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Sorry for bad quality, screenshotted it from a stream. Can't say how it happened exactly cause I wasn't watching at that particular moment. It was really random, though, didn't happen for over 10 maps of a slaughterwad with 1200 monsters each.
i disabled every option that has something to do with enemy or projectiles(but not enemy color) so i dont have any bugs
A post like this helps nobody.
in a way, no, but it does also help in saying that it does not occur without an external mod.
verifying which mods do and dont cause the issue is wildly more helpful, of course.
Ryuhi wrote:
in a way, no, but it does also help in saying that it does not occur without an external mod.
verifying which mods do and dont cause the issue is wildly more helpful, of course.
It occurs with The Trooper, usually triggered by the Soul Commander, which is basically like a Pain Elemental that spawns any enemy except for itself - because it spawns groups of enemies, the chances that some will be champions (and, in turn, will spawn more enemies upon death, and that some of those will be champions, and so on) is very high, and given enough time, it will eventually attempt to spawn whatever it is that causes this crash.
Ryuhi wrote:
in a way, no, but it does also help in saying that it does not occur without an external mod.
verifying which mods do and dont cause the issue is wildly more helpful, of course.
It occurs with The Trooper, usually triggered by the Soul Commander, which is basically like a Pain Elemental that spawns any enemy except for itself - because it spawns groups of enemies, the chances that some will be champions (and, in turn, will spawn more enemies upon death, and that some of those will be champions, and so on) is very high, and given enough time, it will eventually attempt to spawn whatever it is that causes this crash.
Would the same happen if an Arch-Vile tried to resurrect a monster (i.e. when resurrecting the monster in question has a chance to turn into a champion)? Any time I had this crash happen to me was when dealing with Arch-Viles. I'd have to reload a save and pretty much kill the offending Arch-Vile in question before it could resurrect anything to keep it from happening again.
I'd have to try the mod again to attempt to exactly replicate what happened but as far as I can remember I had the same "divide by zero" error when I used this mod. Granted, I was also using other mods too (I think I did indicate that when I posted about this error in the past).
Ryuhi wrote:
in a way, no, but it does also help in saying that it does not occur without an external mod.
verifying which mods do and dont cause the issue is wildly more helpful, of course.
It occurs with The Trooper, usually triggered by the Soul Commander, which is basically like a Pain Elemental that spawns any enemy except for itself - because it spawns groups of enemies, the chances that some will be champions (and, in turn, will spawn more enemies upon death, and that some of those will be champions, and so on) is very high, and given enough time, it will eventually attempt to spawn whatever it is that causes this crash.
Would the same happen if an Arch-Vile tried to resurrect a monster (i.e. when resurrecting the monster in question has a chance to turn into a champion)? Any time I had this crash happen to me was when dealing with Arch-Viles. I'd have to reload a save and pretty much kill the offending Arch-Vile in question before it could resurrect anything to keep it from happening again.
I'd have to try the mod again to attempt to exactly replicate what happened but as far as I can remember I had the same "divide by zero" error when I used this mod. Granted, I was also using other mods too (I think I did indicate that when I posted about this error in the past).
Did you try the original mod or my fixed version a few posts above? In my version, the bug with Arch-Vile resurrecting Indigo Clones was fixed, but ofc I can't be sure Never saw "division by zero" bug and can't fix until I'll reproduce it somehow.
Mere_Duke wrote:Did you try the original mod or my fixed version a few posts above? In my version, the bug with Arch-Vile resurrecting Indigo Clones was fixed, but ofc I can't be sure Never saw "division by zero" bug and can't fix until I'll reproduce it somehow.
Mere_Duke wrote:
Did you try the original mod or my fixed version a few posts above? In my version, the bug with Arch-Vile resurrecting Indigo Clones was fixed, but ofc I can't be sure Never saw "division by zero" bug and can't fix until I'll reproduce it somehow.
Original - using your fix seems to cover it (technically, my error was "Tried to read from address zero"), but I discovered something else: Since The Trooper has an option to replace various item drops with enemies, item bundles essentially turn into ammo and monsters, essentially adding in excess of about 6-10x the normal quantity of monsters in a given map:
Thanks for the amazing mod Mikk-, I would like to make a simple request, if possible.
I would like to ask if it would be possible to make an option within the mod to make each monster type have a color, not every monster, so every Imp have the same color, so no more "rainbow monsters" every map, in a way that when the map changes, each monster class have a new, single color, ex: E1M1 have Dark Red Imps, Green Shotgunners, Blue Pinkies, etc, and every map change, the color changes as well, so in E1M2, the Imps are Indigo, the Shotgunners are red and the Pinkies Black. It will probably make it a bit less random, less chaotic, changing the gameplay in the process.
While using the mods, here can affected by custom monsters too
1. Aeons of Death
2. Kriegsland Enemies
3. Doom Kraken Monster Randomizer V4
4. Monster Mashup v9
5. Circus 2 (It will crash the game when you see Gold Enemy types)
6. Monster Pack Base V3
7. Doom 4 For Doom
8. Colorful Hell
9. Hard Doom
10. Hunters Moon I dont know about others, but remember that custom monsters can affected
Mere_Duke wrote:Did you try the original mod or my fixed version a few posts above? In my version, the bug with Arch-Vile resurrecting Indigo Clones was fixed, but ofc I can't be sure Never saw "division by zero" bug and can't fix until I'll reproduce it somehow.
I've been playing with your version and I haven't come across the crash I was having before.
However, icons for the champions don't seem to be showing up in GZDoom 3.6.0. Also, I don't think mutations are showing up either but that could be because of how low I set the spawn chance for them (10 overall and 1 for each of the three mutations).
the errors that pop up is the result of a conflict with the sprite names with the champion icons and something in Guncaster. I couldn't actually find the conflicting sprites in Guncaster itself, though.
The fix for this is to simply change the name of the champion icon sprites to something that does not conflict with Guncaster.
I started this by going into the "sprites/icons" folder and changing the sprite names from "ICON##" to "MCON##", as you can see in the below screenshot:
Next, I went and found any reference to the icon sprites and changed them to match the new names I gave them.
After I had done that, it worked like a charm! I no longer got the errors in the console, and the game didn't crash! The only other hiccup I encountered is that if champions is loaded after Guncaster, it overrides Guncaster's bloodspot changes, but loading Guncaster after Champions fixed that. Here's a link to my copy which already has the changes. And here's a screenshot to show that it now does indeed work with Guncaster.
But there's also a zscript/champions/baseclass.txt file, where are such lines:
I believe they should also be changed in appropriate way (ICON->MCON in this case).
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.
This problem is a serious bug with EventHandlers.
There are this (let's call this A):
So, in 'A' we spawn ArchvileFire using the lying Clone body as the "source" (target). Then immediately we destroy that body (delete the object, free the memory).
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
Megabig thank you for creating this fix!
The original had occasional crashes but this fixed version you did has worked flawlessly for over 9 full playthroughs so far.
~New Features in v2.5~ The Bundle Update
- Bundles have been altered massively
- Support for Doom, Heretic, Hexen and Strife!
- Also support for Guncaster! When the mod is loaded, Champions will now drop Gold, Gems and even Tomes
- Food!
- Food drops from slain champions, it heals 1% health and comes in several varieties
- Silver Champions now have a warning before their sheild is raised
- Some other things (that I can't remember)
Issues Resolved
- Fixed issue with Guncaster Sprite name conflicts
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~New Features in v2.2~ The Performance Update!
- New options settings
- Projectile/Blood inherits Champion Colour
- New Ice translation
- All setting modifications will take change AFTER map change.
- Pink champions now heal more HP/s and will heal nearby enemies
- Violet champions have 2 new patterns to attack with
- Bundles have had an overhaul, will now drop better items
- Drops are split into 6 tiers. Tiers are based on the dropping monster's StartHealth
- Currently bundles are only available for DOOM based games. Raven, Strife, Chex and Square to come later!
Issues Resolved
- Performance - the previous versions made extensive use of expensive CVAR checks
- I have reduced the amount of calls per tic on each champion and icon class
- This has greatly reduced the numbers reported in the "stat vm" ccmd
- One small caveat is that all CVar changes will only take effect after a map change.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~Quick Fix 2.1~
- This fixes a bug present in 2.0 in which Undying Champion's hearts
do not alter the Champion if the heart is frozen, this renders
the champion unkillable
- Fixed a few minor visual glitches in Hexen featuring ice deaths
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~New Features in v2.0~
- 4 new champions!
- White - Slows the player down with a trail of white creep
- Light Blue - causes a wind effect pushing away anything nearby
- Bronze - will never flinch and takes reduced damage
- Silver - can generate a reflective shield occasionally
- Gold - will buff other nearby monsters, turning them golden
- Mutations!
- rare variants of champions, each mutation has a different effect
- there are three so far!
- Legendoom Compatibility!
- Only Legendary Monsters become champions!
- Exclusive Legendoom champion behaviour and boosted abilities
- Set the Legendoom Compatibility Toggle in the menu
- Icons and Particles
- new visual effects to identify the champions
- can be toggled on and off in the Champions Option menu
Issues Resolved
- Champion Spectres are no longer un-identifiable
- Dark Red champions now drop items correctly
- Whole champion system ported over to Thinkers
- this should be a more lightweight system compared to the original Actor based solution
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~New Features in v1.3~
- This is a bugfix update
Issues Resolved
- Fixed a critical bug that causes VM Execution Abort involving resurrection
- Fixed a small issue with Grey Champions' sight checks not working properly
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~New Features in v1.2~
- 2 New champions!
- Pink - regenerates 8hp/s
- Titan - 3x Health and Damage, 1.5x slower movement speed
- when killed gives the player a "fear" powerup for 30 seconds
- Bundles!
- very early bonus drops. Champions will drop bundles on death
- drops small ammo pickups and health/armour bonuses
- stronger monsters drop more items in their bundles.
- Spawn Menu
- you can alter the weight of the monster spawns
- this means you can remove certain champs from the pool completely
- Colourless Champions
- removes the colourisation of champions to allow greater compatibility with other mods.
- Champion colours have been altered slightly in some cases (mostly orange, indigo, blue and violet)
Issues Resolved
- Added new sprites from Freedoom for the Blue, Orange, Dark Red and Violet Champions
- Resurrected Champions now retain their effect
- Indigo clones no longer mess with the kill count and cannot be resurrected.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~New Features in v1.1~
- New options menu!
- Override global spawn chance and colour!
Issues Resolved
- fixed "hidden" corpses from being autoaimed (hopefully)
- fixed white corpses being shootable
- fixed multiple mod incompatibilities such as
- Brutal Doom
- Quakestyle Unbound
- Russian Overkill
Emerald is worth 250 and sapphire 400, it seems like they should be switched. And diamond is worth a fuck ton, 20k, so by looking at this it looks to be far too common.