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

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worldendDominator
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Re: [3.5a] Corruption Cards - Choose cards that alter your g

Post by worldendDominator »

Image
I get this crash after I pick a card (any card) at the start of any map with no monsters, though only on my savegame.
If I open console and summon any monster before card selection interface appears, there's no crash. If I start a new game and changemap to that map, there's no crash.
Netheritor
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Re: [3.5a] Corruption Cards - Choose cards that alter your g

Post by Netheritor »

Apparently, I got VM abort whenever I played a game with hubmap that doesn't reset the map itself. I just saw that from v3 to this version, I saw that bug. I tested it again with v1.9b, no crash.

Just a clarification; hubmap that doesn't reset is like hexen map, strife map, dump 3, goldensouls 2, etc.
Hub map that reset the map is like prodoomer, stronghold. I spawn pinky in there, changing the map to that map again, they vanish.
ghostboy1225
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Re: [3.5a] Corruption Cards - Choose cards that alter your g

Post by ghostboy1225 »

greatly enjoyed my time playing with CC so far. been using hideous destructor and CC for a bit of MP shenangins so far and come up with a few suggestions.


could there be a an option for dividing how the amount of picks based off of current player number? IE 4 picks total and 2 players means each player can select two cards.
another option for making current card selection based off of player count.
lastly would be an option to always set the host as the card selector.

these requests are focused around tools for hosting MP games, which can become disorganized past a certain threshold.

my favorite moment so far has been the inverted gravity monsters causing chaos when we're fighting imps. and seeing my friend get killed by horizontal fall damage when a force blast from a went off point blank and they were incapacitated. barrels full of spiders have never been made so terrifying either due to CC's special flavor of shenanigans.
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Dan_The_Noob
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Re: [3.5a] Corruption Cards - Choose cards that alter your g

Post by Dan_The_Noob »

ghostboy1225 wrote:greatly enjoyed my time playing with CC so far. been using hideous destructor and CC for a bit of MP shenangins so far and come up with a few suggestions.


could there be a an option for dividing how the amount of picks based off of current player number? IE 4 picks total and 2 players means each player can select two cards.
another option for making current card selection based off of player count.
lastly would be an option to always set the host as the card selector.

these requests are focused around tools for hosting MP games, which can become disorganized past a certain threshold.

my favorite moment so far has been the inverted gravity monsters causing chaos when we're fighting imps. and seeing my friend get killed by horizontal fall damage when a force blast from a went off point blank and they were incapacitated. barrels full of spiders have never been made so terrifying either due to CC's special flavor of shenanigans.
just got all in and set the amount of picks to the amount of cards drawn, so you always get all of them.
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Lord Misfit
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Re: [3.5a] Corruption Cards - Choose cards that alter your g

Post by Lord Misfit »

So I've found a really interesting issue concerning Borrowed Time when using CC with one of my RPG mods. I wasn't getting kill credit, nor anything else associated with kill credit. The EXP/Drops are handled with "WorldEventDied", which doesn't have a natural "source" pointer, and until just now I didn't want to use "e.thing.target" because I'm not sure that's really reliable, so I was using "inflictor.target" instead for it as a subsititue.

This is where the issue comes in. For some reason, looking through CC's code, the "CCards_Actor_BorrowedTimeBuff" item carried by the enemy being damaged, will spawn a "CCards_Actor_BorrowedTimeDamage" actor and transfer pointers like the damage source/inflictor/damagetype/etc. to that actor to then go off and inflict on the enemy a second later. However, for some unexplainable reason, while the CCards_Actor_BorrowedTimeDamage actors will retain their isource pointer all the way to the point they damage the monster, the iinflictor will only hold its pointer for the FIRST TIC and then clear itself. This means there is never an inflictor being transferred to the DamageMobj action.

The reason I noticed and eventually picked up on this was because my mods have a damage log feature that will keep tabs on the source of damage and the inflictor for accurate printouts, and I wasn't seeing either one at first when enemies took the delayed damage, though the source not showing was my own user oversight and I fixed that, but it didn't help in the fact no inflictor was being processed due to the Borrowed Time damage actor not carrying and holding the inflictor it was given in 'iinflictor' past the first tic of its existance.

I was messing around with Console debug printouts to find out this specific information. However I do not personally know a solution for this. Even trying to make a second inflictor pointer to copy the first on the first tic, doesn't seem to work as the second pointer also appears to get cleared as well after a few tics, not in time for it to make it to dealing the delayed damage. x.x
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DarkQuill
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Re: [3.5a] Corruption Cards - Choose cards that alter your g

Post by DarkQuill »

Latest version and the new additions are really neato. Tried to grab as many new cards as possible so ended up with an awful combo of Hotter Start, multiple gang spawn cards, and the one that spawns bosses after 42 kills. I like the new plant-spawning/camouflage cards too, and that they go transparent when they're close to the player. Just little things that spice it up in a weird way.

The option to continue the run after the game ends is a great addition too, I made it another 4 levels before giving up due to overwhelming Cyberdemons in close quarters, hahaha.

The new way the WildCards spawn is interesting too, but I confess I only found one with my eyes and the rest via automap. Every one I found was not out of bounds or anything, so whatever sorcery you've done to secure that is outstanding. Not sure if maybe a console message of "something silly's going on around here" or whatnot could clue players in that there's a WildCard wall in the level, or if that would be too much of a hint.

This mod is amazing, so you keep being amazing too.
WolFox
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Re: [3.5a] Corruption Cards - Choose cards that alter your g

Post by WolFox »

Playing version 3.5a, using GZDoom 4.8.2 ran into this error.

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wildweasel
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Re: [3.5a] Corruption Cards - Choose cards that alter your g

Post by wildweasel »

WolFox wrote:Playing version 3.5a, using GZDoom 4.8.2 ran into this error.

That, uh... might not be an error.
WolFox
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Re: [3.5a] Corruption Cards - Choose cards that alter your g

Post by WolFox »

wildweasel wrote:
WolFox wrote:Playing version 3.5a, using GZDoom 4.8.2 ran into this error.
That, uh... might not be an error.
I see. Thank you!
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A_D_M_E_R_A_L
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Re: [3.5a] Corruption Cards - Choose cards that alter your g

Post by A_D_M_E_R_A_L »

Grace of Lilith card is meant to look all glitchy and fucked up. No wonder it's the wildest of wild cards.
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Dan_The_Noob
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Re: [3.5a] Corruption Cards - Choose cards that alter your g

Post by Dan_The_Noob »

DarkQuill wrote: The new way the WildCards spawn is interesting too, but I confess I only found one with my eyes and the rest via automap. Every one I found was not out of bounds or anything, so whatever sorcery you've done to secure that is outstanding. Not sure if maybe a console message of "something silly's going on around here" or whatnot could clue players in that there's a WildCard wall in the level, or if that would be too much of a hint.

This mod is amazing, so you keep being amazing too.
I would like an option to just add Wildcards to the pool at set intervals or something. or even force them every X maps.
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Cutmanmike
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Re: [3.5a] Corruption Cards - Choose cards that alter your g

Post by Cutmanmike »

New update time:
  • Added 4 new cards.
  • Surprise Cyberdemon renamed to Surprise Boss, and is now allowed to appear when running monster replacement mods (will spawn whatever replaces the Cyberdemon).
  • Added the ability to ungroup already defined monster groups with the "ungroup" command in the CCARDS lump.
  • Fixed certain cards that operate on the player's active cards not working in Standard mode.
  • Fixed a crash with assassins, gangs and other spawning event cards.
  • Fixed certain cards causing random liquid splashes
  • Fixed Hub maps/disabled levels counting towards map completion.
  • Fixed certain Wild Cards being offered when they shouldn't be allowed to.
  • Distress Call can no longer summon Boss monsters.
  • Adjusted the amount of monsters spawned by Summoned Monsters.
  • When playing with multiple players in custom games that allow multiple card choices, each player gets to choose a card in sequence instead of one player picking all cards.
  • Overgrowth no longer spawns vegetation near keys.
  • Reduced how often a projectile is thrown by Bombardment Augment.
  • Bombardment Augment now only fires projectiles after the monster has seen the player at least once.
  • Increased the length of time before a monster can consume another corpse.
  • Corpses that have been crushed by a door/lift etc can no longer be consumed.
  • Promotion no longer effects a monster's species.
  • Petrification Enchantment changes to tier 4 if the monster drops items, and tier 1 if not.
  • Monster pets can no longer teleport on their own and will instead teleport with their owner.
  • Treachery now only starts effecting monsters after seeing the player at least once.
  • Treachery now also makes the monster slightly more aggressive.
Download 3.6
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Coincident
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Re: [3.5a] Corruption Cards - Choose cards that alter your g

Post by Coincident »

Cutmanmike wrote:New update time:
It's great to see new updates are still coming to this wonderful mod.
I appreciate all the work you put into this, Cutmanmike. Amazing job, really!
I had a blast of a time playing through Plutonia, and I can't wait to play through another wad!
I really want to go and discover all the other cards I didn't find yet! If only I had more free time! :D
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Tesculpture
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Re: [3.6] Corruption Cards - Choose cards that alter your ga

Post by Tesculpture »

I don't know if you already corrected it but I noticed a certain bug with version 3.5a: When the Keys Of Power card is duplicated by the Duplicard, Keys Of Power ceases to have any effect.
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RubyEyeShabranigdu
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Re: [3.5a] Corruption Cards - Choose cards that alter your g

Post by RubyEyeShabranigdu »

Cutmanmike wrote:New update time:
  • Added 4 new cards.
Ohhhh yessss!!!
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