[4.3] Corruption Cards - Choose cards that alter your game!

Projects that alter game functions but do not include new maps belong here.
Forum rules
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.
User avatar
Cutmanmike
Posts: 11280
Joined: Mon Oct 06, 2003 3:41 pm
Operating System Version (Optional): Windows 10
Location: United Kingdom

Re: [3.2] Corruption Cards - Choose cards that alter your ga

Post by Cutmanmike »

Rowsol wrote:Even with monsterhealth = 1.0 in mapinfo Blood shift tends to not work right, or at least that's my assumption. Imps were incredibly hard to kill. Here's a picture of my active cards at the time.
https://ibb.co/bXZBLcq
I've been trying this with Pandemonia and it seems like the health swapping is working ok to me? I tried with a 1.0 scale and a 5.0 scale and the numbers seemed to make sense to me.



Remember an imp could suddenly have the health of a high tier monster with lots of health. Could that not have happened? Whether that's fun or not is up for debate, as I hate seeing this card show up personally :lol: I might just scrap it for something else later.

I've made it so if debug logging is enabled you can see the effects of the card like in the screenshot above.
User avatar
Rowsol
Posts: 907
Joined: Wed Mar 06, 2013 5:31 am

Re: [3.2] Corruption Cards - Choose cards that alter your ga

Post by Rowsol »

I guess you had to be there. The small imps resembled barons. It might have had something to do with them healing each other on death.
eviltechno
Posts: 32
Joined: Sun Oct 04, 2020 4:00 am

Re: [3.2] Corruption Cards - Choose cards that alter your ga

Post by eviltechno »

Cutmanmike wrote:
eviltechno wrote:Sorry if that has been answered before, but why do the monsters on the current room often get deleted/killed after selecting cards? is that a bug? (Using BD 21.0.4 and mods)
See the BD patch on the first page, hopefully still works.

I just tried it. Doesn't make a difference. Not sure if it has to do with anything but his file is called "CCards_DoxsPersonalizedBrutalDoomfix.wad" I'm using Brutal Doom 21 Gold not his personalized version (which is somewhat equivalent to BD21 Platinum. He doesn't support it anymore AFAIK)

I extracted the file with SLADE and it just has a .dat file in it with

dontfreeze RifleZombie
dontfreeze PistolZombie
dontfreeze PistolZombieHelmet
dontfreeze HelmetRifleZombie
dontfreeze HeadlessZombie
dontfreeze Imp

Any ideas?
User avatar
Rowsol
Posts: 907
Joined: Wed Mar 06, 2013 5:31 am

Re: [3.2] Corruption Cards - Choose cards that alter your ga

Post by Rowsol »

Yeah, try adding the monsters that are disappearing to the ccards lump like that as that appears to fix the issue.
electrodragon554
Posts: 37
Joined: Sat Jun 06, 2020 5:41 am

Re: [3.2] Corruption Cards - Choose cards that alter your ga

Post by electrodragon554 »

Recently, the 1st release candidate of the Elementalism megawad was released, and while Corruption Cards is compatible with that mapset; I think I found a problem:
Currently, Elementalism is composed of about 17 maps total - 3 episodes consisting of 5 maps each; a title map & a hub. after beating an episode; 2 things happen:
- Player inventory gets reset (depending on settings in the mapset's config menu)
- Hub map updates to reflect episode completion
For a reason that's unknown to me; the "Surprise Cyberdemon" card treats the hub as a regular map, leading to a situation where a cyberdemon spawns in the hub and there's almost no way to deal with him.
I also noticed that "Living Vessel" card can crash GZDoom with a SIGSEV, but I've run into this crash only once.

Other than these 2 problems, Corruption Cards is an excellent mod that anyone should load alongside the main game
eviltechno
Posts: 32
Joined: Sun Oct 04, 2020 4:00 am

Re: [3.2] Corruption Cards - Choose cards that alter your ga

Post by eviltechno »

Rowsol wrote:Yeah, try adding the monsters that are disappearing to the ccards lump like that as that appears to fix the issue.

Ah yea. Totally forgot that I use additional monsters. Thanks!



Edit:

Still doesn't work for me. I edited the file in SLADE and saved it. Now it contains all my additional monsters I use:

dontfreeze RifleZombie
dontfreeze PistolZombie
dontfreeze PistolZombieHelmet
dontfreeze HelmetRifleZombie
dontfreeze HeadlessZombie
dontfreeze Imp
dontfreeze ZombieMan
dontfreeze ShotgunGuy1
dontfreeze ShotgunGuy
dontfreeze Plasma
dontfreeze MinigunGuy
dontfreeze ChainsawZombie
dontfreeze PyroSergeant
dontfreeze RocketGuy
dontfreeze ShotgunSpawner
dontfreeze RiotShieldGuy
dontfreeze NetherDarkImp
dontfreeze VoidDarkImp
dontfreeze NamiDarkImp
dontfreeze CommonDarkImp
dontfreeze Aracnorb
dontfreeze CrackoDemon
dontfreeze Terminator
dontfreeze Bruiser
dontfreeze CyberBaron
dontfreeze PyroDemon
dontfreeze BruiserDemon
dontfreeze XVStealth
dontfreeze ZSpecOps
dontfreeze Major
dontfreeze RifleCommando
dontfreeze BloodDemon


When entering e1m1 and e1m2 the riflemans still get deleted from the map and I only see their weapon drops. Is there something that I'm missing?

I have to load the CCards_DoxsPersonalizedBrutalDoomfix file just after CorruptionCards-v3.2.pk3 right?

loadorder

brutalv21
CorruptionCards-v3.2
CCards_DoxsPersonalizedBrutalDoomfix
bd21_xvme1.3.0
bd21_xvme1.3.0_respawner
User avatar
Dan_The_Noob
Posts: 634
Joined: Tue May 07, 2019 12:24 pm
Graphics Processor: nVidia with Vulkan support

Re: [3.2] Corruption Cards - Choose cards that alter your ga

Post by Dan_The_Noob »

eviltechno wrote: brutalv21
CorruptionCards-v3.2
CCards_DoxsPersonalizedBrutalDoomfix
bd21_xvme1.3.0
bd21_xvme1.3.0_respawner
it seems like the bottom 2 things should be before corruption cards, if they are brutal doom related.
eviltechno
Posts: 32
Joined: Sun Oct 04, 2020 4:00 am

Re: [3.2] Corruption Cards - Choose cards that alter your ga

Post by eviltechno »

Dan_The_Noob wrote:
eviltechno wrote: brutalv21
CorruptionCards-v3.2
CCards_DoxsPersonalizedBrutalDoomfix
bd21_xvme1.3.0
bd21_xvme1.3.0_respawner
it seems like the bottom 2 things should be before corruption cards, if they are brutal doom related.

Okay I changed load order and still no change. Even removed the xvme stuff for a try. Is there someone who got it to work with CCards 3.2, or are we just speculating that it should work?
User avatar
Dan_The_Noob
Posts: 634
Joined: Tue May 07, 2019 12:24 pm
Graphics Processor: nVidia with Vulkan support

Re: [3.2] Corruption Cards - Choose cards that alter your ga

Post by Dan_The_Noob »

eviltechno wrote: Okay I changed load order and still no change. Even removed the xvme stuff for a try. Is there someone who got it to work with CCards 3.2, or are we just speculating that it should work?
i don't think the patch works currently. your best bet is to just play with a different mod or no mod for now.
eviltechno
Posts: 32
Joined: Sun Oct 04, 2020 4:00 am

Re: [3.2] Corruption Cards - Choose cards that alter your ga

Post by eviltechno »

It even doesn't work with the 3.0 stable version or 3.1, so I don't know what's going on, or why it's even on the front page. I also tried dox personalized brutal doom 21. Anyways thanks for your help.
User avatar
Cutmanmike
Posts: 11280
Joined: Mon Oct 06, 2003 3:41 pm
Operating System Version (Optional): Windows 10
Location: United Kingdom

Re: [3.2] Corruption Cards - Choose cards that alter your ga

Post by Cutmanmike »

  • Fixed another crash with Parasitic Card.
  • Fixed cards pulling random enchantment cards from decks not in play.
  • Fixed Petrification Enchantment breaking Distress Call.
  • Fixed Keys of Power allowing duplicate buffs. Is also now a stackable card.
  • Fixed CCARDS lumps not being read correctly.
  • Fixed several crashes with Living Vessel.
  • Fixed a crash with thrown corpses and certain custom monsters.
  • Fixed Forbidden Gaze triggering on ice corpses.
  • Fixed Healing Traps overhealing on the first heal.
  • Fixed a bug with CCARDS custom groups that would not add the final monster in the group.
  • Fixed Casali's Watchers effecting monsters with map specials.
  • Fixed Shifting Curse and Revise Strategy getting tall monsters stuck in ceilings.
  • Fixed certain monsters getting stuck when spawned via the Duplication Curse.
  • Bombardment Augment now correctly uses the monster's projectile when a member of its species is effected. If a projectile is not found for that monster, it fires the projectile of the monster on the card instead.
  • Rain cards now occur more often but last half as long.
  • Treachery is now more likely to make monsters infight with weaker monsters.
  • Overgrowth will no longer spawn vegetation near switches/doors etc.
  • Improved Vile Guardians spawning method.
  • Nerfed Extra Monsters spawn count slightly.
  • Distress Call is now Distress Enchantment.
  • Barrels of Fun now spawn fresh unedited Doom Explosive Barrels instead (but are still pushable).
  • Added more stuff to mystery eggs.
  • The line of sight to trigger Forbidden Gaze has been increased.
  • Certain cards effects are now hidden when monsters are disguised as items.
  • The Chosen One can no longer be morphed.
  • (Hopefully) fixed corpses becoming solid objects.
  • Teleport Enchantment is now called Eject Enchantment.
  • Added 3 new cards.
Download: https://cutstuff.net/public/CorruptionCards-v3.3a.pk3
Last edited by Cutmanmike on Fri Mar 11, 2022 3:12 pm, edited 1 time in total.
User avatar
Rowsol
Posts: 907
Joined: Wed Mar 06, 2013 5:31 am

Re: [3.3] Corruption Cards - Choose cards that alter your ga

Post by Rowsol »

Very nice changelog!
eviltechno
Posts: 32
Joined: Sun Oct 04, 2020 4:00 am

Re: [3.3] Corruption Cards - Choose cards that alter your ga

Post by eviltechno »

Thanks for the update. This must be a lot of work.

I hoped the fix for the lumps (as in the 3.3 changelog) would be what I needed for my brutal doom problem, but the riflezombies still disappear. Maybe I'm really doing it wrong. (i downloaded version CC 3.0 for a try, as that was the version around when the BD fix was uploaded. Brutal doom 21 was not officially updated in almost 3 years and I even tried on older release candidate. So kinda strange.)

Guess I need to wait with this mod until I drop brutal doom and play vanilla again.
User avatar
Cutmanmike
Posts: 11280
Joined: Mon Oct 06, 2003 3:41 pm
Operating System Version (Optional): Windows 10
Location: United Kingdom

Re: [3.3] Corruption Cards - Choose cards that alter your ga

Post by Cutmanmike »

eviltechno wrote:I hoped the fix for the lumps (as in the 3.3 changelog) would be what I needed for my brutal doom problem, but the riflezombies still disappear.
The patch still works with brutal doom but bd21_xvme1.3.0 is adding or changing some of the monsters that also need the dontfreeze treatment. If you look at a monster and type "info" on the console you'll see their actor name.



So you'll need to edit the patch to include "dontfreeze PistolZombiePatch" along with any other actors that behave this way.

I've compiled a new version to fix a few annoying bugs:
  • Fixed a crash with Mega Deathmatch.
  • Fixed the Card Compendium not showing newly added cards.
  • Fixed Mystery Eggs only spawning extra special things.
  • Fixed certain resurrection cards appearing when no monsters can be resurrected (i.e have no Raise state).
  • Fixed Casali's watchers ONLY appearing on special maps (instead of not-appearing on them).
Download 3.3a here: https://cutstuff.net/public/CorruptionCards-v3.3a.pk3
User avatar
RubyEyeShabranigdu
Posts: 77
Joined: Thu Feb 03, 2022 9:03 am
Graphics Processor: Intel (Modern GZDoom)
Location: Brazil

Re: [3.3a] Corruption Cards - Choose cards that alter your g

Post by RubyEyeShabranigdu »

Very Nice!!!

Return to “Gameplay Mods”