The Guncaster - 3.888

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are ONLY for YOUR PROJECTS! If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.

Re: The Guncaster - 3.777a

Postby Fureyon » Tue Feb 02, 2021 5:30 am

Noticed that when you're wearing the power armor and you take off Deadmaker, the sprites for taking off show Cyg's regular hands rather than the armor-clad hands he's supposed to have on. The same doesn't happen for putting the mask on.
Fureyon
 
Joined: 28 Jun 2018

Re: The Guncaster - 3.777a

Postby AstartesCitizen » Tue Feb 02, 2021 5:13 pm

Just re-downladed the mod after a long time, but...
You do not have the required permissions to view the files attached to this post.
User avatar
AstartesCitizen
"The Emperor Protects"
 
Joined: 10 Mar 2020
Location: The Phalanx
Operating System: Windows Vista/7/2008 32-bit
Graphics Processor: Intel (Legacy GZDoom)

Re: The Guncaster - 3.777a

Postby Rowsol » Tue Feb 02, 2021 5:38 pm

Your lzdoom is too old for the mod...
User avatar
Rowsol
 
Joined: 06 Mar 2013

Re: The Guncaster - 3.777a

Postby AstartesCitizen » Tue Feb 02, 2021 6:18 pm

Rowsol wrote:Your lzdoom is too old for the mod...


I have the latest LZDoom, 3.8.7C perhaps it doesnt work for the current LZDoom
User avatar
AstartesCitizen
"The Emperor Protects"
 
Joined: 10 Mar 2020
Location: The Phalanx
Operating System: Windows Vista/7/2008 32-bit
Graphics Processor: Intel (Legacy GZDoom)

Re: The Guncaster - 3.777a

Postby wildweasel » Tue Feb 02, 2021 6:19 pm

AstartesCitizen wrote:
Rowsol wrote:Your lzdoom is too old for the mod...


I have the latest LZDoom, 3.8.7C perhaps it doesnt work for the current LZDoom

For some reason it is identifying as 3.87 (with no letter) from October of last year.
User avatar
wildweasel
change o' pace.
Moderator Team Lead
 
Joined: 15 Jul 2003

Re: The Guncaster - 3.777a

Postby PhoxFyre007 » Thu Feb 04, 2021 6:20 pm

I have a bug to report, running on GZDOOM 4.5.0; Guncaster v3.777a:
Upon running Guncaster, I use IDKFA to get everyrthing and then start to the shop. I run out of money so I go for IDKFA again, but this time it crashes and this is the result
You do not have the required permissions to view the files attached to this post.
PhoxFyre007
 
Joined: 15 May 2020

Re: The Guncaster - 3.777a

Postby Zhs2 » Thu Feb 04, 2021 8:46 pm

The class causing this VM abort has been mostly rewritten for the next release of Guncaster and as a result this crash no longer seems to exist in the future. In the meantime, if you run out of money try opening the console and using
Code: Select allExpand view
give dosh 999999
User avatar
Zhs2
Power of meh.
 
Joined: 07 Nov 2008
Location: Maryland, USA, but probably also in someone's mod somewhere
Operating System: Windows 10/8.1/8/201x 64-bit
Graphics Processor: ATI/AMD with Vulkan Support

Re: The Guncaster - 3.777a

Postby elCreyo » Thu Feb 04, 2021 10:39 pm

How does the alternate thotkeeper voice work? I load it with the mod but I don't see any difference.
User avatar
elCreyo
elanimator
 
Joined: 07 Jul 2018
Discord: elcreyo#3831
Twitch ID: elcreyo

Re: The Guncaster - 3.888

Postby PillowBlaster » Sat Feb 06, 2021 6:14 am

elCreyo wrote:How does the alternate thotkeeper voice work? I load it with the mod but I don't see any difference.


You need to make sure it's loaded after addon, else it won't work.

Eitherway! update time! Special praise to KeksDose for his part in the mod, and to Zhs2 and Dinosaur Nerd as well! Mostly tweaks and/or bugfixes, but some changes are nice, methinks. Addon here.

Spoiler: changelog
User avatar
PillowBlaster
 
Joined: 24 Jan 2010

Re: The Guncaster - 3.888

Postby Fureyon » Sat Feb 06, 2021 7:26 pm

Yay, Update!

First bug report: If you are using Deadmaker with a weapon, you don't need to be tomed to use Rider of the Storm. And if you don't hold a weapon, you simply can't use Rider of the Storm at all with Deadmaker.

Edit: Corpse Blast no longer generating spirits, is this intended? Tested Normal, Tomed and Deadmaker in Doom 2 and Hexen.

Edit2: Strife is broken
You do not have the required permissions to view the files attached to this post.
Fureyon
 
Joined: 28 Jun 2018

Re: The Guncaster - 3.888

Postby PillowBlaster » Sun Feb 07, 2021 4:12 am

Fureyon wrote:Yay, Update!

First bug report: If you are using Deadmaker with a weapon, you don't need to be tomed to use Rider of the Storm. And if you don't hold a weapon, you simply can't use Rider of the Storm at all with Deadmaker.

Edit: Corpse Blast no longer generating spirits, is this intended? Tested Normal, Tomed and Deadmaker in Doom 2 and Hexen.

Edit2: Strife is broken


-Intentional. The latter however, isn't. I keep forgetting melee is a separate case.

-Intentional; did some tweaks in behavior here, I hope I didn't forget to note it in changelog, lol. EDIT: of course I did. Well! I guess I'll fix that.

-...Not intentional.
User avatar
PillowBlaster
 
Joined: 24 Jan 2010

Re: The Guncaster - 3.888

Postby Fureyon » Sun Feb 07, 2021 6:25 am

PillowBlaster wrote:-Intentional; did some tweaks in behavior here, I hope I didn't forget to note it in changelog, lol. EDIT: of course I did. Well! I guess I'll fix that.


Ah, in that case you might want to alter the shop text, it still says it generates spirits based on body health.
Fureyon
 
Joined: 28 Jun 2018

Re: The Guncaster - 3.888

Postby PillowBlaster » Sun Feb 07, 2021 10:40 am

Fureyon wrote:Ah, in that case you might want to alter the shop text, it still says it generates spirits based on body health.


Yeah, I did fix that too, thank you. That's usually what I get for not checking things thoroughly, but eh - I sat upon this update for long enough, rofl.
User avatar
PillowBlaster
 
Joined: 24 Jan 2010

Re: The Guncaster - 3.888

Postby elCreyo » Sun Feb 07, 2021 1:37 pm

I wasn't aware you need the addon. Thanks for help.
User avatar
elCreyo
elanimator
 
Joined: 07 Jul 2018
Discord: elcreyo#3831
Twitch ID: elcreyo

Re: The Guncaster - 3.888

Postby Fureyon » Sun Feb 07, 2021 2:03 pm

So I'm almost done taking the update through a spin of regular Doom 2. I'm using all bits of the mod (addon and weapon shop) as well as DoomRLA Monsters with LegenDoom for some monster endurance and the odd curveball. Here's the feedback on the balance/mechanic changes so far:

Sandman: Might've gone a bit overboard here. This weapon feels a little too good now with the boost. It's always been awesome, and I agree the power boost makes it feel more like a chaingun BFG, but maybe consider amping up the initial ammo expenditure, with it gradually expending less ammo as you ramp up towards the final RoF boost. This would encourage people to use this as it was "intended" (Neverending dakka) and make the auto-cannon mode a little less good. It feels like in general the bullets hit about 50% harder, and I suggest upscaling the per-shot ammo cost to 4 or 5. That way it's more in-tune with the Pulverizer, with the caveat that this will dish out much higher DPS over the same amount of time.

Mourning Glory: A much needed buff to the Stratocaster, as now I feel like it's worth using this as an explosive shell dispenser. I've even started using this more against big enemies. Maybe add a slight stabilizing effect to the rapid-firing? I realize I could just toggle the weapon recoil effect, but it does feel a bit much on this gun's stratocaster in general. Maybe tone it down a little in normal mode too, not much tho as I feel this adds a lot of oomph to the feel of this glorious cannon.

Meteorfist: Feels so much better now, and far more consistent to boot. Great improvement overall!

Corpse Blast: Feels a little nerfed compared to how it was when it did the whole spirit thing, but is far less laggy now in general tho. Maybe increase the radius of the explosions a bit to compensate it not sending out homing bullets at monsters? I've always used this more to take down big enemies that come together with smaller enemies. Or mop up after an explosion doesn't kill all enemies in a ledge/tight space.

Firebreath: I'll be honest, I don't quite recall if this used to work the way it's working in this update in the past or not, but I do love the changes to this. It's always been a nice starting spell and feels even nicer now. Scourgebreath being fixed is also neat, I didn't know it was broken tho... guess I never used it so close to walls.

Apocalypse: Love the new effects, explosions are pretty and this adds more personality to the spell IMO.

Thunderstruck: I really appreciate that you can toggle Rider of Storm as well as manually aim the spell. This has always been a great spell IMO, but it's even better now.

Deadmaker Skullfire: A much needed boost. I thought this was the weakest spell in Deadmaker's arsenal by far, which was a shame because regular and tomed have such great uses. The casting method, mana usage and overall power did not help this before, but now that it's basically a napalm shower...

Flamewave: Previously I used this as the magic equivalent of a super shotgun, or when I knew enemies were close to walls as the remnant fire pits are really great at taking down enemies. Now I use this like a broom, to sweep away trash! Great improvement overall! Maybe tone down the size of the individual flames though as I had some trouble using this in tighter tunnels where the previous version worked just fine for that. Tomed version is regular version but better, and Deadmaker is an actual fire barrier. It used to move slowly back in the day, but the fact it doesn't now doesn't really take away from the spell.

Hammersmite: Welcome changes to the Deadmaker version in general, although I'll admit I'd gotten used to how it worked in the past. I don't really have people to play Guncaster MP with, so I can't attest to its healing power, and I'd just throw a berserk pack or medikit to heal myself personally.

(Tomed) Knives/Frostbite/Crows: Didn't notice much of a change all in all and I wouldn't use them differently from how I used them in the past, but it's nice they're both more effective now.

Pulverizer Ammo Pickup: Thank you!
Fureyon
 
Joined: 28 Jun 2018

PreviousNext

Return to Gameplay Mods

Who is online

Users browsing this forum: CommanderX24, MrRumbleRoses and 4 guests