The Guncaster - 3.888b

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Rowsol
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Re: [Release] The Guncaster - Some 'good' news, some bad new

Post by Rowsol »

Ok, guess I should do my part and provide some feedback on the mod. (I've only played Doom 2)

Negatives:
I don't like setpitch/angle, or recoil. I like how Demonsteele has an option to turn it off. :)
From my limited experience I've found the raven spell to be superior to all others by a wide margin. (this could be very wrong but I tried all the others and none came close imo)
The graphics of the two energy weapon projectiles are too big.
I don't like +ripper on the energy weapons. They still rip through enemies if the passive explosive damage kills them before the projectile hits them. Also, it's hard to utilize the death explosion or the BFGSpray when it's ripping through everyone.
The kick seems to impact after your leg is fully extended.

Positives:
The jumping is the best part of the mod. Being able to move while in the air makes it feel so good.
There are obviously more but it's easy to remember faults when looking through the wad, not the positives.
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PillowBlaster
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Re: [Release] The Guncaster - Some 'good' news, some bad new

Post by PillowBlaster »

Rowsol wrote:Ok, guess I should do my part and provide some feedback on the mod. (I've only played Doom 2)

Negatives:
I don't like setpitch/angle, or recoil. I like how Demonsteele has an option to turn it off. :)
From my limited experience I've found the raven spell to be superior to all others by a wide margin. (this could be very wrong but I tried all the others and none came close imo)
The graphics of the two energy weapon projectiles are too big.
I don't like +ripper on the energy weapons. They still rip through enemies if the passive explosive damage kills them before the projectile hits them. Also, it's hard to utilize the death explosion or the BFGSpray when it's ripping through everyone.
The kick seems to impact after your leg is fully extended.

Positives:
The jumping is the best part of the mod. Being able to move while in the air makes it feel so good.
There are obviously more but it's easy to remember faults when looking through the wad, not the positives.
-Might require quite a hunch of work, unless I'd duplicate firing states, which I usually try to ommit. Then again, doing cvar checks every time the jumps would be needed (ergo each time setpitch/angle/recoil happen) would kill me. Still, that's totally doable, and I can understand why it might annoy people. I'll see what I can do.
-Gumpop, powered ice, annihiliation or breath also provide quite'a leverage... but I can understand why it doesn't feel right. I was more experimenting with the gimmicks, rather than making them usable. No worries, I might rectify that... someday. Maybe. Hopefully. I need to get myself together.
-Those are big guns, and they shoot BIG projectiles, aye! (like, twice or few times as big as you are... welp. Realism is boring, and it'd make sense, but I wanted to make it mostly clear about their effective range, heh.)
-Well, that's how I designed them - if you want to utilize the Cauter's explosive capability, use it like quake's rocket-launcher in deatmatches - at single or grouped targets, aim at their feet. But if you see a line of bastards, just mow right through. Similar goes with the BFG, but I bet I just state the obvious, just wanna prove their point.
-I think I rectified that in this version that's yet to come.

No biggie, I am glad if you like it overall. :P

EDIT: about the first thing - well, scratch that. After I thought that I've had done like half of the work - it wasn't even a quarter. With some of the additions as of today, it makes it hella tedious to work with, and there's too much to cover, considering that pretty much any action meddles with your screen.
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Rowsol
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Re: [Release] The Guncaster - Some 'good' news, some bad new

Post by Rowsol »

I do like it, more than most. Yea, the recoil stuff is easy to remove with slade and since you have so many lines that affect it it's obvious how hard it would be to add the option to remove it. True, shooting the energy weapons at their feet makes sense, guess I'm just lazy.

If you check https://www.youtube.com/watch?v=-TFHUwq ... HCOhQWRb_w you'll see the energy weapons halved in size with the ripper turned off, and how effective the ravens are. I always end up changing the mods I play in one way or another.
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wildweasel
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Re: [Release] The Guncaster - Some 'good' news, some bad new

Post by wildweasel »

PillowBlaster wrote:
Rowsol wrote:Ok, guess I should do my part and provide some feedback on the mod. (I've only played Doom 2)

Negatives:
I don't like setpitch/angle, or recoil. I like how Demonsteele has an option to turn it off. :)
-Might require quite a hunch of work, unless I'd duplicate firing states, which I usually try to ommit. Then again, doing cvar checks every time the jumps would be needed (ergo each time setpitch/angle/recoil happen) would kill me. Still, that's totally doable, and I can understand why it might annoy people. I'll see what I can do.
Feel free to look into how the github version of ww-terror does it; I use a single ACS script as a Decorate expression. Basically, anywhere A_SetPitch or A_SetAngle get called, the formula includes a CallACS("WWTRecoil") that is then multiplied by the SetPitch amount. Then there's a user option where users can feel free to adjust the recoil amount on a sliding scale or turn it off entirely.
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DoomKrakken
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Re: [Release] The Guncaster - Some 'good' news, some bad new

Post by DoomKrakken »

Rowsol wrote:Ok, guess I should do my part and provide some feedback on the mod. (I've only played Doom 2)

Negatives:
I don't like setpitch/angle, or recoil. I like how Demonsteele has an option to turn it off. :)
From my limited experience I've found the raven spell to be superior to all others by a wide margin. (this could be very wrong but I tried all the others and none came close imo)
The graphics of the two energy weapon projectiles are too big.
I don't like +ripper on the energy weapons. They still rip through enemies if the passive explosive damage kills them before the projectile hits them. Also, it's hard to utilize the death explosion or the BFG spray when it's ripping through everyone.
The kick seems to impact after your leg is fully extended.

Positives:
The jumping is the best part of the mod. Being able to move while in the air makes it feel so good.
There are obviously more but it's easy to remember faults when looking through the wad, not the positives.
- I'm already used to the recoil, especially from playing lots of Project MSX. But, it would be cool to turn it off. :)

- Hitchcock's Birds is a very very useful ability. With one unkindness (yes, a flock of ravens is known as an "unkindness"), you can take out a Spider Mastermind, and with three unkindesses, you can take out a Cyberdemon. However, it's not very effective against Knights, Barons, and Revenants... three of the most problematic monsters Cygnis comes across. While Revenants are continuously stunned by the birds, which is useful, Knights and Barons and all of their relatives (Cybruisers, Bruisers, Pyrobarons, etc.) continue moving and attacking almost as if they weren't there. It takes three to five unkindnesses to take any of those down, which is a waste of mana and time. This is where abilities such as Frostbite, Scourgebreath, Gumpop (since they get much weaker, which conserves ammo and mana), and Annihilation come in handy. Bottom line: I really don't think Hitchcock's Birds needs to change at all.

- The graphics on the energy weapons are perfect, since they are ripping projectiles. It's an interesting change. There are other weapons to use, other mods to play, if you don't like plowing through enemies with one shot. The only problem I have is that they don't deal enough damage. It'd be cool if the damage output was at least doubled, or if the ammo capacity was increased (well, the latter part seems to be fulfilled, as it seems that backpacks can increase overall ammo capacity by about 20%). Also, it'd be nice if the Old Dreadful's BFG spray was more powerful. It seems a bit weak for the Old Dreadful.

- As for the kick, what do you expect, since this game isn't 3D? This is pretty much the same aesthetic problem as holding a minigun while hugging a wall.

Yeah, that's about it. Well, let me put in my two cents...

- It'd be cool if the metal sound from the punches play when Cygnis punches walls and the floor. I know his knuckles are made of metal now, but they wouldn't be hollow enough to make such a sound when punching flesh-and-blood enemies. It just wouldn't make any sense. I would suggest that when Cygnis punches and enemy, it makes a punching sound like from Brutal Doom... sounding like something fleshy... something breaking. Such as a monster's skull, y'know?

- If possible, could we find a skull sprite that looks more... fiery?
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PillowBlaster
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Re: [Release] The Guncaster - Some 'good' news, some bad new

Post by PillowBlaster »

wildweasel wrote:Feel free to look into how the github version of ww-terror does it; I use a single ACS script as a Decorate expression. Basically, anywhere A_SetPitch or A_SetAngle get called, the formula includes a CallACS("WWTRecoil") that is then multiplied by the SetPitch amount. Then there's a user option where users can feel free to adjust the recoil amount on a sliding scale or turn it off entirely.
It's funny because my second try, with Keks or Zhs2's little help, used a very similar approach. It's still way too much work, especially if I'd also want to cover the knockback or fov changes, albeit they aren't that big of a deal - the problem is pitch/angle shifting, and lifting it to the new method... this is time, patience (as it's easy to fuck something up) and effort I am not willingful to take on. I'll keep the remedy around the mod files though, in case me or someone will feel like wasting his time, as while I can understand that while it might not fit everyone's bill - so far testing that on the revolver, it flips the balance even further out of the window, if there was any in the first place.

Speaking of that, I forgot to mention that I believe that a lot of things got nerfed (vampiric hiss) already, including crows. It happened so long ago that I forgot about that fact. You can't down a baron with QSG in one shot anymore, heh.
DoomKraken wrote:- If possible, could we find a skull sprite that looks more... fiery?
Define we, define fiery. If you mean that graphical-wise, it sucks in corelation with the trail - I am aware of that. I already mentioned I don't want to spoil anything regarding the spells, especially that I didn't plan to touch them in this update.
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DoomKrakken
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Re: [Release] The Guncaster - Some 'good' news, some bad new

Post by DoomKrakken »

PillowBlaster wrote:
DoomKrakken wrote: If possible, could we find a skull sprite that looks more... fiery?
Define we, define fiery. If you mean that graphical-wise, it sucks in correlation with the trail - I am aware of that.


Gah, crap. I didn't mean to ask you. I asked in the wrong place I guess.

By "fiery", I meant, "a skull made of fire". I tried looking around to see if one had already been made into a Doom sprite. No luck yet.
PillowBlaster wrote: I already mentioned I don't want to spoil anything regarding the spells, especially that I didn't plan to touch them in this update.
Forgot you said that... failure on my part.
PillowBlaster wrote:You can't down a baron with QSG in one shot anymore, heh.
NUUUUUUUUUU! That was one of the things I was looking most forward to! D:

Honestly, I really don't see how anything can realistically stand up to one shot from that Ironblast shotgun, except for the Cyberdemon and Spider Mastermind, of course. Everything else... there's just no way.

EDIT (4/4/15): How much damage did the Ironblast deal before, and how much does it do now?
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PillowBlaster
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Re: [Release] The Guncaster - Flight inbound

Post by PillowBlaster »

DoomKrakken wrote:EDIT (4/4/15): How much damage did the Ironblast deal before, and how much does it do now?
IT DOES ENOUGH DAMAGE TO MAKE A SPAGHETTI.

Eitherway, just wanted to announce that the somewhat-update's coming very-quite soon, considering that with 'little' (BALLS-HUGE FIREBALL IN THE MIDDLE OF THE NIGHT-LEVEL!... enough of capslock for this month.) assistance of KeksDose, the shop got makeshift-fixed (as in, still some things leave a bit to be desired, but it's still better than what was going on so far). That only makes the release more than plausible, but I still have a thing or two to iron out. Stay tuned!

EDIT:
I supposed to just add it on top of the update, because hey I love doing trailers, but hey, I might as well just drop it short-beforehand to show that I am not horseshitting around. Oh and the confont isn't white by default, it's just I didn't notice in time it got changed by the wad I paired it up with, whoops.


Ribo Zurai
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Re: [Release] The Guncaster - Flight inbound

Post by Ribo Zurai »

Looks neat! Also I love the animation in the fuse of the dynamite, so detailed.
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Carbine Dioxide
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Re: [Release] The Guncaster - Flight inbound

Post by Carbine Dioxide »

Best video that used that song ever. :wub:
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Big C
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Re: [Release] The Guncaster - Flight inbound

Post by Big C »

This is looking like the lovechild of Psychic and Project MSX. Which is a combination I heartily approve of.
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DoomKrakken
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Re: [Release] The Guncaster - Flight inbound

Post by DoomKrakken »

You're pretty into those oldies... ^^

YAAY! New trailer!

As always, I will be waiting... patiently as ever. (lol)

Loads of new stuph! Here we go...

More realistic punch sound effects!

Image

Dynamite!

Image

Can't wait to use those guns!

Image

Especially those shotguns! Looking super awesome!

Image

And now that we have the classic and very awesome Berserk Pack...

Image

Yeah! Can't wait! :D

You have yet to tell me how much damage the Ironblast used to deal. I want to change it once it comes out...

EDIT 4/7/15: Where'd you get that camera tilt mod from?
Last edited by DoomKrakken on Tue Apr 07, 2015 12:32 am, edited 1 time in total.
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Captain J
 
 
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Re: [Release] The Guncaster - Flight inbound

Post by Captain J »

...Right.

Image
btw, when he inflates and explodes, the first frame is unfitting. well, it's already lying on the floor after all.

nevertheless, the trailer is amazing. seriously, check your own animations that you've worked on! total domination to me.
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Re: [Release] The Guncaster - Flight inbound

Post by Zhs2 »

Thanks to Keks, I have learned that apparently sometimes mixing strings and integers in the same array introduces BAD JUJU. I don't really understand why since another project that never saw the light of day did exactly this too and proceeded to do exactly what it was supposed to, but now I have learned the error of my ways - I also wasn't overwriting already initialized arrays with new information in that mod. :P
comet1337_old
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Re: [Release] The Guncaster - Flight inbound

Post by comet1337_old »

and ofcourse a silly replacement for DSSECRET
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