[v2.9.1] CHAMPIONS [update 09/03/21]
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Please read the full rules for more details.
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.
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Re: [v2.2] CHAMPIONS - Multicoloured Death Awaits!
ive got an issue - i never seen any mutation of the champions even when i set the chance to max,im using gzdoom 3.4.1 and 3.3.2 with no other mods but still nothing
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Re: [v2.2] CHAMPIONS - Multicoloured Death Awaits!
There was a small typo in 2.2 that unintentionally disabled the Mutations. This has been fixed in the next version
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Re: [v2.2] CHAMPIONS - Multicoloured Death Awaits!
Ah, so that's why no muties appeared! lookin' forward to 2.3! Anything new and interesting coming soon?
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Re: [v2.2] CHAMPIONS - Multicoloured Death Awaits!
Not particularly, mostly just fixes and optimisations. I've hit a bit of a wall when it comes to new content with Champions
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Re: [v2.2] CHAMPIONS - Multicoloured Death Awaits!
Ah, okay. I was gonna suggest having a special option for Guncaster; Champions will drop additional gold if using Guncaster and Champions.Mikk- wrote:Not particularly, mostly just fixes and optimisations. I've hit a bit of a wall when it comes to new content with Champions
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Re: [v2.2] CHAMPIONS - Multicoloured Death Awaits!
I could think of a couple of extra champion types:
>> When it dies for the first time, it ressurects and goes Black.
>> It is completely silent, and has the spectre blur effect.
>> Whenever it fires a projectile, it fires three times in rapid succession side by side (i.e. spawns extra projectiles... probably ludicrously dangerous on a Mancubus or Cybie, and on Chaingunners... maybe make each projectile 1/2 the damage)
>> It has no-clip and hears the entire level, pursuing the player unnerringly the second they make a sound the first time.
>> Its projectiles fly twice as fast.
>> It can fly like a Caco (probably a bit hilarious in some cases).
You'd have to use some strange colours though I'm sure.
Also, a combo mode, like some Diablo elites have, where they can have multiple Champion properties at the same time?
Don't know how viable all these are to code, mind you.
>> When it dies for the first time, it ressurects and goes Black.
>> It is completely silent, and has the spectre blur effect.
>> Whenever it fires a projectile, it fires three times in rapid succession side by side (i.e. spawns extra projectiles... probably ludicrously dangerous on a Mancubus or Cybie, and on Chaingunners... maybe make each projectile 1/2 the damage)
>> It has no-clip and hears the entire level, pursuing the player unnerringly the second they make a sound the first time.
>> Its projectiles fly twice as fast.
>> It can fly like a Caco (probably a bit hilarious in some cases).
You'd have to use some strange colours though I'm sure.
Also, a combo mode, like some Diablo elites have, where they can have multiple Champion properties at the same time?
Don't know how viable all these are to code, mind you.
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Re: [v2.2] CHAMPIONS - Multicoloured Death Awaits!
some of these ideas are actually really good! I've been thinking about a "combo mode" where there's a small % chance that a champion has a second additional champion status. I'll see what I can whip up when I next work on Champions.
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Re: [v2.2] CHAMPIONS - Multicoloured Death Awaits!
Glad you like them. Teleporting Triple-Fire Cyberdemons are a horrifying thought though.Mikk- wrote:some of these ideas are actually really good! I've been thinking about a "combo mode" where there's a small % chance that a champion has a second additional champion status. I'll see what I can whip up when I next work on Champions.
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Re: [v2.2] CHAMPIONS - Multicoloured Death Awaits!
Combo mode sounds very interesting and fun. It would create some very nasty enemies
I was brainstorming some champion types.
>> It buffs movement speed of enemies around.
>> It can summon flying weak turrets. Turrets can fire weak projectiles but can easily be destroyed.
>> It can summon multiple shield spheres around itself. Shield sphere can take projectiles or hitscan bullets. Hit points of shield spheres are relative to hit points of monster.
>> When it dies, it will make spreading pool of poison from where it was killed.
>> it can periodically throw bombs into player. Explosions from bombs harm player but heal monsters.
I was brainstorming some champion types.
>> It buffs movement speed of enemies around.
>> It can summon flying weak turrets. Turrets can fire weak projectiles but can easily be destroyed.
>> It can summon multiple shield spheres around itself. Shield sphere can take projectiles or hitscan bullets. Hit points of shield spheres are relative to hit points of monster.
>> When it dies, it will make spreading pool of poison from where it was killed.
>> it can periodically throw bombs into player. Explosions from bombs harm player but heal monsters.
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Re: [v2.2] CHAMPIONS - Multicoloured Death Awaits!
Just found a crash to console glitch that occurs when an archvile tries to ressurect a dead indigo enemy:
Obviously I had no idea what caused it initially, but fortunately I quicksaved just prior to the crash, so in the third re-try I rushed around the corner to find an Archie that had just spawned. Killed it this time before it could do ressurection shenanigans. There was a dead pair of indigo shotgunners right at its feet.
Obviously I had no idea what caused it initially, but fortunately I quicksaved just prior to the crash, so in the third re-try I rushed around the corner to find an Archie that had just spawned. Killed it this time before it could do ressurection shenanigans. There was a dead pair of indigo shotgunners right at its feet.
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Re: [v2.2] CHAMPIONS - Multicoloured Death Awaits!
But there's also a zscript/champions/baseclass.txt file, where are such lines:IdiotBitz wrote:i believe i've got a fix for the guncaster problem.Spoiler:
Code: Select all
static const name champion_icons[] =
{
"ICONA0", "ICONB0", "ICONC0",
"ICOND0", "ICONE0", "ICONF0",
"ICONG0", "ICONH0", "ICONI0",
"ICONJ0", "ICONK0", "ICONL0",
"ICONM0", "ICONN0", "ICONO0",
"ICONP0", "ICONQ0"
};
This problem is a serious bug with EventHandlers.eharper256 wrote:Just found a crash to console glitch that occurs when an archvile tries to ressurect a dead indigo enemy:Spoiler:Obviously I had no idea what caused it initially, but fortunately I quicksaved just prior to the crash, so in the third re-try I rushed around the corner to find an Archie that had just spawned. Killed it this time before it could do ressurection shenanigans. There was a dead pair of indigo shotgunners right at its feet.
There are this (let's call this A):
Code: Select all
Override void WorldThingRevived(WorldEvent e)
{
...
// if e.Thing is an Indigo Clone
if(e.Thing && e.Thing.CountInv("champion_NullToken"))
{
e.Thing.A_SpawnItemEx("ArchvileFire");
e.Thing.Destroy();
}
...
Code: Select all
Override void WorldThingSpawned(WorldEvent e)
{
...
if(missilecolour && e.Thing is "ArchvileFire" && e.Thing.Target.CountInv("champion_PersistentInfo"))
{
e.Thing.A_SetRenderstyle(e.Thing.Alpha,STYLE_TRANSLUCENT);
e.Thing.Translation = e.Thing.Target.Translation;
e.Thing.Alpha = 0.66;
}
...
And then in 'B' we are trying to deal with the newly spawned ArchvileFire, and then... e.Thing.Target.CountInv("champion_PersistentInfo") leads us to a null pointer (since we have deleted the 'Target' - that blue corpse - already).
If anyone is interested, I have fixed that. I allowed the Archvile to resurrect blue minions, and also I have fixed the minor bug where blue minions couldn't inherit blood/projectile colors properly. And Guncaster compatibility is aslo applied.
Download: http://www.mediafire.com/file/5amm54y0a ... D.pk3/file
P.S.: TBH I don't know how to forbid the Archvile to resurrect specific actors (for example, blue minions) without editing the Archvile code or monsters behavior. I didn't want to change original code much, so just allowed Archvile to resurrect little ones
P.P.S.: I love this little mod! And Gncaster 3.1 too
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Re: [v2.2] CHAMPIONS - Multicoloured Death Awaits!
Thanks for that fixed version Mere_Duke, that's helpful whilst Mikk is working on the next version.
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Re: [v2.2] CHAMPIONS - Multicoloured Death Awaits!
i disabled every option that has something to do with enemy or projectiles(but not enemy color) so i dont have any bugs
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Re: [v2.2] CHAMPIONS - Multicoloured Death Awaits!
A post like this helps nobody.Gorec wrote:i disabled every option that has something to do with enemy or projectiles(but not enemy color) so i dont have any bugs