The Guncaster - 3.888b
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The Projects forums are only for 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: [Update] The Guncaster - 2.8a, all glory be
Nice mods but needs rocket launcher. Maybe if you can have Matriarch shoot rockets for increased ranged
- kadu522
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Re: [Update] The Guncaster - 2.8a, all glory be
Why have a rocket launcher when you can burn everything 10 meters from you.
- DoomKrakken
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Re: [Update] The Guncaster - 2.8a, all glory be
The slugs move way faster than rockets. To switch out the ballistic slugs for rockets would be purely [censored word].
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Re: [Update] The Guncaster - 2.8a, all glory be
I'm feeling a bit blind now, after just noticing the other day that the small ammo pickups for the Matriarch are different between Doom and Heretic. In Doom, they appear as two shells and give two, while in Heretic they appear as and give three. Intentional?
Also, am I supposed to be harmed by the explosions and spirits from Corpse Blast? It seems like sometimes I can explode a corpse while standing right next to it and be perfectly fine, but then do it again later and get sent flying across the room while taking enough damage to make one think I tried to block a Cyberdemon rocket with my face. Somewhat related to this is the fact that it seems like when I aim down at enough of an angle and shoot with a projectile weapon or spell while in the air, I hit some sort of invisible "floor" underneath me. Is that an engine limitation?
Some other ideas and questions, for if (hopefully when) you get back to this mod...
I seem to recall seeing either art or a sprite pic of Cygnis where he has a tail. I'd suggest officially giving him one, if you haven't already, and make it "semi-prehensile", in that he can use it well enough when grabbing things with it to use it for the TNT quick toss. Also maybe add a fists-only, back+kick 360° tail whip attack. Or maybe it could be like the forward+kick lunge kick, instead, and you could use it with any weapon selected. If balance is needed, make it weaker than the roundhouse kicks, since it would hit everything around you while knocking them back, instead of a small area in front of you.
How hard would it be to give the Loadsamoney Mode option a "lite" version, where it only gives the permanent money magnet, without the "enemies literally bleed gold" part?
I know I asked before about changing the sprites used for the small loot drops, but what about also making their "hitbox" or whatever it's called bigger, so it's a bit easier to pick them up when running over a corpse? Or maybe, if it wouldn't cause issues with scripts or any other kind of stress on the system, have the player have a natural money magnet effect that has a range equal to about 1 to 1.5 teleport pads out from the player?
I know it's a different game, engine, company, and all that, but it would cool if there was a Duke Nukem 3D/Shadow Warrior Classic version of this mod. I'm pretty sure it would be a hell of a lot of work to remake the mod from scratch in order to have that, though, so... yeah.
Anyway, all of the above questions and comments about in-game stuff with the mod apply to Guncaster 2.8a and both GZ Doom 2.2 and 3.0.1. I also encountered the save game gold bug mentioned previously when I was using GZ Doom 3.0.1 while playing on Nuts.WAD. Could it have anything to do with the amount of "things" on a map, maybe?
EDIT: I think I remember it being addressed before by someone else, but I just encountered a bug where while I was wearing the Asbestos Suit and under the effects of the Philosopher's Tome, my attempts at punching enemies caused me to cast spells in a glitchy manner instead. I had Skullfire selected, if that makes a difference, and when I tried to punch, my hands lowered and the spell was cast, without my hand appearing to do the casting animation. Upon activating a Berserk Pack along with it, everything straightened out and worked fine, but only when it was Berserk+Midas. Midas by itself with the suit didn't work right.
This was with Guncaster 2.8a, GZ Doom 2.2, and while I doubt it makes a difference, I was playing the 1 Monster megawad. I'm curious to see for myself if that one previously mentioned bug where Powersuit+Berserk+Midas does no damage is a thing in GZ Doom 2.2 with GC 2.8a, but I haven't remembered to try it when playing yet.
Also, am I supposed to be harmed by the explosions and spirits from Corpse Blast? It seems like sometimes I can explode a corpse while standing right next to it and be perfectly fine, but then do it again later and get sent flying across the room while taking enough damage to make one think I tried to block a Cyberdemon rocket with my face. Somewhat related to this is the fact that it seems like when I aim down at enough of an angle and shoot with a projectile weapon or spell while in the air, I hit some sort of invisible "floor" underneath me. Is that an engine limitation?
Some other ideas and questions, for if (hopefully when) you get back to this mod...
I seem to recall seeing either art or a sprite pic of Cygnis where he has a tail. I'd suggest officially giving him one, if you haven't already, and make it "semi-prehensile", in that he can use it well enough when grabbing things with it to use it for the TNT quick toss. Also maybe add a fists-only, back+kick 360° tail whip attack. Or maybe it could be like the forward+kick lunge kick, instead, and you could use it with any weapon selected. If balance is needed, make it weaker than the roundhouse kicks, since it would hit everything around you while knocking them back, instead of a small area in front of you.
How hard would it be to give the Loadsamoney Mode option a "lite" version, where it only gives the permanent money magnet, without the "enemies literally bleed gold" part?
I know I asked before about changing the sprites used for the small loot drops, but what about also making their "hitbox" or whatever it's called bigger, so it's a bit easier to pick them up when running over a corpse? Or maybe, if it wouldn't cause issues with scripts or any other kind of stress on the system, have the player have a natural money magnet effect that has a range equal to about 1 to 1.5 teleport pads out from the player?
I know it's a different game, engine, company, and all that, but it would cool if there was a Duke Nukem 3D/Shadow Warrior Classic version of this mod. I'm pretty sure it would be a hell of a lot of work to remake the mod from scratch in order to have that, though, so... yeah.
Anyway, all of the above questions and comments about in-game stuff with the mod apply to Guncaster 2.8a and both GZ Doom 2.2 and 3.0.1. I also encountered the save game gold bug mentioned previously when I was using GZ Doom 3.0.1 while playing on Nuts.WAD. Could it have anything to do with the amount of "things" on a map, maybe?
EDIT: I think I remember it being addressed before by someone else, but I just encountered a bug where while I was wearing the Asbestos Suit and under the effects of the Philosopher's Tome, my attempts at punching enemies caused me to cast spells in a glitchy manner instead. I had Skullfire selected, if that makes a difference, and when I tried to punch, my hands lowered and the spell was cast, without my hand appearing to do the casting animation. Upon activating a Berserk Pack along with it, everything straightened out and worked fine, but only when it was Berserk+Midas. Midas by itself with the suit didn't work right.
This was with Guncaster 2.8a, GZ Doom 2.2, and while I doubt it makes a difference, I was playing the 1 Monster megawad. I'm curious to see for myself if that one previously mentioned bug where Powersuit+Berserk+Midas does no damage is a thing in GZ Doom 2.2 with GC 2.8a, but I haven't remembered to try it when playing yet.
Re: [Update] The Guncaster - 2.8a, all glory be
I second giving Cyg a tail. Even if its just a small sprite update. No dragon should be without his tail! D:DemonbaneSol wrote: I seem to recall seeing either art or a sprite pic of Cygnis where he has a tail. I'd suggest officially giving him one, if you haven't already, and make it "semi-prehensile", in that he can use it well enough when grabbing things with it to use it for the TNT quick toss. Also maybe add a fists-only, back+kick 360° tail whip attack. Or maybe it could be like the forward+kick lunge kick, instead, and you could use it with any weapon selected. If balance is needed, make it weaker than the roundhouse kicks, since it would hit everything around you while knocking them back, instead of a small area in front of you.
- Zhs2
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Re: [Update] The Guncaster - 2.8a, all glory be
We've actually been through the topic of his missing tail a couple of times. He is but one of many tailless descendants of Nithor, an inhabitant of Asuzra, whose clan eventually spreads into the Borderworld (i.e. Original Earth) - just one of those quirks of genetics that happens to pass on to an entire family tree because of ~dragon magicks~. Also its non-existence is the reason he wears pants. (Real reason: Pillow forgot to draw it but it's canon now, too bad suckerssssssss)
Re: [Update] The Guncaster - 2.8a, all glory be
I have a small question... is there a "summon" command for the power armor? It never seems to want to spawn for me...
- DoomKrakken
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Re: [Update] The Guncaster - 2.8a, all glory be
shrina wrote:I have a small question... is there a "summon" command for the power armor? It never seems to want to spawn for me...
Code: Select all
Summon PowersuitBringer
WAIT WAT.Zhs2 wrote:We've actually been through the topic of his missing tail a couple of times. He is but one of many tailless descendants of Nithor, an inhabitant of Asuzra, whose clan eventually spreads into the Borderworld (i.e. Original Earth) - just one of those quirks of genetics that happens to pass on to an entire family tree because of ~dragon magicks~. Also its non-existence is the reason he wears pants. (Real reason: Pillow forgot to draw it but it's canon now, too bad suckerssssssss)
DAMMIT. Now I can't give Cygnis the awesome tail I drew for him before...
Re: [Update] The Guncaster - 2.8a, all glory be
Thank you!DoomKrakken wrote:shrina wrote:I have a small question... is there a "summon" command for the power armor? It never seems to want to spawn for me...Code: Select all
Summon PowersuitBringer
Re: [Update] The Guncaster - 2.8a, all glory be
That's what mods, options (even Magics) are for, you could call it 'What if Cygnis had a tail' :3DoomKrakken wrote:WAIT WAT.Zhs2 wrote:We've actually been through the topic of his missing tail a couple of times. He is but one of many tailless descendants of Nithor, an inhabitant of Asuzra, whose clan eventually spreads into the Borderworld (i.e. Original Earth) - just one of those quirks of genetics that happens to pass on to an entire family tree because of ~dragon magicks~. Also its non-existence is the reason he wears pants. (Real reason: Pillow forgot to draw it but it's canon now, too bad suckerssssssss)
DAMMIT. Now I can't give Cygnis the awesome tail I drew for him before...
- DoomKrakken
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Re: [Update] The Guncaster - 2.8a, all glory be
This needs to be an ability in Guncaster. Somehow. Somewhere.
Re: [Update] The Guncaster - 2.8a, all glory be
ofcourse you would record it with evilution as the IWAD
don't think i didn't notice that
also what looks like a new book
and some kind of box
don't think i didn't notice that
also what looks like a new book
and some kind of box
- PillowBlaster
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Re: [Update] The Guncaster - 2.8a, all glory be
context~comet1337 wrote:ofcourse you would record it with evilution as the IWAD
don't think i didn't notice that
also what looks like a new book
and some kind of box
- Captain J
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Re: [Update] The Guncaster - 2.8a, all glory be
Dragon Breath-flavored spicy bundles, comin' right up.
- DoomKrakken
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Re: [Update] The Guncaster - 2.8a, all glory be
I didn't see this new box that was mentioned... but I do see the new tome.
As far as I can gather from other prototype lore, it's a special tome that turns you into a being capable of more chaotic devastation than you usually are: The Deadmaker.
As far as I can gather from other prototype lore, it's a special tome that turns you into a being capable of more chaotic devastation than you usually are: The Deadmaker.