[0.3.1] Indestructable: second wind/death rage mechanic

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ToxicFrog
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Feature release: 0.3.0

Post by ToxicFrog »

New version! Download here or from the links in the OP.

⚠ This update breaks save, setting, and netevent compatibility! ⚠

This brings a number of new features, including pistol start compatibility, LANGUAGE support, better Gun Bonsai integration, and completionist options, as well as a lot of small fixes and an RPC service to make it easier to integrate with other mods. However, the CVAR configuration has been rearranged, the netevents have been renamed, and several internal structures have been changed. For this reason, you should finish any games in progress before updating, and check your settings to make sure they are as expected after updating.

If you use Gun Bonsai/Indestructable integration, you will now need to explicitly turn that on in the settings, and update to GB 0.10.5.
Spoiler: Changelog
Darkbeetlebot
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Re: [0.3.0] Indestructable: second wind/death rage mechanic

Post by Darkbeetlebot »

Found some weird behavior.

If you run Gearbox with this and use its option to stop time while in the weapon/item wheel, do NOT use it while in this mod's time stop duration. The two are totally incompatible. If you are in the gearbox menu with its option enabled when the second wind ends, you and every entity on the map will irreparably freeze. The only way I was able to fix this is with the Kill command and restarting the map. Recommended to either turn one of the two time stop options off or just refrain from using the gearbox menu during second wind.
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ToxicFrog
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Re: [0.3.0] Indestructable: second wind/death rage mechanic

Post by ToxicFrog »

0.3.1 might have a fix for that; 0.3.0 was meant to but it turned out to have more edge cases than I thought.

If you end up freezing like that, opening the console and using 'give powertimefreezer' might fix it, but is not guaranteed to.
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ToxicFrog
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Bugfix release: 0.3.1

Post by ToxicFrog »

0.3.1 is out. This fixes a few bugs related to timestop and to co-op play. It also adds a screenflash when gaining lives (which previously happened only when this mod was used alongside Gun Bonsai) and makes it configurable in the settings.

Download.
cosmos10040
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Re: [0.3.1] Indestructable: second wind/death rage mechanic

Post by cosmos10040 »

Hello there! I just experienced a vm abort using delta touch and was using leds generic and was experimenting with the medieval bow addon and it was working fine but it just crashed when loading up an arrow with this error. Hope this helps.

VM execution aborted: tried to read from address zero. In function parameter "self"
Called from Actor.FindState [Native]
Called from Actor.SetStateLabel at gzdoom_dev_gl3.pk3:zscript/actors/actor.zs, line 785
Called from TFIS_PlayerInfo.ReportLivesCount at Indestructable-0.3.1.pk3:ca.ancilla.indestructable/playerinfo.zsc, line 122
Called from TFIS_PlayerInfo.AdjustLives at Indestructable-0.3.1.pk3:ca.ancilla.indestructable/playerinfo.zsc, line 115
Called from TFIS_PlayerInfo.AddLevelClearLives at Indestructable-0.3.1.pk3:ca.ancilla.indestructable/playerinfo.zsc, line 69
Called from TFIS_IndestructableEventHandler.WorldUnloaded at Indestructable-0.3.1.pk3:ca.ancilla.indestructable/eventhandler.zsc, line 94
]
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PokeParty445
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Re: [0.3.1] Indestructable: second wind/death rage mechanic

Post by PokeParty445 »

I love the new update, especially some of the extra options for gaining lives. However, the completion requirements bonus lives don't seem to work? I've tried various combinations of mods and settings with it and lives never seem to be rewarded upon either 100% secrets nor kills. I really like the idea! Just a shame it doesn't seem to work. :(
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ToxicFrog
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Re: [0.3.1] Indestructable: second wind/death rage mechanic

Post by ToxicFrog »

What settings are you using? It works for me, but note that the bonus lives are awarded when you exit the level, not at soon as you get 100% kills/secrets.
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PokeParty445
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Re: [0.3.1] Indestructable: second wind/death rage mechanic

Post by PokeParty445 »

ToxicFrog wrote: Sat Jan 20, 2024 9:59 am What settings are you using? It works for me, but note that the bonus lives are awarded when you exit the level, not at soon as you get 100% kills/secrets.
I figured, but they aren't rewarded at all for me. I was going to do a run where I only got lives through getting 100% kills and/or secrets, so I had minimum lives per level set to 0, starting lives set to 0, and extra lives on level clear set to 0. And then the bonus lives set to 100% kills or secrets (stacking.) No matter what combination though it doesn't seem to work for me? I'm on the most recent GZDoom (4.11.3)
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PokeParty445
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Re: [0.3.1] Indestructable: second wind/death rage mechanic

Post by PokeParty445 »

PokeParty445 wrote: Sat Jan 20, 2024 2:39 pm
ToxicFrog wrote: Sat Jan 20, 2024 9:59 am What settings are you using? It works for me, but note that the bonus lives are awarded when you exit the level, not at soon as you get 100% kills/secrets.
I figured, but they aren't rewarded at all for me. I was going to do a run where I only got lives through getting 100% kills and/or secrets, so I had minimum lives per level set to 0, starting lives set to 0, and extra lives on level clear set to 0. And then the bonus lives set to 100% kills or secrets (stacking.) No matter what combination though it doesn't seem to work for me? I'm on the most recent GZDoom (4.11.3)
Wait! Nevermind! I was just misunderstanding the setting. I didn't realize it worked in tandem and gave a requirement to gain the lives from the extra lives on level clear option. I get it now.
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AliciaPendragon
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Re: [0.3.1] Indestructable: second wind/death rage mechanic

Post by AliciaPendragon »

I dont think the stacking 100% kills and/or secrets works properly. I got both 100% kills and secrets on a level and only got two lives(one from the former and the other upon getting a new level) when I should be getting 3
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WhiteRedBirb
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Re: [0.3.1] Indestructable: second wind/death rage mechanic

Post by WhiteRedBirb »

Neat mod.

Is there any chance you'll add the "Second Wind" mechanic from Borderlands series, where you have to kill someone within a certain time to revive yourself when you are "crippled" (also, with each crippling, the time limit increases)?
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Rowsol
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Re: [0.3.1] Indestructable: second wind/death rage mechanic

Post by Rowsol »

Is there a way to show the lives on the HUD? I saw someone playing with this and it was showing and I'm wondering how they went about that.
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stainedofmind
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Re: [0.3.1] Indestructable: second wind/death rage mechanic

Post by stainedofmind »

Rowsol wrote: Tue Apr 09, 2024 12:48 pm Is there a way to show the lives on the HUD? I saw someone playing with this and it was showing and I'm wondering how they went about that.
Funny you should mention this now, as I was just about to post my version of a HUD for this. Unless I'm blind, there's no default way, other then the brief message on screen. Not sure where they got the one you saw, but you can try mine here: viewtopic.php?t=78969.
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Rowsol
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Re: [0.3.1] Indestructable: second wind/death rage mechanic

Post by Rowsol »

stainedofmind wrote: Tue Apr 09, 2024 3:41 pm Funny you should mention this now, as I was just about to post my version of a HUD for this. Unless I'm blind, there's no default way, other then the brief message on screen. Not sure where they got the one you saw, but you can try mine here: viewtopic.php?t=78969.
Thanks! Here's the video in question. https://www.youtube.com/watch?v=b1irklzTXes
I thought it might be a part of levelinfo but I didn't see anything there.
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Rowsol
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Re: [0.3.1] Indestructable: second wind/death rage mechanic

Post by Rowsol »

I just crashed. Steps to reproduce:
Corruption wad, map12. Run to green exit portal. Normally it kills you when you touch it. With this the game crashes.

edit: two more crashes, both for the death exit on end of episodes 1 and 2 of https://www.doomworld.com/idgames/level ... gawads/tqc

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