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

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Cutmanmike
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Re: [6.0c] Corruption Cards - 200+ Gameplay warping cards!

Post by Cutmanmike »

It was changed slightly in the most recent version. Getting 100% kills and secrets can help you find Wild Cards. First (and this has always been true) getting 100% kills and secrets speeds up your next opportunity for the level to contain a Wild Card. Now in the current version, you will get a message and sound queue upon hitting 100% kills and secrets if the current level you're in contains a Wild Card. The area the card is hidden in will also now make noises (and even more noises if you've already received the message).
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Cutmanmike
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Re: [6.0c] Corruption Cards - 200+ Gameplay warping cards!

Post by Cutmanmike »



New version and a new mode!

Collector Mode offers you two cards with the Hardcore Mode rules (both cards are permanent cards). However, the first choice will always be a card you've not collected yet! This allows you to always see cards you've never seen, and gives you a fighting chance at finishing that Card Compendium! Note that Collector Mode will still not offer you cards that are illegal to spawn in the current map, so keep that in mind when chasing down those last few cards. Enjoy!
  • Added 7 new cards.
  • Added a new game mode: Collector! Pick from 2 permanent cards each level, but the first offered is always one you haven't seen yet (if possible)!
  • Added CCARDS lump option ignorespecies. This will prevent the game from automatically grouping monsters with the same species together for card effects.
  • Barrel Toss is now always tier 1 (was variable).
  • Fixed Lock On Enchantment being offered for melee only monsters.
  • Fixed Hell's Answer and 16th Sin not triggering properly on maps with boss monster specials.
  • Fixed Jeweled Enchantments not working with Petrification Enchantment.
Download
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stainedofmind
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Re: [6.0c] Corruption Cards - 200+ Gameplay warping cards!

Post by stainedofmind »

Cutmanmike wrote: Sun Jul 07, 2024 9:05 am

New version and a new mode!

Collector Mode offers you two cards with the Hardcore Mode rules (both cards are permanent cards). However, the first choice will always be a card you've not collected yet! This allows you to always see cards you've never seen, and gives you a fighting chance at finishing that Card Compendium! Note that Collector Mode will still not offer you cards that are illegal to spawn in the current map, so keep that in mind when chasing down those last few cards. Enjoy!
  • Added 7 new cards.
  • Added a new game mode: Collector! Pick from 2 permanent cards each level, but the first offered is always one you haven't seen yet (if possible)!
  • Added CCARDS lump option ignorespecies. This will prevent the game from automatically grouping monsters with the same species together for card effects.
  • Barrel Toss is now always tier 1 (was variable).
  • Fixed Lock On Enchantment being offered for melee only monsters.
  • Fixed Hell's Answer and 16th Sin not triggering properly on maps with boss monster specials.
  • Fixed Jeweled Enchantments not working with Petrification Enchantment.
Download
Getting a consistent freeze with this version. I've tested it down to a fresh install of GzDoom (latest dev version) and only CC6.1b. Doing a Daily Deck run (Today is Tech Gone Bad), first amp runs fine, but when the second map loads up, before the card selection is shown, GzDoom freezes up and causes Windows to throw a "GzDoom is not responding" error message, so I don't have a GzDoom specific error to share. I've been having it lock up other times, but I'm able to reproduce this consistently using that particular deck. Seems like maybe some kind of infinite loop?
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Cutmanmike
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Re: [6.1b] Corruption Cards - 200+ cards! New Collector mode!

Post by Cutmanmike »

Known issue, will release a new version when I can!
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Lord Misfit
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Re: [6.1b] Corruption Cards - 200+ cards! New Collector mode!

Post by Lord Misfit »

Found another issue with a tweak for it on my end regarding the Ancient One's chase state. One of my mods has an ability that will trick a foe with you as their target into briefly redirecting its target to a "decoy" actor left behind by the ability in question, but it also briefly unsets the foe's target for a bit after the effect ends apparently, as if this is used on the Ancient One, it VM Aborts after a moment or two, due to a lack of a pre-check for a target before trying to check "dist" and "cansee", which are set by default to check distance2d and checksight on a target which can theoretically not exist in the moment. Basically a VM abort due to a lack of a proper pointer check.

The change below is what I tweaked to fix this issue on my end for the time being, so I figure I'd suggest it for you to official add to future versions, along with any other future tweaks you might want to add on top of it, but I figure I'd let you know about this part of the code's ability to trigger VM aborts nonetheless. V:

Code: Select all

	void GolemChase()
	{	
		int dist = 0;
		bool cansee = false;
		
		if(target) 
		{
			dist = Distance2D(target);
			cansee = CheckSight(target);
		}
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Cutmanmike
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Re: [6.1b] Corruption Cards - 200+ cards! New Collector mode!

Post by Cutmanmike »

Lord Misfit wrote: Tue Aug 06, 2024 8:40 pm Found another issue with a tweak for it on my end regarding the Ancient One's chase state.
Drat, only just seen this. I'll pop it in for the next version, I wanted to get this one out while I could:

This version fixes crashes and weirdness with daily challenges, among other things:
  • Added 2 new cards.
  • Added 1 new wild card.
  • Fixed a bug with Daily Challenge which caused the mode to frequently offer the same cards or occasionally crash.
  • Fixed Vile Executioner not working.
  • Werewolf pain chance and pain duration increased.
  • Werewolves are now capped at 20 per map.
  • Barbarity now counts the maximum damage recorded per game instead of per level.
  • Certain cards that give monsters new ways to damage the player now correctly deal the damage from the monster.
  • Increased the chance of Dr. Imp's Revenge triggering.
Download
Last edited by Cutmanmike on Wed Aug 28, 2024 2:57 am, edited 1 time in total.
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Zenon
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Re: [6.2] Corruption Cards - 200+ cards! New Collector mode!

Post by Zenon »

Download link in the OP is broken
error666
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Re: [6.2] Corruption Cards - 200+ cards! New Collector mode!

Post by error666 »

I've been wondering this and sorry if someone already asked this
But do you or anyone else think "blessed cards" would be possible to make

i mean like the same as corruption cards but.. well good for player?
its just a idea that fired in my mind
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Rowsol
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Re: [6.2] Corruption Cards - 200+ cards! New Collector mode!

Post by Rowsol »

I think beneficial cards would be a good idea for killing everything on a level.
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Re: [6.2] Corruption Cards - 200+ cards! New Collector mode!

Post by Brohnesorge »

Cutmanmike wrote: Tue Mar 24, 2020 2:23 pm Also it should go without saying by now, I don't make cards that outright help the player. I'm super down with cards that *could* help the player given the right context and card collection though, but ultimately they have to have some negative effect to them.
Eonfge
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Re: [6.2] Corruption Cards - 200+ cards! New Collector mode!

Post by Eonfge »

This mod is so good. It makes it a lot of fun to replay Doom and Heretic, even if it can become really unfair and cruel. I also enjoyed quite a few streams of people playing with this mod.

That last bit got me thinking though... would it not be a good idea that for every 3-5 permanent cards that players have, they can also draw a "Mercy Card"? Now, the game becomes almost unplayable without double ammo after 20 maps, and save-scumming becomes part of the flow.

I'm not sure though how far you want to stretch this. You can start with simple things like "All keys have an extra backpack" al the way to "replace health bonuses with supercharges" so here too, there can be a lot of variety. It might even be a way to sneak in some extra weapons or power-ups that the player might come to rely on.
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Re: [6.2] Corruption Cards - 200+ cards! New Collector mode!

Post by yum13241 »

Cutmanmike wrote: Tue Mar 24, 2020 2:23 pm Also it should go without saying by now, I don't make cards that outright help the player. I'm super down with cards that *could* help the player given the right context and card collection though, but ultimately they have to have some negative effect to them.
Stop asking for helpful cards. It's not going to happen anytime soon.
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Re: [6.2] Corruption Cards - 200+ cards! New Collector mode!

Post by Ilya_Efimov »

Hello! Well, I don't know, was it already discussed, or not, anyway, why does the "angry revenant" event sometimes crash the map?
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Re: [6.2] Corruption Cards - 200+ cards! New Collector mode!

Post by Cutmanmike »

Ilya_Efimov wrote: Wed Sep 25, 2024 12:11 am Hello! Well, I don't know, was it already discussed, or not, anyway, why does the "angry revenant" event sometimes crash the map?
Could you elaborate the crash? What map and did it happen after he spawned or at the start of the level?
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Re: [6.2] Corruption Cards - 200+ cards! New Collector mode!

Post by Ilya_Efimov »

It can happen on every map. For example, it can happen on Map 1 of Doom 2. When I try to hide from him in a small sector with a chainsaw right at the start of the map, after several seconds the map crashes. It happens with "summonfriend" command as well. After he kills all the enemies that he sees, the map crashes again. Can't attach the screenshots as the file size for each one is too big. GZDoom version is 4.11.3. Tested it in the newest version of GZDoom as well, the same thing happens.
Last edited by Ilya_Efimov on Sat Sep 28, 2024 7:00 pm, edited 1 time in total.

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