsterFlight
addcard CCard_NinjaMonster
addcard CCard_MonsterThief
addcard CCard_MonsterSpeed
addcard CCard_MonsterReverseGravity
addcard CCard_WoundedMonsterPower
addcard CCard_MonsterAcidBlood
addcard CCard_MonsterFastProjectiles
addcard CCard_MonsterArmorPiercingProjectiles
addcard CCard_MonsterInvisibleProjectiles
addcard CCard_MonsterBounceProjectiles
addcard CCard_MonsterTripleProjectiles
addcard CCard_MonsterSeekers
addcard CCard_MonsterKnockback
addcard CCard_MonsterHitscan
Netheritor wrote:A shame this forum don't has 'favorite' mark here. Really want to track this.
At the very bottom of this page, there is "Subscribe topic" and "Bookmark topic". You can view a list of all subscribed and bookmarked topics from your user control panel.
New version! I hope this to be the last one I call beta... but I ended up adding 3 cards so probably not hopefully all goes well though, check it out:
Added support for Heretic.
Fixed barrel/misc spawning at the start of levels causing massive fps drops. These actors will spawn in the map at a slightly slower rate.
Changed projectile detection so Heretic monsters can generate projectile related cards.
Changed projectile replacing slightly. New projectiles spawned from a monster will now try to use the projectile's original defined speed, if it exists.
Fixed Ninja Dodging effects.
Fixed a bug where certain replaced projectiles would not seek targets (i.e Revenant Missiles).
Fixed wings not showing for the vanilla Demon. Also some other wing offset fixes.
Added an effect for Acid Blood infused monsters.
Monster effect particles are no longer spawned if no players can see the monster.
Nerfed Acid Blood damage slightly when triggered by bullet weapons.
Reduced the duration of Blood Rain.
Effects that used vanilla Doom sprites have been imported for consistency with mods.
onContentStop wrote:I play on mobile with delta touch sometimes and can't seem to select a card. Any idea why?
I'm guessing you're trying to touch the screen to select a card? The card/game mode selection won't work that way. You need to use whatever your strafe or turn left/right buttons are in Doom, and fire to select a card.
onContentStop wrote:I play on mobile with delta touch sometimes and can't seem to select a card. Any idea why?
I'm guessing you're trying to touch the screen to select a card? The card/game mode selection won't work that way. You need to use whatever your strafe or turn left/right buttons are in Doom, and fire to select a card.
No, I've tried the virtual arrow keys and the two virtual joysticks, but nothing seems to work. Other Doom menus work fine.