The Guncaster - 3.2

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Re: The Guncaster - 3.2

Postby Rowsol » Wed Jan 23, 2019 1:59 pm

Impressive length.
I also have RO update to roll out so stay tuned for that one now.

Starts sweating profusely

In Loot options, Powersuit sharing says 'unknown'.
The new shop looks very nice, it's really smooth. Two issues though. My mouse speed is very slow, changing from the default 1.0 in mouse options speeds it up but I'd prefer not to have to change that. Also, unlike the previous version, I can't quickly press strafe twice to jump 2 menus, I can't switch to the next menu until the new one has at least started to spin out.
These new weapons in the addon have unique ammo but don't show on the HUD. After IDKFA I have 2 seperate morning glory weapons each with a different ammo type. I guess this is intentional?
The autoheal option could use a description. At first I wasn't sure what it did. It auto uses a rejuv potion or a medbag if you have one and at the specified health target, meaning 50 uses an item if you fall below 50.
The target health bar is microscopic. I don't see any option to scale it. I guess I'll turn it off and stick with m8f's health bar.

Having now dicked around for an hour or so I can say I love the pulverizer changes. I went to select the BFG and realized I had the new weapon. It feels real good to shoot. The morning glory is one shotting fatsos even with increased health. I think I figured out why I had two versions, I think the other one was for hexen since the ammo type was different. Welp, time to get back to the slaughter.
Last edited by Rowsol on Wed Jan 23, 2019 7:19 pm, edited 2 times in total.
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Re: The Guncaster - 3.2

Postby thedeathrunner123 » Wed Jan 23, 2019 7:09 pm

I get this error when loading with newest devbuild. "GC_Addon.pk3:zscript/mourningglory/mourningstrat.txt, line 1: Class StratParticleMourning has unknown base class StratParticle
GC_Addon.pk3:zscript/mourningglory/mourningstrat.txt, line 11: Class MourningStratGiver has unknown base class StratBringer
GC_Addon.pk3:zscript/mourningglory/mourningstrat.txt, line 37: Class MourningStrat has unknown base class StratItem
GC_Addon.pk3:zscript/mourningglory/mourningweapon.txt, line 15: Class MourningGlory has unknown base class GuncasterWeapon
GC_Addon.pk3:zscript/goldenemperor/emperorstrat.txt, line 1: Class StratParticleEmperor has unknown base class StratParticle
GC_Addon.pk3:zscript/goldenemperor/emperorstrat.txt, line 11: Class EmperorStratGiver has unknown base class StratBringer
GC_Addon.pk3:zscript/goldenemperor/emperorstrat.txt, line 37: Class EmperorStrat has unknown base class StratItem
GC_Addon.pk3:zscript/goldenemperor/emperorweapon.txt, line 51: Class GoldenEmperor has unknown base class GuncasterWeapon
GC_Addon.pk3:zscript/compat/draugh.txt, line 1: Class DraughEmperorCooldown has unknown base class DraughToken
GC_Addon.pk3:zscript/compat/draugh.txt, line 2: Class DraughMourningCooldown has unknown base class DraughToken
GC_Addon.pk3:zscript/compat/draugh.txt, line 4: Class AddonDraugh has unknown base class Draugh
GC_Addon.pk3:zscript/compat/draugh.txt, line 102: Class EmperorCooldown has unknown base class DraughCooldown
GC_Addon.pk3:zscript/compat/draugh.txt, line 119: Class MourningCooldown has unknown base class DraughCooldown
GC_Addon.pk3:zscript.txt, line 128: Unable to resolve Gcs_BaseShopPack as type.
GC_Addon.pk3:zscript.txt, line 128: Unable to resolve Gcs_BaseShopPack as type.
GC_Addon.pk3:zscript.txt, line 127: Unable to resolve all fields for class Gcs_AddonShop
GC_Addon.pk3:zscript/mourningglory/mourningstrat.txt, line 11: MourningStratGiver: Non-actor classes may not have defaults
GC_Addon.pk3:zscript/mourningglory/mourningstrat.txt, line 37: MourningStrat: Non-actor classes may not have defaults
GC_Addon.pk3:zscript/mourningglory/mourningweapon.txt, line 15: MourningGlory: Non-actor classes may not have defaults
GC_Addon.pk3:zscript/goldenemperor/emperorstrat.txt, line 11: EmperorStratGiver: Non-actor classes may not have defaults
GC_Addon.pk3:zscript/goldenemperor/emperorstrat.txt, line 37: EmperorStrat: Non-actor classes may not have defaults
GC_Addon.pk3:zscript/goldenemperor/emperorweapon.txt, line 51: GoldenEmperor: Non-actor classes may not have defaults
GC_Addon.pk3:zscript/compat/draugh.txt, line 4: AddonDraugh: Non-actor classes may not have defaults
GC_Addon.pk3:zscript/compat/spawners.txt, line 1: Replaced type 'MaceSpawner2' not found for MaceSpawner3
GC_Addon.pk3:zscript/mourningglory/mourningweapon.txt, line 2: MourningGlory2: Non-actor classes may not have defaults
GC_Addon.pk3:zscript.txt, line 142: Unable to resolve Gcs_ShopList as type.
GC_Addon.pk3:zscript.txt, line 224: Unable to resolve Guncaster as type.
GC_Addon.pk3:zscript/mourningglory/mourningweapon.txt, line 37: Attempt to override non-existent virtual function PostBeginPlay
GC_Addon.pk3:zscript/goldenemperor/emperorweapon.txt, line 78: Attempt to override non-existent virtual function PostBeginPlay
GC_Addon.pk3:zscript/goldenemperor/emperorweapon.txt, line 89: Attempt to override non-existent virtual function AttachToOwner
GC_Addon.pk3:zscript/goldenemperor/emperorweapon.txt, line 98: Attempt to override non-existent virtual function DoEffect
GC_Addon.pk3:zscript/mourningglory/mourningstrat.txt, line 1: StratParticleMourning: States can only be defined for actors.
GC_Addon.pk3:zscript/mourningglory/mourningstrat.txt, line 11: MourningStratGiver: States can only be defined for actors.
GC_Addon.pk3:zscript/mourningglory/mourningstrat.txt, line 37: MourningStrat: States can only be defined for actors.
GC_Addon.pk3:zscript/mourningglory/mourningweapon.txt, line 15: MourningGlory: States can only be defined for actors.
GC_Addon.pk3:zscript/goldenemperor/emperorstrat.txt, line 1: StratParticleEmperor: States can only be defined for actors.
GC_Addon.pk3:zscript/goldenemperor/emperorstrat.txt, line 11: EmperorStratGiver: States can only be defined for actors.
GC_Addon.pk3:zscript/goldenemperor/emperorstrat.txt, line 37: EmperorStrat: States can only be defined for actors.
GC_Addon.pk3:zscript/goldenemperor/emperorweapon.txt, line 51: GoldenEmperor: States can only be defined for actors.
GC_Addon.pk3:zscript/compat/draugh.txt, line 4: AddonDraugh: States can only be defined for actors.
GC_Addon.pk3:zscript/compat/draugh.txt, line 102: EmperorCooldown: States can only be defined for actors.
GC_Addon.pk3:zscript/compat/draugh.txt, line 119: MourningCooldown: States can only be defined for actors.

Execution could not continue.

41 errors, 1 warnings while compiling GC_Addon.pk3:zscript.txt"

EDIT: FIXED! it wasn't the devbuild. it was because i loaded EDAY, and the lag patch with this, ill use scythe 2 instead.
EDIT 2: ALSO, damnums will cause it to.
EDIT 3: colorfull hell also causes issues, oof compatibility issues.
Last edited by thedeathrunner123 on Thu Jan 24, 2019 9:48 am, edited 3 times in total.
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Re: The Guncaster - 3.2

Postby Zhs2 » Wed Jan 23, 2019 7:50 pm

Devbuilds are also prone to breaking random things ever since ZScript was introduced for the sake of progress. Try GZDoom 3.7.2 instead, and/or make sure you're loading the addon after the main pk3.
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Re: The Guncaster - 3.2

Postby fire238 » Wed Jan 23, 2019 11:31 pm

Oh, this is going to be F U N!
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Re: The Guncaster - 3.2

Postby GuntherDW » Wed Jan 23, 2019 11:44 pm

I'm having another issue when loading it up with gzdoom g3.8pre-264-gaf563b921

At first the monster health (while being way too small to be readable, even on 1080p) and shop work fine, but after saving and loading said game, both cease to function.

You can mash the "shop" button as much as you want, it won't show up.
Monster health will reappear in the next level though apparently. The shop however appears to stay in a broken state.

But I'm guessing this is due to the continuing changes to ZScript in the codebase indeed.

EDIT: It just looks like the monster health text just gets "stuck" displaying whatever it was displaying whenever you saved the game. (tested with the notarget cheat on) It displays the text whatever you look at after you load the game. Sky, other monsters, anything. It's just frozen.

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Re: The Guncaster - 3.2

Postby Rowsol » Thu Jan 24, 2019 12:34 am

I'm having no such issue on 3.7.2. Dev builds should be avoided if possible.
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Re: The Guncaster - 3.2

Postby fire238 » Thu Jan 24, 2019 12:46 am

thedeathrunner123 wrote:I get this error when loading with newest devbuild. "GC_Addon.pk3:zscript/mourningglory/mourningstrat.txt, line 1: Class StratParticleMourning has unknown base class StratParticle
GC_Addon.pk3:zscript/mourningglory/mourningstrat.txt, line 11: Class MourningStratGiver has unknown base class StratBringer
GC_Addon.pk3:zscript/mourningglory/mourningstrat.txt, line 37: Class MourningStrat has unknown base class StratItem
GC_Addon.pk3:zscript/mourningglory/mourningweapon.txt, line 15: Class MourningGlory has unknown base class GuncasterWeapon
GC_Addon.pk3:zscript/goldenemperor/emperorstrat.txt, line 1: Class StratParticleEmperor has unknown base class StratParticle
GC_Addon.pk3:zscript/goldenemperor/emperorstrat.txt, line 11: Class EmperorStratGiver has unknown base class StratBringer
GC_Addon.pk3:zscript/goldenemperor/emperorstrat.txt, line 37: Class EmperorStrat has unknown base class StratItem
GC_Addon.pk3:zscript/goldenemperor/emperorweapon.txt, line 51: Class GoldenEmperor has unknown base class GuncasterWeapon
GC_Addon.pk3:zscript/compat/draugh.txt, line 1: Class DraughEmperorCooldown has unknown base class DraughToken
GC_Addon.pk3:zscript/compat/draugh.txt, line 2: Class DraughMourningCooldown has unknown base class DraughToken
GC_Addon.pk3:zscript/compat/draugh.txt, line 4: Class AddonDraugh has unknown base class Draugh
GC_Addon.pk3:zscript/compat/draugh.txt, line 102: Class EmperorCooldown has unknown base class DraughCooldown
GC_Addon.pk3:zscript/compat/draugh.txt, line 119: Class MourningCooldown has unknown base class DraughCooldown
GC_Addon.pk3:zscript.txt, line 128: Unable to resolve Gcs_BaseShopPack as type.
GC_Addon.pk3:zscript.txt, line 128: Unable to resolve Gcs_BaseShopPack as type.
GC_Addon.pk3:zscript.txt, line 127: Unable to resolve all fields for class Gcs_AddonShop
GC_Addon.pk3:zscript/mourningglory/mourningstrat.txt, line 11: MourningStratGiver: Non-actor classes may not have defaults
GC_Addon.pk3:zscript/mourningglory/mourningstrat.txt, line 37: MourningStrat: Non-actor classes may not have defaults
GC_Addon.pk3:zscript/mourningglory/mourningweapon.txt, line 15: MourningGlory: Non-actor classes may not have defaults
GC_Addon.pk3:zscript/goldenemperor/emperorstrat.txt, line 11: EmperorStratGiver: Non-actor classes may not have defaults
GC_Addon.pk3:zscript/goldenemperor/emperorstrat.txt, line 37: EmperorStrat: Non-actor classes may not have defaults
GC_Addon.pk3:zscript/goldenemperor/emperorweapon.txt, line 51: GoldenEmperor: Non-actor classes may not have defaults
GC_Addon.pk3:zscript/compat/draugh.txt, line 4: AddonDraugh: Non-actor classes may not have defaults
GC_Addon.pk3:zscript/compat/spawners.txt, line 1: Replaced type 'MaceSpawner2' not found for MaceSpawner3
GC_Addon.pk3:zscript/mourningglory/mourningweapon.txt, line 2: MourningGlory2: Non-actor classes may not have defaults
GC_Addon.pk3:zscript.txt, line 142: Unable to resolve Gcs_ShopList as type.
GC_Addon.pk3:zscript.txt, line 224: Unable to resolve Guncaster as type.
GC_Addon.pk3:zscript/mourningglory/mourningweapon.txt, line 37: Attempt to override non-existent virtual function PostBeginPlay
GC_Addon.pk3:zscript/goldenemperor/emperorweapon.txt, line 78: Attempt to override non-existent virtual function PostBeginPlay
GC_Addon.pk3:zscript/goldenemperor/emperorweapon.txt, line 89: Attempt to override non-existent virtual function AttachToOwner
GC_Addon.pk3:zscript/goldenemperor/emperorweapon.txt, line 98: Attempt to override non-existent virtual function DoEffect
GC_Addon.pk3:zscript/mourningglory/mourningstrat.txt, line 1: StratParticleMourning: States can only be defined for actors.
GC_Addon.pk3:zscript/mourningglory/mourningstrat.txt, line 11: MourningStratGiver: States can only be defined for actors.
GC_Addon.pk3:zscript/mourningglory/mourningstrat.txt, line 37: MourningStrat: States can only be defined for actors.
GC_Addon.pk3:zscript/mourningglory/mourningweapon.txt, line 15: MourningGlory: States can only be defined for actors.
GC_Addon.pk3:zscript/goldenemperor/emperorstrat.txt, line 1: StratParticleEmperor: States can only be defined for actors.
GC_Addon.pk3:zscript/goldenemperor/emperorstrat.txt, line 11: EmperorStratGiver: States can only be defined for actors.
GC_Addon.pk3:zscript/goldenemperor/emperorstrat.txt, line 37: EmperorStrat: States can only be defined for actors.
GC_Addon.pk3:zscript/goldenemperor/emperorweapon.txt, line 51: GoldenEmperor: States can only be defined for actors.
GC_Addon.pk3:zscript/compat/draugh.txt, line 4: AddonDraugh: States can only be defined for actors.
GC_Addon.pk3:zscript/compat/draugh.txt, line 102: EmperorCooldown: States can only be defined for actors.
GC_Addon.pk3:zscript/compat/draugh.txt, line 119: MourningCooldown: States can only be defined for actors.

Execution could not continue.

41 errors, 1 warnings while compiling GC_Addon.pk3:zscript.txt"


Yeah, I had the same problem.
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Re: The Guncaster - 3.2

Postby GuntherDW » Thu Jan 24, 2019 4:48 am

Rowsol wrote:I'm having no such issue on 3.7.2. Dev builds should be avoided if possible.


I compile my own builds from git, always have. Even back in the svn days (I'm on Gentoo Linux), but I have to agree Zscript is almost constantly receiving (tiny) changes on the repo.
That can't be great for a mod that heavily relies on it to be stable enough like this.

I'll check if downgrading to a tagged release fixes it. Nevertheless it'd be broken pretty much when the changes are pushed through in the future though.

EDIT: I checked and compiled 3.7.2 (git checkout tags/g3.7.2), and it's still causing issues. It might just be a "dirty" file somewhere. Let's see if running make clean and starting from scratch would help. Otherwise it might be something in my config?

Hmm, I can now open up the shop after a save/load cycle but the enemy health stats are still not working after a load. Next step is a clean checkout and a clean config directory I guess.
Last edited by GuntherDW on Thu Jan 24, 2019 5:59 am, edited 2 times in total.
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Re: The Guncaster - 3.2

Postby phantombeta » Thu Jan 24, 2019 5:17 am

Rowsol wrote:I'm having no such issue on 3.7.2. Dev builds should be avoided if possible.

Dev builds should be avoided if a major refactoring is going on, such as the current level data refactoring.
However, please do test mods in dev builds from time to time. This current lack of dev build usage is exactly why 3.7.0 and 3.7.1 had as many bugs as they did!
This doesn't mean you should use dev builds as your main copy of GZDoom, of course, but it doesn't hurt to play using them a little sometimes.
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Re: The Guncaster - 3.2

Postby comet1337 » Thu Jan 24, 2019 6:18 am

the super cannon's radiation field clips into the ground constantly
also looks a bit goofy if it hits a wall or airborne target, with it floating in the air
the super RL guided rockets can't be activated
IDFA/IDKFA gives you a green mana using super cannon + the normal one
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Re: The Guncaster - 3.2

Postby Tesculpture » Thu Jan 24, 2019 6:45 am

comet1337 wrote:the super RL guided rockets can't be activated


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Re: The Guncaster - 3.2

Postby KeksDose » Thu Jan 24, 2019 6:49 am

Everybody encountering what thedeathrunner123 did: Make sure gc_addon.pk3 is loaded after guncaster.pk3. If you use drag and drop, then try dragging both files by guncaster.pk3. At least on my end, that causes guncaster.pk3 to be loaded first.

Health view doesn't disappear: That's on the mod, actually! The next version will have a brand new health viewer, so you can consider it fixed. It will be bigger by default, too. hud_scale 0 behaviour is also wrong, but I guess nobody who tested it used that. Hm.

The shop always closes and opens properly for me. Either way, you can skip shops and set your mouse sensitivity for those menus in the next version.
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Re: The Guncaster - 3.2

Postby GuntherDW » Thu Jan 24, 2019 7:20 am

Heh, that also sounds handy. Right now it kinda feels like horizontal/vertical mouse sensitivity is... off in those menus. Vertical movement is twice as fast as horizontal for me. It wasn't like that in the previous version and does indeed feel kinda irritating at times.

Compiling in a clean git pull made stuff even worse apparently but this time it's gzdoom that's at fault I guess :lol:

Code: Select allExpand view
S_InitData: Load sound definitions.
G_ParseMapInfo: Load map definitions.
Texman.Init: Init texture manager.
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
gzdoom: /home/guntherdw/src/git/gzdoom/src/scripting/backend/codegen.cpp:9203: virtual ExpEmit FxFlopFunctionCall::Emit(VMFunctionBuilder*): Assertion `ValueType == ArgList[0]->ValueType' failed.
fish: “./gzdoom -iwad ~/wads/doom.wad…” terminated by signal SIGABRT (Abort)


Now to find out why this is happening...
It only happens when I load something like GunCaster though. "Vanilla" gzdoom loads up fine.
Guncaster 3.1 loads up fine, 3.2 crashes like this. Hmm, it gets even weirder.
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Re: The Guncaster - 3.2

Postby phantombeta » Thu Jan 24, 2019 10:43 am

It's technically GZDoom's fault on this one - but it's nothing new, either. (It also happens in 3.7.2, and pretty much any earlier versions)
The issue was always there, and so was the assertion - but of course, assertions are only triggered in debug builds, so unless you were using one to run Guncaster 3.2 before, it wouldn't have showed up. It also shouldn't actually create any problems, anyway. (So you can tell it to ignore the assertion)
Of course, you absolutely shouldn't use a debug build for regular playing, because debug builds are horribly, absurdly slow. Specially so if you have the JIT disabled or you're using a non-x86_64 architecture.

As for the actual issue here, it's actually something that can be fixed on the mod's side - and also something that I'm not sure is really worth fixing in GZDoom's side.
Specifically, the issue here is Guncaster's usage of the "float" type. You'd expect this to work fine, but it... Doesn't.
The "float" type is supposed to be a 32-bit floating point type, but it's only so when used as the type of a member variable of a class or struct.
It only exists because GZDoom's C++ code uses 32-bit floating point in some classes - because of that, ZScript needed a 32-bit floating point type so that class members would have the correct alignment and size in RAM.
When used inside a function, the "float" type is simply silently changed to a double. There's no actual way to have a 32-bit float in a function, and the VM has no 32-bit floating-point registers.
There's not really any actual point in using it in a mod's code, as a double will work fine anywhere a floating-point type is needed.

The simplest solution here is to replace all instances of "float" with "double" in Guncaster. Of course, it would be preferable if the 32-bit floating-point type got implemented properly in GZDoom, but I doubt that'll ever happen, honestly.

(Hopefully that didn't come out as a hard-to-read wall of text)
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Re: The Guncaster - 3.2

Postby Rowsol » Thu Jan 24, 2019 12:38 pm

So I found the hulk powerup. Running around elbowing shit is fun as hell. The firebreath is devastating. I found a draugh tome and he was huge as well, that's fucking awesome. Then when I thought it couldn't get any better I found another tome and what do ya know, there's a custom animation turning myself into a dark version. I eventually found a powersuit but couldn't wear it, that was to be expected though. I liked the message attempting to put it on.
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