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

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: 11347
Joined: Mon Oct 06, 2003 3:41 pm
Operating System Version (Optional): Windows 10
Location: United Kingdom

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

Post by Cutmanmike »

I've already fixed it my end as it was just a simple find and replace. I'm still working on a potential couple of cards before a new release.
User avatar
Dan_The_Noob
Posts: 878
Joined: Tue May 07, 2019 12:24 pm
Graphics Processor: nVidia with Vulkan support

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

Post by Dan_The_Noob »

Would it be possible to get an actor list (for spawning specific card actors?)
I've been messing with TwitchyDoom and would like to let chat spawn the eggs (if it's even possible without the card?)
but there may be other actors that could be fun to let people spawn (totems etc)
User avatar
ToxicFrog
Posts: 229
Joined: Thu Oct 05, 2017 10:09 am
Preferred Pronouns: She/Her
Operating System Version (Optional): NixOS

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

Post by ToxicFrog »

Dan_The_Noob wrote: Fri Jan 06, 2023 5:45 pm Would it be possible to get an actor list (for spawning specific card actors?)
I've been messing with TwitchyDoom and would like to let chat spawn the eggs (if it's even possible without the card?)
but there may be other actors that could be fun to let people spawn (totems etc)
Something like this? It's not filtered so a bunch of those won't be useful, but hopefully that gives you a starting point.
Spoiler:
Generated with: gzdoom -file CorruptionCards-v4.3.pk3 +"dumpactors; quit" | egrep "^CC" | fgrep -v 'not an actor' | cut -f1 | sort
User avatar
Dan_The_Noob
Posts: 878
Joined: Tue May 07, 2019 12:24 pm
Graphics Processor: nVidia with Vulkan support

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

Post by Dan_The_Noob »

ToxicFrog wrote: Fri Jan 06, 2023 10:08 pm
Something like this? It's not filtered so a bunch of those won't be useful, but hopefully that gives you a starting point.
perfect, im gonna go experiment with spawning random stuff to see what works without the card active or not.

--EDIT--
ok. so a bunch of the stuff can be spawned etc. but a lot of it must be cancelled/populated by scripts.

some examples
Earthquake never ends and doesn't affect enemies.
MysteryEggs are empty.
Totems are all green for some reason, but otherwise work as expected (could be good)
Curses seem to work too, though i could only give it to myself.
Spawning a nuke death works, but it's invisible.
User avatar
Cutmanmike
Posts: 11347
Joined: Mon Oct 06, 2003 3:41 pm
Operating System Version (Optional): Windows 10
Location: United Kingdom

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

Post by Cutmanmike »

At lot of the logic for these actors is handled with the card itself. For example the earthquake card pools all the items/monsters that can be shoved around at the start of the level and is stored in the card, so that it doesn't need to execute this *potentially * performance dropping step mid game. Others are for simplicity reasons, such as the totems that have a small setup function in the card so it is simpler to define new totem cards.
User avatar
Dan_The_Noob
Posts: 878
Joined: Tue May 07, 2019 12:24 pm
Graphics Processor: nVidia with Vulkan support

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

Post by Dan_The_Noob »

Cutmanmike wrote: Sat Jan 07, 2023 3:10 am At lot of the logic for these actors is handled with the card itself. For example the earthquake card pools all the items/monsters that can be shoved around at the start of the level and is stored in the card, so that it doesn't need to execute this *potentially * performance dropping step mid game. Others are for simplicity reasons, such as the totems that have a small setup function in the card so it is simpler to define new totem cards.
this all makes perfect sense, i was just looking for things to integrate into your TwitchyDoom mod.
curses seem like the best bet (assuming they work correctly without the card when given to a monster via TwitchyDoom)
User avatar
DarkQuill
Posts: 110
Joined: Thu Dec 04, 2008 5:43 am
Location: Australia, MAYTE

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

Post by DarkQuill »

Trying to change the OvergowthBushSmall actor to also apply the transparency effect, but it doesn't want to play for some reason. Likewise, changing the default alpha level for the big bushes doesn't seem to apply either. Tried introducing it at both the Spawn and Display levels, but it never takes.
Centimanus
Posts: 4
Joined: Thu Jan 19, 2023 9:54 pm
Preferred Pronouns: He/Him

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

Post by Centimanus »

Found out about the Specialists card and I'm in love.

Question: For making variant Specialists, is there a way to make it pick a specific monster, or from a monster group or species for the different roles? For example, making it so it always picks a hell noble for the tank or a doom 2 monster for the prickly.

I know these cards can pick a specific monster like Keyguard always being an archvile, but I don't know how or if the individual Specialists can have their species selected or narrowed down.
User avatar
Cutmanmike
Posts: 11347
Joined: Mon Oct 06, 2003 3:41 pm
Operating System Version (Optional): Windows 10
Location: United Kingdom

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

Post by Cutmanmike »

4.4 is here! Once again a slower release as I just kept coming up with card ideas. Almost at 200 cards now.
  • Added 1 new Wild Card.
  • Added 19 new cards.
  • Added "useallenchantments" in the CCARDS lump. This allows random enchantments to be pulled from the global card pool, not just those in the current deck.
  • Fixed compatability with Gun Bonsai (and other mods using the menu tooltips library).
  • Fixed compatability with older GZDoom versions.
  • Fixed card art leaking over the card descriptions when viewing the list of active cards.
  • Fixed a crash with multiplayer regarding the large CVAR usage.
  • Fixed a crash with Reverse Knocback.
  • Fixed a bug that was allowing duplicated entries in the Card Compendium.
  • Fixed some issues with certain card images.
  • Fixed tornados ending up frozen after existing for a while.
  • Fixed Angry Bones spawning via other cards such as 16th Sin.
  • Fixed Dormant monsters awakening prematurely if the map had set them to dormant already.
  • Fixed Swimming Lessons not working with certain mods.
  • Fixed fake items not disppearing correctly under certain conditions.
  • Fixed Earthquake causing monsters that were inactive to attack immediately after first seeing a player.
  • Fixed Armageddon only being available if playing on maps with massive amounts of monsters.
  • Cards that reference other Doom mods now their display their reference in the Card Compendium.
  • Haunting and Distress Call enchantments now only have a chance to trigger if given out globally via a card effect (such as Keys of Power).
  • Slimming Enchantment minimum hitbox radius increased.
  • Increased Critter damage slightly.
  • Web Balls are thrown less frequently by monsters that are affected by the Arachnid Mutation card.
  • Parasitic Card no longer reveals card effects during Master Mode.
  • Optimized Treachery to prevent slowdowns on maps containing lots of monsters.
  • Treachery now allows monsters to steal enchantments from any others they kill.
  • Angry Bones now has a slightly longer Pain state.
  • D'Sparil and Korax can no longer be chosen for card generation due to their map breaking effects.
  • Petrified Monster statues can no longer be destroyed or pushed immediately after appearing.
  • Decreased the rate Spawn Pods spawn monsters.
Download

Some actors have had their dependency on the card info being available removed too, such as Earthquake and Eggs. This means they can be summoned into the game and will immediately function.
Last edited by Cutmanmike on Fri Jan 27, 2023 4:51 pm, edited 1 time in total.
User avatar
Dan_The_Noob
Posts: 878
Joined: Tue May 07, 2019 12:24 pm
Graphics Processor: nVidia with Vulkan support

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

Post by Dan_The_Noob »

Cutmanmike wrote: Wed Jan 25, 2023 9:44 am Haunting and Distress Call enchantments now only have a chance to trigger if given out globally via a card effect (such as Keys of Power).
nice update, but what does this mean exactly?
hopefully fixes the NOTINITIALISED crash i was getting.
User avatar
Cutmanmike
Posts: 11347
Joined: Mon Oct 06, 2003 3:41 pm
Operating System Version (Optional): Windows 10
Location: United Kingdom

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

Post by Cutmanmike »

Dan_The_Noob wrote: Wed Jan 25, 2023 3:39 pmnice update, but what does this mean exactly?
The Haunting and Distress Call enchantments usually only have a chance to trigger when they are applied to monsters via a card. However they always trigger when the enchantment is given out randomly via a card that can give out random enchantments. However some cards give a random enchantment to ALL monsters in the level (such as Keys of Power). This means every monster in the level would 100% spawn a ghost with the Haunt enchantment, or even worse summon a nearby monster with the Distress enchantment. The latter pretty much broke maps.

So now cards like Keys of Power will respect the cards original chance to trigger enchantments when they dish out enchantments to every monster in the map. Hope that makes sense :P
User avatar
Dan_The_Noob
Posts: 878
Joined: Tue May 07, 2019 12:24 pm
Graphics Processor: nVidia with Vulkan support

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

Post by Dan_The_Noob »

Cutmanmike wrote: Wed Jan 25, 2023 3:55 pm
Dan_The_Noob wrote: Wed Jan 25, 2023 3:39 pmnice update, but what does this mean exactly?
The Haunting and Distress Call enchantments usually only have a chance to trigger when they are applied to monsters via a card. However they always trigger when the enchantment is given out randomly via a card that can give out random enchantments. However some cards give a random enchantment to ALL monsters in the level (such as Keys of Power). This means every monster in the level would 100% spawn a ghost with the Haunt enchantment, or even worse summon a nearby monster with the Distress enchantment. The latter pretty much broke maps.

So now cards like Keys of Power will respect the cards original chance to trigger enchantments when they dish out enchantments to every monster in the map. Hope that makes sense :P
OK yeah got it.
that explains why i could vacuum most of the map into 1 room after getting distress call from a key sometimes

is there a quick way to reset the compendium by the way? mine still says 901/192

also, is TwitchyDoom in the backburner? I have left a few ideas for tweaks on that mods' post and it is picking up popularity among a few doom streams since i've been playing.
User avatar
DarkQuill
Posts: 110
Joined: Thu Dec 04, 2008 5:43 am
Location: Australia, MAYTE

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

Post by DarkQuill »

Cutmanmike wrote: Wed Jan 25, 2023 9:44 am [*] Fixed Dormant monsters awakening prematurely if the map had set them to dormant already.
Confirmed working with monster mods that would trip this frequently, very cool~
User avatar
Dan_The_Noob
Posts: 878
Joined: Tue May 07, 2019 12:24 pm
Graphics Processor: nVidia with Vulkan support

Re: [4.4] Corruption Cards - +20 new cards!

Post by Dan_The_Noob »

would it be a lot of work to rename the cards in CCARDS to match their ingame names?

I guess it would break peoples' existing decks, but sometimes it's hard to remember what they are called in the list vs ingame.
kat
Posts: 1
Joined: Thu Jan 26, 2023 1:27 am

Re: [4.4] Corruption Cards - +20 new cards!

Post by kat »

Hi. I know that version for zandro abandoned, but can i ask u about this old version? may be problem is not so great and can be fixed easily ^)
Problem is with mod Farty Guns, at beginning OFTEN (not always) displaying message "Not enough cards to make a hand!", in logs "ACS: I don't know what CARD04 is" "ACS: I don't know what CARD03 is", etc
Seems, condition is:
if(collectionmax>2){ACS_NamedExecuteWait("CCards_CreateHand", 0);}
else
{
Log(s:"Not enough cards to make a hand!");
}
its in CCARDS. ACS
Im very like Ur mod, its fun 2 play it is Survival mode coop, hope U can help ^) Tnx

Return to “Gameplay Mods”