[4.5a] Corruption Cards - Daily Challenge update!

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Cutmanmike
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Re: [3.8] Corruption Cards - Choose cards that alter your game!

Post by Cutmanmike »

mamaluigisbagel wrote: Fri Aug 12, 2022 10:44 amI'm not sure if this is possible, but I'm wondering if the wall could be a tiny wall like the side of a teleporter or something
It can only effect lines that are no smaller than 64 units, and is a full solid wall.

I had to make it somewhat exclusive because players much like yourself, were having them appear every run, which I didn't want to happen. If you happen to miss a wild card wall though, the next map (should) have another wall ready to be found. If you're UV maxing (i.e, the old method), you should bump into the wall while looking for secrets... in theory.

I'll consider alternative wild card unlocking methods after 4.0.
lucker42
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Re: [3.8] Corruption Cards - Choose cards that alter your game!

Post by lucker42 »

Hi! I am in the process of adapting this mod for DoomRPG. I have the following question:

Is it possible to make so that when returning from the level to the hubmap (OUTPOST), the selected card on the level is saved, and not asked for a new one when returning from the OUTPOST to this level? At the same time, so that the calculate for permanent cards is counted only when you go to a new level (not considering the path OUTPOST --> MAP01 --> OUTPOST --> MAP01 --> OUTPOST --> MAP01 and etc., but only OUTPOST --> MAP01 --> OUTPOST --> MAP02 --> OUTPOST --> MAP03 and etc.) ?

I hope I made myself clear.
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Cutmanmike
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Re: [3.8] Corruption Cards - Choose cards that alter your game!

Post by Cutmanmike »

lucker42 wrote: Sat Aug 20, 2022 11:05 am Hi! I am in the process of adapting this mod for DoomRPG. I have the following question:

Is it possible to make so that when returning from the level to the hubmap (OUTPOST), the selected card on the level is saved, and not asked for a new one when returning from the OUTPOST to this level? At the same time, so that the calculate for permanent cards is counted only when you go to a new level (not considering the path OUTPOST --> MAP01 --> OUTPOST --> MAP01 --> OUTPOST --> MAP01 and etc., but only OUTPOST --> MAP01 --> OUTPOST --> MAP02 --> OUTPOST --> MAP03 and etc.) ?

I hope I made myself clear.
So if you complete MAP01, then return to MAP01 later, you don't want to be offered another card? Is that what you're asking? If so, I can add a cvar for that.
lucker42
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Re: [3.8] Corruption Cards - Choose cards that alter your game!

Post by lucker42 »

I will add another explanation. In DoomRPG you can go back to the base - this is OUTPOST. From this base it is possible to move through the levels an unlimited number of times, as well as return from these levels. Thus the player has the able to:
1) after completing MAP01 (for example) the player will move to level MAP02. Here he will get a able to choose a card from a set of cards (all right).
2) after selecting a card, the player may want to return to the base. He will move from MAP02 to OUTPOST (this is HUBMAP). On the hubmap he will not be able to select a card from the set (all right).
3) After OUTPOST, the player will move (return) to MAP02 and get a able to choose a card from the set of cards once again (not right). In doing so, it will bring him closer to getting a permanent card (not right).

So, what I mean by that is that in action #3 the player should not get the able to choose a card from the set (because the card has already been chosen before), and should not be closer to choosing a permanent card (because he has not yet passed MAP02). Is it possible to implement such a scenario?
Cutmanmike wrote: Sat Aug 20, 2022 12:11 pmSo if you complete MAP01, then return to MAP01 later, you don't want to be offered another card? Is that what you're asking? If so, I can add a cvar for that.
That would also be a good thing :)
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Cutmanmike
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Re: [3.8] Corruption Cards - Choose cards that alter your game!

Post by Cutmanmike »

  • Added a CVAR that allows cards to be generated on maps you've already been to. Default is OFF.
  • Fixed various crashes.
  • Fixed the Show Deck command in multiplaer.
  • Fixed Thorns Totem counting as monster's fired projectile.
  • Fixed palette issues with certain cards in Heretic.
  • Fixed Railgun Augment doing zero damage occasionally when fired by weaker monsters.
  • Fixed Curse of Dormin getting players stuck in lifts.
  • Fixed Explosive Augment not stacking correctly.
  • Fixed grenades/bombs/other disappearing in TERRAIN liquids.
  • Fixed Spawn Pods spawning map special monsters on maps with special tags.
  • Volcanic Traps no longer cause TERRAIN splashes.
  • Poultry Hazard rules tweaked slightly.
  • Smoke Bombs can now only be thrown every 20 seconds.
  • Forbidden Gaze now burns the player slightly faster.
  • Certain Wild Cards are no longer offered in Master Mode.
  • Summoned Monsters can no longer be offered for Boss Monsters.
  • After a monster activates the Eject Enchantment, they will be forced to target a random player.
  • Bosses no longer shatter into ice.
  • Improved Curse of Dormin's auto aiming capabilities.
  • Curse of Dormin now has a visual effect to identify the curse.
  • Reduced Spawn Pod health slightly.
  • Master Mode rules altered slightly.
Download

No new cards this time, mostly working on stability until 4.0 is dropped.
lucker42
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Re: [3.9] Corruption Cards - Choose cards that alter your game!

Post by lucker42 »

Thanks for the update with "Added a CVAR that allows cards to be generated on maps you've already been to. Default is OFF.".

It would also be nice to have the effect of the previously selected card saved when you return to that level. :roll:
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Cutmanmike
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Re: [3.9] Corruption Cards - Choose cards that alter your game!

Post by Cutmanmike »

Is this in standard? If the card is picked when it is not a permanent selection, it won't stay around. CC isn't designed around this kind of mod where you jump back and forth between maps. Your best bet is to play on hardcore where all cards are permanent. I'm not familiar with DRPG but if there's a way to always return to the hub before the map starts, that might be a better work around.
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mamaluigisbagel
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Re: [3.9] Corruption Cards - Choose cards that alter your game!

Post by mamaluigisbagel »

Just got this crash upon starting a level in Chaos Mode. Might help to note I was using a controller, which may have caused it. I also noticed you can still use the left stick to move in-game while selecting a card.

Mods:
  • Beautiful Doom
  • Libtooltipmenu
  • Indestructable
  • GunBonsai
  • Champions
  • Legendoom Lite
  • AI Director
  • Corruption Cards
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Cutmanmike
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Re: [3.9] Corruption Cards - Choose cards that alter your game!

Post by Cutmanmike »

Fixed. This happens if you press buttons before the menu has a chance to show you some cards, so if you hold out for a sec you should be good until the next version.
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mamaluigisbagel
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Re: [3.9] Corruption Cards - Choose cards that alter your game!

Post by mamaluigisbagel »

I don't even remember pressing anything before they appeared, unless I was hitting Escape to bring up the menu. I've crashed due to doing that a couple of times now.
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Cutmanmike
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Re: [4.0] Corruption Cards - Choose cards that alter your game!

Post by Cutmanmike »

Here is version 4.0. Also updated on moddb.
  • Fixed a crash with Debugging.
  • Fixed some crashes with card/game selection.
  • Added more strings to LANGUAGE for non-english translations later.
  • Acid Rain no longer ignores armor.
  • Sludge Rain lowered to tier 2 (from 3).
  • Vile Rebirth lowered to tier 4 (from 5).
  • Healing Traps raised to tier 4 (from 3).
  • Earthquake lowered to tier 2 (from 3).
  • Rocketeer Curse raised to tier 4 (from 3).
  • Invisibility Curse lowered to tier 3 (from 4).
  • Curse of the Cat raised to tier 3 (from 2).
  • Poultry Hazard lowered to tier 3 (from 5).
  • Reduced the chance of Smoke Spite triggering.
  • Earthquakes no longer effect Commander Keen and the Icon of Sin.
  • Vacuum Augment suction increased.
  • Changed Angry Bones card behaviour if chosen as a permanent card.
Download 4.0
lucker42
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Re: [4.0] Corruption Cards - Choose cards that alter your game!

Post by lucker42 »

1) While developing a patch for the DoomRPG, I encountered the following: I need to hide the DoomRPG HUD if one of the CCards menus (Compendium, Show Cards, Show Deck and etc.) is enabled. But I haven't found any way to initialize open CCards menus in my ACS scripts. No Cvar or token. So, how can I initialize the open menus from CCards?

2) In addition to my previous question regarding the calculation logic for DoomRPG, I was able to build logic:
- for the calculation of permanent maps;
- for the calculation of WIn Streak

I just want to share a main.zscript file that is used in the patch for DoomRPG. And so it contains changes:
- [line 599] calculation of progress and adding maps to the array of global.donemaps occurs after completing the level, not after selecting the card. This eliminates the abusive calculation of Win Streak (HUBMAP -> MAP -> SELECT CCARD -> HUBMAP -> MAP -> SELECT CCARD and etc.).
- [line 458] //global.donemaps.Push(Level.MapName);
- [line 638] script in which if the player gets to OUTPOST are made calculations so as not to illegally calculate the player global.permacount and global.progress.

It may be written loosely, but it works properly for DoomRPG. And I'll just leave it here, maybe it can be combined somehow in future updates.

3) And I still hope that someday you'll make an array that remembers the ccards selection for levels from the global.donemaps array. To then apply that selection if the player returns to the level from global.donemaps. :)
Apteral10
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Re: [4.0] Corruption Cards - Choose cards that alter your game!

Post by Apteral10 »

I don't really have a bug report or anything, but I decided to try out one of your daily challenges... Let's just say... I became a salt mine... I decided to do Sunlust (you are not reading that incorrectly), with corruption cards, Guncaster (now it makes sense doesn't it?) and addons of it... Let's just say... The amount of very annoying stuff I have had to deal with... Is way too long to describe... Also I am ready to hop in to hating Casali train... Thankfully found a way to circumvent it but safe to say that if a chaingunner becomes a CW WITH borrowed time, feather body (random enchantment after key pick up) AND shield (same as previous)... You are in for a PAINFUL playtime... This isn't the end of the pain either. Now imagine bombardment, one time resurrection (which seems to be terribly broken on 3.6, yes old version and probably already fixed) add to this vacuum and OH BOY.

I became a salt mine... Everything else so far has been bearable but those two definitely has been source of a lot of annoyance... Now, if you will excuse me, I need to go give dead sea an increase in sodium level... Because I still have... 2 levels to go...
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Re: [4.0] Corruption Cards - Choose cards that alter your game!

Post by Dan_The_Noob »

Apteral10 wrote: Sun Aug 28, 2022 4:26 pm I don't really have a bug report or anything, but I decided to try out one of your daily challenges... Let's just say... I became a salt mine... I decided to do Sunlust (you are not reading that incorrectly), with corruption cards, Guncaster (now it makes sense doesn't it?) and addons of it... Let's just say... The amount of very annoying stuff I have had to deal with... Is way too long to describe... Also I am ready to hop in to hating Casali train... Thankfully found a way to circumvent it but safe to say that if a chaingunner becomes a CW WITH borrowed time, feather body (random enchantment after key pick up) AND shield (same as previous)... You are in for a PAINFUL playtime... This isn't the end of the pain either. Now imagine bombardment, one time resurrection (which seems to be terribly broken on 3.6, yes old version and probably already fixed) add to this vacuum and OH BOY.

I became a salt mine... Everything else so far has been bearable but those two definitely has been source of a lot of annoyance... Now, if you will excuse me, I need to go give dead sea an increase in sodium level... Because I still have... 2 levels to go...
well yeah. don't use corruption cards with slaughter :P
they are usually specifically tuned to be completed a certain way.
Apteral10
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Re: [4.0] Corruption Cards - Choose cards that alter your game!

Post by Apteral10 »

Dan_The_Noob wrote: Mon Aug 29, 2022 9:06 pm
Apteral10 wrote: Sun Aug 28, 2022 4:26 pm I don't really have a bug report or anything, but I decided to try out one of your daily challenges... Let's just say... I became a salt mine... I decided to do Sunlust (you are not reading that incorrectly), with corruption cards, Guncaster (now it makes sense doesn't it?) and addons of it... Let's just say... The amount of very annoying stuff I have had to deal with... Is way too long to describe... Also I am ready to hop in to hating Casali train... Thankfully found a way to circumvent it but safe to say that if a chaingunner becomes a CW WITH borrowed time, feather body (random enchantment after key pick up) AND shield (same as previous)... You are in for a PAINFUL playtime... This isn't the end of the pain either. Now imagine bombardment, one time resurrection (which seems to be terribly broken on 3.6, yes old version and probably already fixed) add to this vacuum and OH BOY.

I became a salt mine... Everything else so far has been bearable but those two definitely has been source of a lot of annoyance... Now, if you will excuse me, I need to go give dead sea an increase in sodium level... Because I still have... 2 levels to go...
well yeah. don't use corruption cards with slaughter :P
they are usually specifically tuned to be completed a certain way.
Well, I did just fine in Sunder but the daily challenge decided to just be extra mean to me when I was doing sunlust... At the last level, I was just. 'Is there any way to just end this?' *remembers something* 'Oh yeah, I do' *as activates Kane's Will and then fires it*. I accidentally left out that it was the revenant that got the bombardment, one time resurrection and vacuum enchantments... The sodium is over but, safe to say that... I am probably going to ever touch the daily challenge... I usually went with either hardcore or normal.

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