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 crash using DoomRL Arsenal and DoomRL Monsters. I'd picked the "monster spawns every 16th kill" card and it was working fine, but when killing some regular Pain Elementals and regular Lost Souls, a regular Baron of Hell spawned part in a wall and crashed one tick afterwards.
Error is:
VM Execution Aborted: tried to read from address zero.
CorruptionCards-4a.pk3:zscript/corruptioncards/cards/general.txt, line 440
Call from state CCards_Actor_RevengeSpawner.1 in CCards_Actor_RevengeSpawner
Was using final doomer (which will be in the vid I will post later here since I did ANOTHER one XD) and I noticed two things.
Demons were still taking hits despite dodging out of range. Maybe make em invulnerable if the dodge goes off and adjust chance so they don't spam it?
And the "Imps throw lightning" card is broken. I picked it and was seeing normal imp fireballs.
Mods were levelinfo, Jp hp bar mod friendly, Wartrophies, Nashgore, Final Doomer (running hellbound set) and doom metal. Iwad was ultimate doom using e2. Again you'll see it in the vid when I'm doing e2m1 and the imp was in e1m7. Vid's just gotta upload and such
DarkQuill wrote:Got a crash using DoomRL Arsenal and DoomRL Monsters. I'd picked the "monster spawns every 16th kill" card and it was working fine, but when killing some regular Pain Elementals and regular Lost Souls, a regular Baron of Hell spawned part in a wall and crashed one tick afterwards.
Fixed.
Solaela wrote:Demons were still taking hits despite dodging out of range. Maybe make em invulnerable if the dodge goes off and adjust chance so they don't spam it?
That's a good idea actually, I will do this.
Solaela wrote:And the "Imps throw lightning" card is broken. I picked it and was seeing normal imp fireballs.
Had Litdoom loaded on back to saturn x, encountered a crash when chaingun guys had reflect projectiles. A mancubus fireball hit one and immediately got an error where adress value was 0 or something
quad01man wrote:Had Litdoom loaded on back to saturn x, encountered a crash when chaingun guys had reflect projectiles. A mancubus fireball hit one and immediately got an error where adress value was 0 or something
Fixed, I think!
Solaela wrote:I said I'd do another on this amazing mod and here we go!
Glad you had fun might wanna have a look at adjusting your volume though
Edit: Here's a new version with less crashing hopefully!
Added 2 new cards I forgot to push onto the cards list!
Added a glowing effect to the permanent card choice.
Cards will no longer be generated for actors inherited by monsters (such as Zombieman corpses) and monsters flagged as FRIENDLY.
Reduced the damage of toxic corpses (1-4 instead of 4-8).
Adjusted X Monster Respawns card tier (+2).
Improved spawning for Monster Gangs, Random Cyberdemon etc.
God Monsters can no longer be targeted by other monsters.
Fixed a reflective monsters crash.
Fixed a 16th kill card crash and improved the monster spawning.
Made barrel spawning staggered to improve the framerate on map start. Also reduced the max barrel count (ignores stacking).
Dodging monsters now ignore damage and afterimages copy any colours (translations) they had.
Improved Inventory Reset card. It now takes away any weapons, invbar items, armor and backpacks and gives you your class base items.
DEHACKED monsters are no longer replaced, and should function properly. However, extreme DEHACKED modifications will still have issues elsewhere (i.e D4V has a lot of problems).
The game now laughs at you if you pick a high tier mystery card.
so, i tried this latest version of the mod. and. it seems like things no longer work now vs the 1st newer update. like when i tried Doom 64: Retribution with 4a. things worked out. even tried a PSX Doom TC with D4T and things worked out fine as well. but now, i can't seem to play with those mods on this newest update
Here is a new version with mostly fixes, but a big change for usage with custom mods: Cards that effect monsters now trigger for all of their species (if they have them). For example, if you make a mod with 6 Cacodemon variants that all share the species "Gasball", picking a card that effects one of them will now effect them all. This has no effect on vanilla gameplay however as standard Doom monsters don't use the species property.