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

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

Post by ToxicFrog »

Dan_The_Noob wrote: Mon Oct 31, 2022 7:21 pm getting this error with 4.3
i'm gonna guess it's a clash with gunbonsai and libtooltipmenu

--EDIT--
oh, i fixed it by just unchecking libtooltipmenu while using 4.3... i'll report back if it breaks Gunbonsai
OK this is working fine by using CCards in place of libtooltipmenu
This will work as long as no other mods in your load order incorporate LTTM as well -- long term the fix is to rename the copy built into CC as "CC_Tooltip" rather than "TF_Tooltip" and so forth, and the various OptionMenuTooltipFoo classes as OptionMenuCCTooltipFoo, to avoid collisions.
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Cutmanmike
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Re: [4.3] Corruption Cards - Choose cards that alter your game!

Post by Cutmanmike »

ToxicFrog wrote: Sun Nov 06, 2022 11:38 am
Dan_The_Noob wrote: Mon Oct 31, 2022 7:21 pm getting this error with 4.3
i'm gonna guess it's a clash with gunbonsai and libtooltipmenu

--EDIT--
oh, i fixed it by just unchecking libtooltipmenu while using 4.3... i'll report back if it breaks Gunbonsai
OK this is working fine by using CCards in place of libtooltipmenu
This will work as long as no other mods in your load order incorporate LTTM as well -- long term the fix is to rename the copy built into CC as "CC_Tooltip" rather than "TF_Tooltip" and so forth, and the various OptionMenuTooltipFoo classes as OptionMenuCCTooltipFoo, to avoid collisions.
I thought this was happen. I will rename the tooltip stuff my end to avoid this.
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Daedalus
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Re: [4.3] Corruption Cards - Choose cards that alter your game!

Post by Daedalus »

There seems to be some sort of issue going on with the Treachery card. I'm in the middle of a Valiant run and I rolled it on Imps, whenever theres a map with a lot of them on the game stutters like crazy to the point of it being unplayable. I killed all imps via the console (kill doomimp) and the problem disappeared. To confirm it wasn't just Imp related, I tested it on a different monster by picking new game and using "changemap map" in the console to get it to roll randomly, it appeared for Mancubi and the problem is still there. Again, depending on how many of them are in the map, the suttering gets noticeably worse with higher numbers.

EDIT: I had to go back to a previous map save with the card excluded, it's literally unplayable due to heavy stuttering when many Imps are in later maps.
Last edited by Daedalus on Mon Nov 07, 2022 1:53 am, edited 2 times in total.
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Dan_The_Noob
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Re: [4.3] Corruption Cards - Choose cards that alter your game!

Post by Dan_The_Noob »

Daedalus wrote: Sun Nov 06, 2022 9:55 pm There seems to be some sort of issue going on with the Treachery card. I'm in the middle of a Valiant run and I rolled it on Imps, whenever theres a map with a lot of them on the game stutters like crazy to the point of it being unplayable. I killed all imps via the console (kill doomimp) and the problem disappeared. To confirm it wasn't just Imp related, I tested it on a different monster by picking new game and using "changemap map" in the console to get it to roll randomly, it appeared for Mancubi and the problem is still there. Again, depending on how many of them are in the map, the suttering gets noticeably worse with higher numbers.
I have noticed this too, it seems that enemies spawned/affected by cards are waking prematurely in some cases.
in treachery's case they wake, attack nearby enemy, get the buff. which wakes other enemies etc etc. and i think the buff effect can also cause quite a bit of lag on super-high end monster counts.
blood rain for example is basically guaranteed to lag an outdoor map with 800+ enemies
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Daedalus
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Re: [4.3] Corruption Cards - Choose cards that alter your game!

Post by Daedalus »

I'm really spamming this thread, I apologise, heh. But I have a couple suggestions on Spawn Pod rebalance:

+ Keep them as they are and give them more HP and maybe make them spawn more aggressively too, but on death have them kill their spawns.
This will make them somewhat fairer on specific maps that were not designed for these extra monsters spawning in random positions.

+ Only allow them to start spawning monsters once they have either seen the player or been alerted by them.
This one is obvious and might be tough to implement so it works as intended but I'll give an example: You get locked in some room/arena with little, or only enough ammo to deal with the original map design mob placements while having one or more of these pods that have already spawned miniature armies which have no collision, all sitting on top of each other (at least I think I saw this, could be wrong. Looking at you Mancubus pods).

+ Increase time between spawning monsters.
This is more of a last resort if you don't really want to change them that much but it's still a nerf regardless.

Any of these would be nice, if not I could always just exclude the card I guess.
Spoiler: Map that caused me to suggest the above.
It could be just bad luck also as I rolled Pods on both Revenant and Mancubus, but these things are probably my most hated alongside the permanent Blursphere card.
Last edited by Daedalus on Mon Nov 07, 2022 9:56 pm, edited 2 times in total.
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Dan_The_Noob
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Re: [4.3] Corruption Cards - Choose cards that alter your game!

Post by Dan_The_Noob »

Daedalus wrote: Mon Nov 07, 2022 9:22 pm + Keep them as they are and give them more HP and maybe make them spawn more aggressively too, but on death have them kill their spawns.
This will make them somewhat fairer on specific maps that were not designed for these extra monsters spawning in random positions.

+ Only allow them to start spawning monsters once they have either seen the player or been alerted by them.
This one is obvious and might be tough to implement so it works as intended but I'll give an example: You get locked in some room/arena with little, or only enough ammo to deal with the original map design mob placements while having one or more of these pods that have already spawned miniature armies which have no collision, all sitting on top of each other (at least I think I saw this, could be wrong). Looking at you Mancubus pods.
they used to have more health, it was annoying.
making them only spawn when they see you would mean they are basically "add 1 X monster to map" because they would get destroyed so fast.

the whole cool thing about nests is that you open a door you expect to be empty/low population and it's packed with spawners in it.

I would like nests to be affected by duplication and miniature army curse, if anything.
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Daedalus
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Re: [4.3] Corruption Cards - Choose cards that alter your game!

Post by Daedalus »

The third option is probably the best way to go around it without ruining the card effect then, just nerfing the rate they spawn mobs. Be still rough but doesn't overly change them.
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Cutmanmike
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Re: [4.3] Corruption Cards - Choose cards that alter your game!

Post by Cutmanmike »

I'll increase the spawn time for the reasons Dan said. If they have to wait for a player to see them they will most likely never spawn anything if they spawn alone in a room, or at best a single monster.
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Daedalus
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Re: [4.3] Corruption Cards - Choose cards that alter your game!

Post by Daedalus »

Agreed.

I'll likely end up excluding them still though, I tried nerfing spawn timings by a few hundred tics and they were still busted on certain maps. They're probably fine with mods that give you buff weapons etc, but vanilla they're too punishing.
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Vphurple Izumi
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Re: [4.3] Corruption Cards - Choose cards that alter your game!

Post by Vphurple Izumi »

Cutmanmike wrote: Tue Nov 01, 2022 7:10 am Seems I forgot to add it back in but the cvar still exists. Enable "ccards_choiceoption 1" on the console as the hosting player. It should still work but I haven't tested it since the UI remake.
Ah nice, thanks for the pointer.
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DarkQuill
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Re: [4.3] Corruption Cards - Choose cards that alter your game!

Post by DarkQuill »

Teeny tiny little bug, very map-specific and will probably never come up again because the techniques used in it are old and outdated and it's very niche, but..

When playing the ZPack set of levels, e3m5 has a e3m5b counterpart that allows the player to freely swap between the maps, which saves progress between the two. I remember seeing that CCards doesn't call the deal menu on hub maps so the player doesn't get a card every time they return, but because e3m5 is treated as a hub map, this causes all the enemies in the level to have super-high HP and the player to be invincible, due to the deal screen never appearing.

I'm not expecting this to get fixed, and I'd wager the chances of it coming up in other mods is pretty dang rare, but just throwing it out there in case it becomes a thing.

Tested on V4.2, as the link for the 4.3 download appears to be offline at the moment :3:
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mamaluigisbagel
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Re: [4.3] Corruption Cards - Choose cards that alter your game!

Post by mamaluigisbagel »

I believe this is a Corruption Cards crash since it happens after choosing to keep the current deck for the next episode. When finishing an episode in Ultimate Doom and passing the intermission screen, the game crashes. This is using a dev build of GZDoom, so that could be the culprit.

Mods and Load Order:
  • Autoautosave v1.6.2
  • Flashlight++ v8.5
  • Gearbox
  • Mod Menu v1.0
  • Maps of Chaos: Overkill
  • TouHou Doom Music
  • Naku-Naru v1.3
  • SmoothDoom Monsters LITE
  • Indestructible v0.2.3
  • Gun Bonsai v0.9.4
  • Corruption Cards v4.3
  • Target Spy v2.0.1
  • Intelligent Supplies v1.6
  • NashGore
  • WarTrophies
  • JP-Mobility v5r
  • Hitmarkers v1.24

P.S. Apologies for previous post, was very sleep deprived and not thinking. Really appreciate the update to address it, though.

EDIT: Forgot to add mods that I have in my autoload folder, fixed and put at top in italics.
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Daedalus
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Re: [4.3] Corruption Cards - Choose cards that alter your game!

Post by Daedalus »

Small suggestion:

Remove the DROPOFF flag from Icy Treads & Gravity Enchantment (and any other cards that have it) and make it its own buff card. Monsters having that flag alone, being able to freely walk/fly into places they normally are not allowed to should be classed as a buff in itself.
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krokots
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Re: [4.3] Corruption Cards - Choose cards that alter your game!

Post by krokots »

Nah, we already have a fly card, and dropoff seems kind of weakish.
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Daedalus
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Re: [4.3] Corruption Cards - Choose cards that alter your game!

Post by Daedalus »

krokots wrote: Mon Nov 21, 2022 3:58 pm Nah, we already have a fly card, and dropoff seems kind of weakish.
It really isn't on specific (actually, probably a lot of) maps with Gravity Enchantment. Alone? Yeah, I suppose it would be much less impactful. Still the flag on those cards isn't needed as they're strong enough.

I think I've spotted another bug. Revenants have Gravity Enchantment and now I just rolled Flight Enchantment on them, they seem to keep getting stuck in place when touching walls at random times, they can get themselves unstuck randomly too.
Spoiler:
They have Leap Enchantment on top of those two, if thats of any help.

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