WAR TROPHIES (1.10.2) eleventy billion points

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Accensus
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Joined: Thu Feb 11, 2016 9:59 am

Re: WAR TROPHIES (1.2.4) "ABSOLUTELY STATISTICAL (SEEN ON TV

Post by Accensus »

Glad to hear that! Happy hunting.
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Tapwave
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Graphics Processor: nVidia with Vulkan support

Re: WAR TROPHIES (1.2.5) "ABSOLUTELY STATISTICAL (WOW!))"

Post by Tapwave »

Bugfix? Bugfix!
Fixes:
- Call BeginHUD before SetSize. Doing it the old way caused trouble with GZDoom's native scaling options.
- Changed RenderUnderlay back to RenderOverlay because it was causing too much trouble with some HUDs.
- Fixed weapon stats being offset twice, which resulted in bigger and bigger dead space the larger the offset.
- Fixed warnings and converted some ints to vectors because that's what they should have been since day 1.

Other:
- Updated README.md to specify that the memory leak has been fixed as of g4.4pre-87-g9daec9dc4.
- Moved and renamed the icons for the special "weapons".
- Updated the "Addon Support" section of the readme.
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Tapwave
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Re: WAR TROPHIES (1.3) "RGB FOUNDERS EDITION"

Post by Tapwave »

What up people here comes a NEW MAJOR REVISION
Highlights:
- Added weapon page for an overview of total kills and weapon preferences.
- Added half of X11's colors. Old colors have been kept for compatibility reasons.
- Refactored the visibility flags to be switches instead of a text field.

New (Old) Features:
- Reverted the Lite Hud switch back to an integer. You can now switch between disabled, player stats, weapon stats, and all stats independently from visibility flags. Removing it in the first place was a mistake.

Fixes:
- Fixed player/genocide medals not increasing the overall width of the player stats.

Audio/Visual:
- Added custom tags for DLRA's ice cream blobs.

Other:
- Updated CREDITS.txt to add Sledge to the list.
Strung
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Re: WAR TROPHIES (1.3) "RGB FOUNDERS EDITION"

Post by Strung »

Loving the mod buddy, is there a way your system tracks headshots and stuff, from gameplay mods like Project brutialty?
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Tapwave
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Re: WAR TROPHIES (1.3) "RGB FOUNDERS EDITION"

Post by Tapwave »

Strung wrote:Loving the mod buddy, is there a way your system tracks headshots and stuff, from gameplay mods like Project brutialty?
Won't work, the accounting is done based on weapon actors, and the headshot does not count as a weapon on its own.
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Tapwave
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Graphics Processor: nVidia with Vulkan support

Re: WAR TROPHIES (1.3.1) "RGB REFUNDS EDITION"

Post by Tapwave »

Uh oh! Buggy!
Visual:
- Added tags for Compendium. Courtesy of Tapwave.

Fixes:
- Fixed DRLA Hurricane Cannon being in the wrong folder.
- Prevent search filter from leaving the main page. This should also fix a VM abort related to GetAvailableWeapons() when search is involved due to pages not being marked for update when changing between them. For now this only treats the symptom because treating the cause would result in the memory leak happening more often (every time you switch between pages).
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Tapwave
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Re: FRAGTRAK 5.0 "CORPORATE ACQUISITION"

Post by Tapwave »

War Trophies? What is that? Never heard of it. Did you mean FRAG TRAK FIVE?
Highlights:
- Implemented themes for the scorecard.
- Added support for custom UI fonts.
- Add medals for weapons that are at max rank.

New Features:
- Added new themes: FragTrak 5.0 and 20 Monsters Challenge.
- Added new fonts: Teevee Gold and Jenocide.

Other:
- Scorecard is now one giant image that's split up into several in TEXTURES.Scorecard.txt.
TheOldKingCole
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Re: FRAGTRAK 5.0 "CORPORATE ACQUISITION"

Post by TheOldKingCole »

What weapon mod is in the screenshot?
Accensus
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Re: FRAGTRAK 5.0 "CORPORATE ACQUISITION"

Post by Accensus »

Hideous Destructor. Custom sprite pack, though.
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Tapwave
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Re: WAR TROPHIES (1.5) "NOW 50% MORE STAT-ICKY"

Post by Tapwave »

What is that? Fragtrak? No, sorry, Fragtrak is passé, get a Wartrophies now, you cringe boomer!
Highlights:
- Converted EventHandler to StaticEventHandler. Planning on playing this release with an old save? Stop! Read this first! The change in this commit will make the scorecard behave weirdly in save games made prior to it. It will fix itself on the next map, but do NOT, under any circumstance, open the scorecard on the map with the old save. Either start a new game or finish the level.
- Add support for weapon, player, and genocide rank sets. Currently only includes "Alternate" and "Festive" weapon ranks, festive genocide ranks, and festive player ranks, all by Tapwave.

New Features:
- Add support for m8f's Nomina addon.

Fixes:
- Set WT_MainHandler.IsUiProcessor to false when loading a save game. This fixes a bug where loading autosaves made with the scorecard still open would not properly set the bool to false.

Audio/Visual:
- Slight shading edit to the FragTrak scorecard.

Other:
- Use a switch instead of an array to get custom tags. This improved performance.
- Don't call GetMaxWeaponRankCount all the time. Do it only when you switch weapons, though arguably this is not necessary either, but the performance gain from further optimizations is virtually none.
Accensus
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Re: WAR TROPHIES (1.5) "NOW 50% MORE STAT-ICKY"

Post by Accensus »

Expect 1.5.1 soon-ish. Now with multiplayer support! You know, multiplayer support that actually works?
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Tapwave
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Re: WAR TROPHIES (1.5.1) "NETCODE EDITION"

Post by Tapwave »

Oh man oh gosh! Multiplayer works now!
This release is brought to you by Sledge/Somagu's multiplayer testing.

Fixes:
- Check if e.DamageSource.player == players[consoleplayer]. This fixes everyone's kills being attributed to everyone.
- Check for the correct player for the entire NetworkProcess override. This takes care of multiplayer compatibility.
- Use GetCVar instead of FindCVar for user variables. This likely fixes a VM abort in multiplayer.
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Tapwave
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Re: WAR TROPHIES (1.5.2) "(PROPER)NETCODE EDITION"

Post by Tapwave »

haha oops lol
Hotfix release.

Fixes:
- Fix prestige button not doing anything after the GetRank() refactor.
- Fix next rank requirement for weapons and player not displaying the correct number.
saladofstones
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Re: WAR TROPHIES (1.5.2) "(PROPER)NETCODE EDITION"

Post by saladofstones »

I am having a rather critical issue where pressing the esc(escape) key doesn't actually close the menu, leaving me stuck in it after opening.

edit: I also get extremely heavy FPS loss if i hold down he down or up key to navigate menus.

Without holding down a key:
[imgur]https://i.imgur.com/VhrTDzC.jpg[/imgur]

While holding down a key:
[imgur]https://i.imgur.com/mEHmlAN.jpg[/imgur]

edit 2: upon further testing, the escape key issue only seems to happen while running doom roguelike
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Captain J
 
 
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Re: WAR TROPHIES (1.5.2) "(PROPER)NETCODE EDITION"

Post by Captain J »

saladofstones wrote:I am having a rather critical issue where pressing the esc(escape) key doesn't actually close the menu, leaving me stuck in it after opening.


FTFY! Always make sure you have the image link of imgur.

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