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Author Topic: Doom : Repercussions of modding  (Read 56831 times)

SPTX

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Doom : Repercussions of modding
« on: September 15, 2014, 06:43 »

That was sleeping on my hard drive and since it's somewhat playable I thought it would be a waste to not make it available.

It basically lets you play as the demons. You start as either a lost soul or a former human then are given the option to change when you level up, after picking a trait.
Ultimately I want to replace the traits, but that will obviously have to wait for a future version of DoomRL.
CyberDemon and Mastermind are somewhat done but not enabled and archvile/painelemental spawn hostile monsters instead of friendly ones (then again, I'm hoping for a future version of DoomRL allowing friendlies).

EDIT: if you have a crash on launch download the fix here
EDITEDIT:
repacked with fix and fix of fix. Take the numbered archive.


EDIT : updated to 0.1.1, brief list of changes here, more details in changelog.
« Last Edit: September 19, 2014, 09:00 by SPTX »
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ParaSait

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Re: Doom : Repercussions of modding
« Reply #1 on: September 15, 2014, 09:28 »

Cool! I've played an equivalent Doom mod once before. Needless to say, playing as arch viles was criminally fun, so yeah, I'm hoping the same thing about friendlies, lol.
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Tormuse

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Re: Doom : Repercussions of modding
« Reply #2 on: September 16, 2014, 04:08 »

Sounds really interesting, but when I gave it a try, it immediately crashed before I could even start!  :(  I copied the files into the modules folder and ran the "custom game" option.  Was there something different I was supposed to do?  I tried it three times, one for each class, (in case that made a difference) and it produced two error messages for each.  Here they are, in case it helps.

Code: [Select]
----------------------------------------------------------------------
Timestamp   : 16/09/2014 6:00:25
Error level : ERROR
Message     : Lua call OnLoaded caught EAccessViolation!

Call path     : Repercussions.OnLoaded
Call params   : (false)
Error message : Access violation
----------------------------------------------------------------------

----------------------------------------------------------------------
Timestamp   : 16/09/2014 6:00:33
Error level : FATAL EXCEPTION
Message     : Fatal exception encountered

An unhandled exception occurred at $0046E619 :
ELuaException : LuaError: Repercussions.OnLoaded -- Access violation
  $0046E619  TDOOMLUA__ONERROR,  line 435 of src/doomlua.pas
  $00457F16  TLUASYSTEM__PROTECTEDCALL,  line 1476 of e:/Projects/fpcvalkyrie/src/vluasystem.pas
  $0041DFE6  TDOOM__CALLHOOK,  line 85 of src/doombase.pas
  $0041F2D3  TDOOM__RUN,  line 315 of src/doombase.pas
  $00401CC5  main,  line 111 of src/doomrl.pas

----------------------------------------------------------------------

----------------------------------------------------------------------
Timestamp   : 16/09/2014 6:01:15
Error level : ERROR
Message     : Lua call OnLoaded caught EAccessViolation!

Call path     : Repercussions.OnLoaded
Call params   : (false)
Error message : Access violation
----------------------------------------------------------------------

----------------------------------------------------------------------
Timestamp   : 16/09/2014 6:01:18
Error level : FATAL EXCEPTION
Message     : Fatal exception encountered

An unhandled exception occurred at $0046E619 :
ELuaException : LuaError: Repercussions.OnLoaded -- Access violation
  $0046E619  TDOOMLUA__ONERROR,  line 435 of src/doomlua.pas
  $00457F16  TLUASYSTEM__PROTECTEDCALL,  line 1476 of e:/Projects/fpcvalkyrie/src/vluasystem.pas
  $0041DFE6  TDOOM__CALLHOOK,  line 85 of src/doombase.pas
  $0041F2D3  TDOOM__RUN,  line 315 of src/doombase.pas
  $00401CC5  main,  line 111 of src/doomrl.pas

----------------------------------------------------------------------

----------------------------------------------------------------------
Timestamp   : 16/09/2014 6:01:37
Error level : ERROR
Message     : Lua call OnLoaded caught EAccessViolation!

Call path     : Repercussions.OnLoaded
Call params   : (false)
Error message : Access violation
----------------------------------------------------------------------

----------------------------------------------------------------------
Timestamp   : 16/09/2014 6:01:42
Error level : FATAL EXCEPTION
Message     : Fatal exception encountered

An unhandled exception occurred at $0046E619 :
ELuaException : LuaError: Repercussions.OnLoaded -- Access violation
  $0046E619  TDOOMLUA__ONERROR,  line 435 of src/doomlua.pas
  $00457F16  TLUASYSTEM__PROTECTEDCALL,  line 1476 of e:/Projects/fpcvalkyrie/src/vluasystem.pas
  $0041DFE6  TDOOM__CALLHOOK,  line 85 of src/doombase.pas
  $0041F2D3  TDOOM__RUN,  line 315 of src/doombase.pas
  $00401CC5  main,  line 111 of src/doomrl.pas

----------------------------------------------------------------------
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SPTX

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Re: Doom : Repercussions of modding
« Reply #3 on: September 16, 2014, 04:23 »

I'm curious about that line.
Code: [Select]
$00457F16  TLUASYSTEM__PROTECTEDCALL,  line 1476 of e:/Projects/fpcvalkyrie/src/vluasystem.pasIt points to an absolute path that obviously isn't your doomrl directory.
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Tormuse

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Re: Doom : Repercussions of modding
« Reply #4 on: September 16, 2014, 04:34 »

I'm curious about that line.
Code: [Select]
$00457F16  TLUASYSTEM__PROTECTEDCALL,  line 1476 of e:/Projects/fpcvalkyrie/src/vluasystem.pasIt points to an absolute path that obviously isn't your doomrl directory.

Hmm...  I don't have, nor have I ever had, anything in my E drive.  Is that something you programmed into it?  Like, do you have yours stored on E drive, so that's why it works fine for you but not for me?
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SPTX

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Re: Doom : Repercussions of modding
« Reply #5 on: September 16, 2014, 04:40 »

Hmm...  I don't have, nor have I ever had, anything in my E drive.  Is that something you programmed into it?
Nope. And neither do I. I'm afraid this issue is beyond my comprehension.

EDIT:
it's really weird, all I have OnLoaded is that
Code: [Select]
function Repercussions.OnLoaded()
local choice = ui.msg_choice("Do you want to become a Lost @<S@>oul or a Former @<H@>uman?","SH")
if choice == "S" then player.eq.weapon = "SPTXlostsoul"
elseif choice == "H" then player.eq.weapon = "SPTXformerhuman"
end
-- a bunch of comments
end
« Last Edit: September 16, 2014, 04:44 by SPTX »
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Kornel Kisielewicz

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Re: Doom : Repercussions of modding
« Reply #6 on: September 16, 2014, 06:06 »

No source access at the moment, but the crash is happening in the lua OnLoaded function, you're referencing something that doesn't exist (the other messages are just errors that happen due to the first one).

My wild guess would be that the player structure doesn't exist when calling OnLoaded, but it's a long time since I did any DoomRL modding.
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SPTX

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Re: Doom : Repercussions of modding
« Reply #7 on: September 16, 2014, 06:56 »

My wild guess would be that the player structure doesn't exist when calling OnLoaded, but it's a long time since I did any DoomRL modding.
I'd harly believe that. I just tried on a fresh 0997 on an other OS than my usual and the issue wasn't reproduced. If that was so, it would happen systematically happen, right?
But would it be that anyway: Tormuse please, try to replace main.lua with this one.
« Last Edit: September 16, 2014, 06:59 by SPTX »
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Tormuse

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Re: Doom : Repercussions of modding
« Reply #8 on: September 16, 2014, 13:15 »

Okay, it works now.  :)  I have to go to work shortly, but I'll give it a good try when I get back.  :)
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SPTX

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Re: Doom : Repercussions of modding
« Reply #9 on: September 16, 2014, 13:26 »

Then Kornel was certainly right. I'm at a loss, why does it "work for me"? Code is supposed to be executed in order.
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Re: Doom : Repercussions of modding
« Reply #10 on: September 16, 2014, 19:00 »

Then Kornel was certainly right. I'm at a loss, why does it "work for me"? Code is supposed to be executed in order.

You're using code from Chaosforge.  I'm amazed that things are even running, given all the chaos injected into the code!  =D
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Re: Doom : Repercussions of modding
« Reply #11 on: September 16, 2014, 23:15 »

Okay, I gave the game a whirl, once as a Lost Soul, and once as a Former Human.  First impressions:  really cool mod!  :)  It's got some nice challenge to it, even at ITYTD, what with all your abilities nerfed like that.  (Thelaptop would approve)  ;)

A couple of questions:  At one point, my lost soul got promoted to imp and I was only able to throw a fireball once and it said I didn't have any ammo.  Is there some trick to reloading so I can fire again?  Does it use shells or something?

I conquered Hell's Arena as the former human, leveled up twice, and got promoted to Former Commando, but then when I passed the level, it prompted me if I wanted to become a Former Human or Lost Soul again and when I selected Former Human, I got bumped back down to pistol again.  (I didn't even get a chance to use the plasma rifle; hmph!)  Is that intended?

Do traits work?  I got a couple of levels of Brute in the Former Human game because I was thinking of getting a Vampyre build, but it still took like ten punches to even kill a lowly former human.
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SPTX

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Re: Doom : Repercussions of modding
« Reply #12 on: September 17, 2014, 02:18 »

Okay, I gave the game a whirl, once as a Lost Soul, and once as a Former Human.  First impressions:  really cool mod!  :)  It's got some nice challenge to it, even at ITYTD, what with all your abilities nerfed like that.  (Thelaptop would approve)  ;)
I wanted to reproduce a 1:1 of the game's monsters the best I could. I thought playing as the weakest to the strongest would blend well with the linearity of the game's difficulty. Reality is, however, that first monsters are too weak and later too powerful, actually inverting the difficulty curve. It will be balanced in due time, well not due time, but for next version of doomRL for sure.

A couple of questions:  At one point, my lost soul got promoted to imp and I was only able to throw a fireball once and it said I didn't have any ammo.  Is there some trick to reloading so I can fire again?  Does it use shells or something?
Ah, I should have specified in the readme. It's temporary for this version, you get ammo when you kill. The amount depends on the character you play. Ultimately it will be made regenerated on tick and if/when possible directly within the 'magazine' rather than as ammo in the inventory. Right now there is no check on overflowing the inventory.

I conquered Hell's Arena as the former human, leveled up twice, and got promoted to Former Commando, but then when I passed the level, it prompted me if I wanted to become a Former Human or Lost Soul again and when I selected Former Human, I got bumped back down to pistol again.  (I didn't even get a chance to use the plasma rifle; hmph!)  Is that intended?
No that's a stupid mistake on my end. Two like inverted in the script that was supposed to fix the mod. This post contains a fix to the fix.

Do traits work?  I got a couple of levels of Brute in the Former Human game because I was thinking of getting a Vampyre build, but it still took like ten punches to even kill a lowly former human.
Some player values affected by traits are replaced when you change of demon.
These are :
-health
-maxhealth
-flags (particularly environment safety)
-move speed
-melee damage bonus
-armour
-chance to hit for melee

Regarding traits, they may or may not work, I haven't checked them and they are ultimately bound to get changed in the eventual future versions. Brute however should work, since the script handles melee damage as follows
Code: [Select]
player.todam = player:get_trait(traits["brute"]) * 3 - 1 (for former human)
« Last Edit: September 17, 2014, 03:09 by SPTX »
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Kornel Kisielewicz

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Re: Doom : Repercussions of modding
« Reply #13 on: September 17, 2014, 05:23 »

If you test it extensively, we'll throw it into the mod server.
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Re: Doom : Repercussions of modding
« Reply #14 on: September 17, 2014, 16:31 »

I downloaded the new version and the leveling up works much better now, thank you.  :)

I haven't had a chance to thoroughly check traits yet, but Brute definitely doesn't work.  Brute 2 should give +6 damage, which means even if the base damage was zero, I should be able to kill Formers with two hits, not ten.  I tried another melee build game with the Lost Soul tree and even when I was at Demon level, I wasn't doing enough damage to activate the berserk effect of Berserker trait, unless I was already berserk from a berserk pack at the time.  (And speaking of the Demon, it needs a melee attack sound effect)  This is unfortunate for the game as it stands, since killing enemies is the only way to get ammo, which means you're quite heavily reliant on melee.  (Of course, I recognize that this isn't how the final version will be)

I can confirm that Vampyre trait and Intuition trait work, though.  :)

Also, are your "weapons" supposed to be moddable in the Lost Soul tree?  Somehow, it doesn't seem right that I can slap a tech mod on the Lost Soul's "bite" weapon.  (Though it is quite useful to do so)  :)

And on an related note, I like the descriptions you wrote in for your weapons and all the characters you can become.  :D
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