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Enjay
 
 
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Re: Nobody Told Me About id v0.1.2 - A Build Engine-styled m

Post by Enjay »

DoomedFox wrote:Forgot to mention this error occurred via gibbing upon rocket suicide. Normal death seems to not trigger the crash.
In that case, it might also be possible to trigger the crash by typing "kill" at the console to cause yourself an extreme death. I notice that the player death uses A_SkullPop. That can cause problems if the player isn't properly checked for.

viewtopic.php?f=19&t=16041&p=1128978#p1128978

[I need to get that bugfix version of my Burghead mod finalised. I've noticed a couple of minor issues with it that need to be addressed before I finally release it. IRL stuff keeps getting in the way though.]
theroguemonk
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Graphics Processor: nVidia (Modern GZDoom)

Re: Nobody Told Me About id v0.1.2 - A Build Engine-styled m

Post by theroguemonk »

does not feel like a build game .. feels like an old doom mod where its choppy ... sorry i just dont see the differences you guys are talking about but at any rate thanks for the mod.
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EddieMann
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Re: Nobody Told Me About id v0.1.2 - A Build Engine-styled m

Post by EddieMann »

CantSleep wrote:Back to bring another set of replies :)
DoomedFox wrote:Found another bug of sorts, I killed myself with a rocket launcher and got this error and the game crashes to console:

Code: Select all

VM EXECUTION ABORTED: TRIED TO READ FROM ADDRESS ZERO
Im running this on lzdoom v3.84
Strange. I'm sure it's just an compatibility issue with LZDoom since that port isn't 1:1 with GZDoom on ZScript support. I'll look into it tomorrow.
EddieMann wrote:I took it upon myself and modified the weapon offsets a little to fit the perspective better. A little subtle edit, but should enhance the feel a bit.
Thanks. Sorry for the late response, I was away from home for some time. Expect an update including this fix soon :)

I've added a "Recommended" tab in the OP (suggested by mrtaterz). There you can find a couple of map packs that help to give off a more Build Engine feel when combined with this mod.
Don't forget the characteristic flying giblets and chunks from every gibbed monster as with the subtle bounce in every animation. Not to mention a pistol buff as well, can't tell how many times I ran out of ammo with it.
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CantSleep
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Re: Nobody Told Me About id v0.1.2 - A Build Engine-styled m

Post by CantSleep »

EddieMann wrote:Don't forget the characteristic flying giblets and chunks from every gibbed monster as with the subtle bounce in every animation.
The mod already has flying giblets. They turn into small blood spots after landing on the ground like in Duke or SW.
Enjay wrote:
DoomedFox wrote:Forgot to mention this error occurred via gibbing upon rocket suicide. Normal death seems to not trigger the crash.
In that case, it might also be possible to trigger the crash by typing "kill" at the console to cause yourself an extreme death.
So this crash is happening only in LZDoom? Last time I tried there wasn't any aborts in GZ.
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CantSleep
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Re: Nobody Told Me About id v0.1.2 - A Build Engine-styled m

Post by CantSleep »

Enjay & DoomedFox wrote:Rocket launcher gib crash
Okay, I see the problem now. It happens on GZDoom too. The way to reproduce this problem is to hug a wall on low health and explode using the rocket launcher. I have no idea how to fix it though. According to Enjay I have to do a null check.. but where?
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Enjay
 
 
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Re: Nobody Told Me About id v0.1.2 - A Build Engine-styled m

Post by Enjay »

First thing that I would do would be to comment out the A_SkullPop just to confirm that's where the issue lies.

Also, I was partially mis-remembering the issue. In my Burghead mod, the flashlight effect constantly performs a location check on the player. If the player dies with an extreme death, the check loses track of the player. (I don't recall exactly what happens with A_SkullPop but the player basically becomes disassociated with its corpse position - the "resurrect" console command doesn't work after a SkullPopped death either.)

So, anyway, if you have something in your mod that checks the player position (probably the altered movement code), then the null check needs to be in there to make sure that the player is still valid before doing the other stuff.

Here's what Ed the Bat did to fix the code in my mod:

Code: Select all

   Spawn:
      TNT1 A 1 NODELAY
      {
         if(target==null)
            return state(null);
         PlayerInfo player=target.player;
         if(player==null)
            return state(null);
         angle=target.angle;
         SetOrigin((target.pos.x,target.pos.y,target.pos.z+player.ViewHeight/4),true);
         if(button)
            return resolvestate("LWMFlashLight");
         if(click)
         {
            click=0;
            A_PlaySound("LWMFLClickOff");
         }
         return state(null);
      }
      Loop;
Note the lines checking for "player==null". That was the fix in my mod. However, if you need a technical explanation, or help on where to add it in your mod I'm sorry that I would be stabbing in the dark as much as anyone. However, someone might be able to figure it out if this is indeed where the problem lies.
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CantSleep
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Re: Nobody Told Me About id v0.1.3 - Build Engine-styled mod

Post by CantSleep »

Enjay wrote:Hackerman stuff
Well, I don't know what I just did; but I somehow managed to fix the oddly specific crash. Problem solved! 8-)

VERSION 0.1.3 released
  • Added a new status bar by RoastedBeefo and Ac!d
  • Added jdredalert to credits
  • New menu confirm sound by Kinsie
  • Buffed pistol damage by 33%
  • Gnarlier zombie chainsaw death
  • Increased decapacitated player head's gravity
  • Less janky decapacitated player head movement
  • Fixed a crash from gibbing a player with a direct rocket hit
  • Weapon offsets fixed by EddieMann
  • Fixed missing rotations
  • Renamed all sprites to prevent mod conflicts
To-do
  • Doomguy kill taunt
  • Alt-fires
  • Destructible decoration
  • Inventory item durability %
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Redneckerz
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Re: Nobody Told Me About id v0.1.3 - Build Engine-styled mod

Post by Redneckerz »

On the tails of Hackerman comes Writerman - Check back a week from now and scour some famous Doom community news sources to find something about NTMAI... ;)
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CantSleep
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Re: Nobody Told Me About id v0.1.4 - Build Engine-styled mod

Post by CantSleep »

Redneckerz wrote:Writerman stuff
Oooh. Thank you Writerman! :)

I'm back to deliver yet another hotfix after testing this mod with KDiZD Lite. I found it hilarious when all the custom keycards kept piling up in random places on the KEYS status bar like Doomguy doesn't know how to manage his keys.

VERSION 0.1.4 released
  • Fixed key positions in status bar
  • Fixed bullet casing positioning on Pistol
  • Don't pick up an inventory item when the player already has it
  • Jumping/charging monsters now infight different species
I also added The Ultimate Doom II to the Recommended tab. It's a nicer looking version of Doom II but more vanilla-oriented.
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EddieMann
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Re: Nobody Told Me About id v0.1.2 - A Build Engine-styled m

Post by EddieMann »

CantSleep wrote:
EddieMann wrote:Don't forget the characteristic flying giblets and chunks from every gibbed monster as with the subtle bounce in every animation.
The mod already has flying giblets. They turn into small blood spots after landing on the ground like in Duke or SW.
Oh no, I meant like imp/zombie heads and stuff like that. Sorta like what blood has.
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CantSleep
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Re: Nobody Told Me About id v0.1.2 - A Build Engine-styled m

Post by CantSleep »

EddieMann wrote:
CantSleep wrote:
EddieMann wrote:Don't forget the characteristic flying giblets and chunks from every gibbed monster as with the subtle bounce in every animation.
The mod already has flying giblets. They turn into small blood spots after landing on the ground like in Duke or SW.
Oh no, I meant like imp/zombie heads and stuff like that. Sorta like what blood has.
Good idea.. noted.
TheOldKingCole
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Re: Nobody Told Me About id v0.1.4 - Build Engine-styled mod

Post by TheOldKingCole »

So there is no fullscreen hud, just the status bar
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EddieMann
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Re: Nobody Told Me About id v0.1.2 - A Build Engine-styled m

Post by EddieMann »

CantSleep wrote:Good idea.. noted.
After playing for long enough, i've came to the conclusion that errybody with less HP than a demon needs the creative chainsaw death animation.
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Ac!d
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Re: Nobody Told Me About id v0.1.4 - Build Engine-styled mod

Post by Ac!d »

TheOldKingCole wrote:So there is no fullscreen hud, just the status bar
CantSleep wrote: To-do
  • Doomguy kill taunt
  • Alt-fires
  • Destructible decoration
  • Inventory item durability %
@Cant Sleep
I sent you by PM a WAD for the fullscreen hud and the inventory items. I will find some stuff for the development of your mod.
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Kinsie
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Re: Nobody Told Me About id v0.1.4 - Build Engine-styled mod

Post by Kinsie »

Here's a quick video I recorded of this mod being played on MAP02 of Team Rocket 2 by Jimmy and pals.

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