[1.3 WIP] Codename: DEMOLITIONIST
- Marisa the Magician
- Banned User
- Posts: 3886
- Joined: Fri Feb 08, 2008 9:15 am
- Preferred Pronouns: She/Her
- Operating System Version (Optional): (btw I use) Arch
- Graphics Processor: nVidia with Vulkan support
- Location: Vigo, Galicia
- Contact:
Re: [0.9.10b] SWWM GZ: Cute robutt whomst love to explode de
crashed gzdoom?
-
- Posts: 123
- Joined: Tue Dec 03, 2019 5:22 am
Re: [0.9.10b] SWWM GZ: Cute robutt whomst love to explode de
Yes.
Also, I forgot to add, it may because of my graphic card. But it's impossible.
So, My 4.5.0 GZdoom is crashed because the direct contact damage of the black hole, not the explosion.
command console 'god2' will not make it crash. Because no damage to player.
Also, I forgot to add, it may because of my graphic card. But it's impossible.
So, My 4.5.0 GZdoom is crashed because the direct contact damage of the black hole, not the explosion.
command console 'god2' will not make it crash. Because no damage to player.
- Marisa the Magician
- Banned User
- Posts: 3886
- Joined: Fri Feb 08, 2008 9:15 am
- Preferred Pronouns: She/Her
- Operating System Version (Optional): (btw I use) Arch
- Graphics Processor: nVidia with Vulkan support
- Location: Vigo, Galicia
- Contact:
Re: [0.9.10b] SWWM GZ: Cute robutt whomst love to explode de
I cannot reproduce this. Is it an actual crash or a VM abort?
-
- Posts: 123
- Joined: Tue Dec 03, 2019 5:22 am
Re: [0.9.10b] SWWM GZ: Cute robutt whomst love to explode de
Heeeh? Is it beacuse of my laptop then?
If I send a crash report, will it help?
If I send a crash report, will it help?
- wildweasel
- Posts: 21706
- Joined: Tue Jul 15, 2003 7:33 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): A lot of them
- Graphics Processor: Not Listed
- Contact:
Re: [0.9.10b] SWWM GZ: Cute robutt whomst love to explode de
If it generates a crash report, please post it. If it's just going to the console and giving the "Oopsie-woopsie!" message, take a screenshot and post that.Netheritor wrote:Heeeh? Is it beacuse of my laptop then?
If I send a crash report, will it help?
-
- Posts: 123
- Joined: Tue Dec 03, 2019 5:22 am
Re: [0.9.10b] SWWM GZ: Cute robutt whomst love to explode de
Well, this is the report.
- Attachments
-
CrashReport.zip
- (55.05 KiB) Downloaded 28 times
- Marisa the Magician
- Banned User
- Posts: 3886
- Joined: Fri Feb 08, 2008 9:15 am
- Preferred Pronouns: She/Her
- Operating System Version (Optional): (btw I use) Arch
- Graphics Processor: nVidia with Vulkan support
- Location: Vigo, Galicia
- Contact:
Re: [0.9.10b] SWWM GZ: Cute robutt whomst love to explode de
Wonder if it may be some specific issue with the player being transported out of bounds by the kill script.
Edit: I reduced the vector to (32767,32767,0). Does it still happen now?
Edit: I reduced the vector to (32767,32767,0). Does it still happen now?
Re: [0.9.10b] SWWM GZ: Cute robutt whomst love to explode de
If you do manage to figure out this crash, please report it - mostly because ideally GZDoom should never fatal error like that, at most it should crash to the console if something is wrong with a mod.
-
- Posts: 123
- Joined: Tue Dec 03, 2019 5:22 am
Re: [0.9.10b] SWWM GZ: Cute robutt whomst love to explode de
Grrrrr.... I hope it's just my laptop, but I don't really know what cause that. I only know what never causing the crash;
1. using command console 'god2' and go into the black hole will not make GZdoom crashed.
2. Having 'megasphere' (the sandwich) in the inventory also will not make the GZdoom crash, because it automatically teleported me to the start level.
Also, I think it's a bit random. When I play it again, sometimes I just immediately died, without crash.
Also, I have old laptop (but still new for me) with low graphic card and low RAM, does it also affecting the crash? (usually GZdoom just freeze or VM abort in this case)
Ah, yeah. It doesn't work. (you already updated in front page, right?)
1. using command console 'god2' and go into the black hole will not make GZdoom crashed.
2. Having 'megasphere' (the sandwich) in the inventory also will not make the GZdoom crash, because it automatically teleported me to the start level.
Also, I think it's a bit random. When I play it again, sometimes I just immediately died, without crash.
Also, I have old laptop (but still new for me) with low graphic card and low RAM, does it also affecting the crash? (usually GZdoom just freeze or VM abort in this case)
Ah, yeah. It doesn't work. (you already updated in front page, right?)
- Marisa the Magician
- Banned User
- Posts: 3886
- Joined: Fri Feb 08, 2008 9:15 am
- Preferred Pronouns: She/Her
- Operating System Version (Optional): (btw I use) Arch
- Graphics Processor: nVidia with Vulkan support
- Location: Vigo, Galicia
- Contact:
Re: [0.9.10b] SWWM GZ: Cute robutt whomst love to explode de
So it's not that, then. This is really odd though, as no one else has reported anything like this happening.
Edit: There's currently a gzdoom bug related to damagecount going negative and causing either a crash on windows, or VERY RAPID AWFUL damage flashing on *nix. I added a small "workaround" that caps the overflow, and it should prevent this in the meantime.
Edit: There's currently a gzdoom bug related to damagecount going negative and causing either a crash on windows, or VERY RAPID AWFUL damage flashing on *nix. I added a small "workaround" that caps the overflow, and it should prevent this in the meantime.
-
- Posts: 123
- Joined: Tue Dec 03, 2019 5:22 am
Re: [0.9.10b] SWWM GZ: Cute robutt whomst love to explode de
Thanks, it works.
Now, this is just a curious question. How can you make a weapon that destroy walls? It's similar to hideous destructor albeit the 'things' affected has some differences (yours can destroy doors, walls, a part of ceiling but still wall. HD can destroy elevators, doors, but not walls. OR some doors can be destroyed in SWWM but not in HD, and vice versa.)
Edit: NVM, I just know about omni-busting. And the most powerful wall-busting is 25 lead balls shot at once.
This is the 2nd weapon that make me "Huh?". The first is the 'actor destroyer' (bfg debug weapons called 'ionspray') from lsd (not even god2 survive).
Now, this is just a curious question. How can you make a weapon that destroy walls? It's similar to hideous destructor albeit the 'things' affected has some differences (yours can destroy doors, walls, a part of ceiling but still wall. HD can destroy elevators, doors, but not walls. OR some doors can be destroyed in SWWM but not in HD, and vice versa.)
Edit: NVM, I just know about omni-busting. And the most powerful wall-busting is 25 lead balls shot at once.
This is the 2nd weapon that make me "Huh?". The first is the 'actor destroyer' (bfg debug weapons called 'ionspray') from lsd (not even god2 survive).
- Marisa the Magician
- Banned User
- Posts: 3886
- Joined: Fri Feb 08, 2008 9:15 am
- Preferred Pronouns: She/Her
- Operating System Version (Optional): (btw I use) Arch
- Graphics Processor: nVidia with Vulkan support
- Location: Vigo, Galicia
- Contact:
Re: [0.9.10b] SWWM GZ: Cute robutt whomst love to explode de
I have made the I WANT DIE difficulty into a standalone minimod. Have fun making everything unbeatable.
-
- Posts: 123
- Joined: Tue Dec 03, 2019 5:22 am
Re: [0.9.10b] SWWM GZ: Cute robutt whomst love to explode de
Okay, test it in slaughterwads. This mod is slaughterwads killer. With Ynykron artifact (the BFG), in it's powerful settings, it can kill most enemies in the whole map with one shot. Tested it with Tartarus, ESP, Chillax (the old one, I think), nuts1 & nuts3.
Albeit in ESP I got godly and ghostly cacodemon; and in nuts3, even though I kill most enemies it still lag. Eh, I blame the map.
Play this in nuts and shooting with ynykron is like, I was cleaned by white holy fire and my sins are burned with orange and red damage number.
Ah yeah, will you add 'enemy description' in the library?
Also, what map you recommend to play this in multiplayer? (Even though I don't play multi, specs problem) I think a map that is slaughterwad or very big with lot of puzzle and traps; or maybe a map with hubmap style. I ask this because this mod can trade item between players.
The menu is nice BTW, read most of the lore, also the TO DO. Hope you can achieve that. For me this mod is tied to guncaster in almost everything.
Albeit in ESP I got godly and ghostly cacodemon; and in nuts3, even though I kill most enemies it still lag. Eh, I blame the map.
Play this in nuts and shooting with ynykron is like, I was cleaned by white holy fire and my sins are burned with orange and red damage number.
Ah yeah, will you add 'enemy description' in the library?
Also, what map you recommend to play this in multiplayer? (Even though I don't play multi, specs problem) I think a map that is slaughterwad or very big with lot of puzzle and traps; or maybe a map with hubmap style. I ask this because this mod can trade item between players.
The menu is nice BTW, read most of the lore, also the TO DO. Hope you can achieve that. For me this mod is tied to guncaster in almost everything.
- Marisa the Magician
- Banned User
- Posts: 3886
- Joined: Fri Feb 08, 2008 9:15 am
- Preferred Pronouns: She/Her
- Operating System Version (Optional): (btw I use) Arch
- Graphics Processor: nVidia with Vulkan support
- Location: Vigo, Galicia
- Contact:
Re: [0.9.10b] SWWM GZ: Cute robutt whomst love to explode de
OK I need to notify of this because it's a big change. Black shells are now acid dart rounds. The effect this has is slightly similar to the old "shit's on fire yo", but with hopefully less performance issues from fire and smoke and whatnot. Enemies still take damage over time that wears off and can spread the effect to stuff nearby all the same. The main issue though, is that it doesn't go away by stopping, dropping and rolling, so there's that. I may have made this far more dangerous in the process of finding a more performant alternative.
-
- Posts: 1164
- Joined: Mon Oct 05, 2015 8:37 am
Re: [0.9.10b] SWWM GZ: Cute robutt whomst love to explode de
Three letters: W-O-W
I am still in the process of figuring out all the gameplay mechanics; it is so wonderfully quirky and overpowered, and I love it!
One criticism, though:
I feel like the Spreadgun, the Wallbuster and the Eviscerator are all a bit too samey. I mean, sure, the Eviscerator uses an unique ammo type, but it ultimately pretty much acts as a shotgun, and to tell you the truth, once I get my hands on the Wallbuster, I just do not see any reason to ever touch the Spreadgun and the Eviscerator again. Meanwhile, I cannot help but wish the Doom chaingun could have been replaced by a (preferably non-explosive) rapid-fire weapon instead; while I am not particularly a fan of Unreal, I reckon even that game had the Stinger and the Minigun.
Also, a couple of suggestions:
1) If it has not been requested already, it would be helpful if the different ammunition types could be given their own library entry rather than having them explained in some of the weapons' entries.
2) Would it be possible to make pickups more visible? I do not know if it is because they are all voxels now, but they can be very difficult to see. I know there is always Item Sense, but it feels weird to have to hold a button just to be able to spot items in a Doom game.
3) Have you considered incorporating TehRealSalt's amazing Alternate take on Partial Invisibility mod to SWWM? It makes invisibility actually useful! It seems to be already compatible with SWWM, as I have been able to load it with your mod, but I just thought I would ask if it might be a worthy addition.
Oh yeah, and big props for those System Shock 2 sounds!
I am still in the process of figuring out all the gameplay mechanics; it is so wonderfully quirky and overpowered, and I love it!

One criticism, though:
I feel like the Spreadgun, the Wallbuster and the Eviscerator are all a bit too samey. I mean, sure, the Eviscerator uses an unique ammo type, but it ultimately pretty much acts as a shotgun, and to tell you the truth, once I get my hands on the Wallbuster, I just do not see any reason to ever touch the Spreadgun and the Eviscerator again. Meanwhile, I cannot help but wish the Doom chaingun could have been replaced by a (preferably non-explosive) rapid-fire weapon instead; while I am not particularly a fan of Unreal, I reckon even that game had the Stinger and the Minigun.
Also, a couple of suggestions:
1) If it has not been requested already, it would be helpful if the different ammunition types could be given their own library entry rather than having them explained in some of the weapons' entries.
2) Would it be possible to make pickups more visible? I do not know if it is because they are all voxels now, but they can be very difficult to see. I know there is always Item Sense, but it feels weird to have to hold a button just to be able to spot items in a Doom game.
3) Have you considered incorporating TehRealSalt's amazing Alternate take on Partial Invisibility mod to SWWM? It makes invisibility actually useful! It seems to be already compatible with SWWM, as I have been able to load it with your mod, but I just thought I would ask if it might be a worthy addition.
Oh yeah, and big props for those System Shock 2 sounds!
