[Bug] Lightning Hunter's load order issue
DaniJ wrote:Doomsday 1.9.8 introduces a new feature which allows mods to only change certain values in a definition rather than override the whole thing. Mods like Sambo's sound pack should be updated to make use of this new functionality so they won't need to be updated again in future.
For example, if you have a State definition that only changes the value of tics you can use a definition like the following to only alter that value:State mods "STATEID" { # Unique identifier of the state to change Tics = 4; # The new value. }
Yeah, that's much better. The only reason I really wanted to use a new objects.ded was so that I could make my own "nightmare" version of Doom, in which the monsters have way more health and move faster, but don't respawn. It would be nice if I only had to put the health differences and such.
Until this feature is introduced, could you be so kind as to inform us of when objects.ded is modified? I would to know so I can make those changes to my own ded files. I'm guessing you haven't modified it in quite a while, since everything works the way it should when I use my modified .ded files.
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For an example, open 1.9.7's 'JDoom.pk3' in "Data/JDoom" and head to "defs/JDoom/Chex/objects.ded".
Oh, I didn't know it was already implemented! Awesome. I'll go have a look and change my mods. Maybe I'll also make an updated version of Sambo's pack for everyone to use.
Is there anything else I'm missing? Shouldn't all the other information be taken from the original file?
I tried to modify what you had said, but I guess I'm doing something wrong, because it crashes with "cann't recognize spawn health" or something. This is what I tried. Am I even close?
A simple example on how to change the health/reaction time/speed of a thing would help me greatly.
Ah, that worked! So I was supposed to be using "Thing Mods". I should have known. In case you are wondering, I was using spawned health 3008 as a test to see if it's working. Hehe.
Well, it is based on a very old version of objects.ded. Whenever I had his soundpack in use with the latest versions of Doomsday, I would have strange movement behavior. For example, if you try to slide along a wall, you just get stuck.
Sambo's sound pack seems to work no matter what the order. However, if the difficulty mod is lower on the priority list, it will fail to work altogether. The load order should definitely not matter in this case, because neither mod changes the same values. Sambo's Soundpack only changes the sounds, while the difficulty mod changes the spawnhealth values and such. In fact, some of the monsters are not even listed in both mods, yet they still do not work in the difficulty mod if the load orders it not top priority.
Here are both mods:
Updated Sambo's Soundpack:
http://filebeam.com/df2c66572d46a96a0fe83030cf94edf9
Difficulty mod:
http://filebeam.com/ac6e74c8cbce24b02ae61d4033ad7253
In order to test what I mean, load both addons with different load orders. To make it easier to test, I suggest boosting the spawned health of the monsters to something much higher. That way, you will know it's working when they don't die.
I'll see if I can replicate this...
There is however an issue when I use the add-ons you provided. I suspect that you have one or more definitions in there that you've overlooked and those are replacing your first modification with a replacement definition.
How is this possible? The code is as simple as pie. This is the code in Sambo's soundpack:
And this is the code for the difficulty mod:
That's it. I'm not using anymore addons to test. Just these two. How is the code from these mods conflicting at all?
first.ded: second.ded:
What on earth? So what could be causing this? Literally all that is being run is two info files, and one definition file for the difficulty mod, in the code above. However, it STILL has to be higher in the priority list to work.
Edit: Ok, so I've found that if ANY mod at all is in the list with the difficulty mod, then the difficulty mod will NOT work unless it is first in the load order. It doesn't matter if the other mod has just an "info". Basically, this error is not caused by conflicts from definition files. Can you reproduce this, Dani?
I can only conclude that the issue is either with your add-ons or something else in your install.
This should give the Cacodemon a lot of health. If you load the game with just this addon, it works as expected. HOWEVER, try loading ANY OTHER ADDON in the list with it. Make SURE the code above is lower in the list for the load order. Just look at this screenshot as an example:
http://i6.photobucket.com/albums/y226/l ... xample.jpg
You'll notice I put the Doom high-res texure pack above the difficulty mod in the load order. This makes it so the difficulty mod does not work at all. In other words, if ANY ADDON is given higher priority in snowberry, regardless of what it might be - the thing mods do NOT work.
It worked as expected.
Here is exactly what I did. I guarantee you will see what I'm talking about if you try it without commandlines or shorcuts. Please, please - could you try it exactly this way?
-download the attached addon, which merely changes the health of the Revenant to 4,000.
-Using the Snowberry addon list (and not commandlines) load the addon I attached with something else, as demonstrated in the screenshot here:
http://i6.photobucket.com/albums/y226/l ... xample.jpg
-warp to Doom2 map 16, which has a Revenant right outside the door. He will die in 3 shots with the super shotgun, even though he is supposed to have 4,000 health. If you load the difficulty mod by itself with no other addons, or put it on the highest priority, the Revenant will be nearly invulnerable like he's supposed to.
I guarantee you 100% the bug will be reproduced if you do it this way. I did a fresh install with absolutely no changes to encounter this bug.
I can now look into it to see why...
This would have been a whole lot easier if you simply supplied the addon in the first place rather than forcing me to work from the bottom up in ruling out possibilities.
I did give you the difficulty mod in my first post. You were quick to dismiss the issue as something that was my fault, so I decided you might believe me if I had you code something simple yourself. However, that was obviously a bad idea on my behalf... I'm sorry it took so long for me to help you reproduce this bug; I really am.
Anyways, thats beside the point. We can now find out whats going wrong