The Guncaster - 3.777a

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Re: [Update] The Guncaster - 2.8

Postby wildweasel » Fri Mar 25, 2016 12:10 pm

I would just like to put in my word that this is a Solid Update. Currently punching the crap out of Hexen with the new powersuit.
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Re: [Update] The Guncaster - 2.8

Postby Ribo Zurai » Fri Mar 25, 2016 12:11 pm

That pic made my week, adding it to the wallpaper collection.
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Re: [Update] The Guncaster - 2.8

Postby Someone64 » Fri Mar 25, 2016 6:31 pm

Here is a save showing off an everlasting Ice Bomb bug in Hexen. I just shot it at an odd angle behind that opening (not from the position I'm standing in in the save) and it just stayed forever.
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Re: [Update] The Guncaster - 2.8

Postby DoomKrakken » Fri Mar 25, 2016 7:31 pm

DAMN! FINALLY, WE HAVE IT!!!!!!!!! YUUUUUUUSSSSS!

(downloading intensifies)
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Re: [Update] The Guncaster - 2.8

Postby BobBarker » Fri Mar 25, 2016 10:45 pm

I'm experiencing hangs on the latest SVN of GZDoom. I cannot replicate it consistently but it always involves mousing over a spell in the buy menu.

Update

So I've compiled GZDoom so I can attach a debugger and I found the following... (I will continue to update this as I learn more)

Code: Select allExpand view
DHUDMessage *DBaseStatusBar::DetachMessage (DWORD id)
{
   for (size_t i = 0; i < countof(Messages); ++i)
   {
      DHUDMessage *probe = Messages[i];
      DHUDMessage **prev = &Messages[i];

      while (probe && probe->SBarID != id) // *****GETS TRAPPED IN THIS LOOP FOREVER***** -Bob Barker
      {
         prev = &probe->Next;
         probe = probe->Next;
      }


I've looked through shared_sbar.cpp and I don't believe it's causing the issue. I'm currently suspecting DLevelScript::RunScript () in p_acs.cpp
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Re: [Update] The Guncaster - 2.8

Postby comet1337 » Sat Mar 26, 2016 3:53 am

oop, i found two visual bugs concerning the new powersuit
have your fists out, jump, hold left and kick
and the space nuke jamming
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Re: [Update] The Guncaster - 2.8

Postby Tesculpture » Sat Mar 26, 2016 4:04 am

Sorry to be a pain, but when I try to start it I get this:

Script error, "Guncaster.pk3:decorate/spells/skypunch.txt" line 468:
Sprite names must be exactly 4 characters

I am using GZDoom 2.1.1 x64 bit version; does this have anything to do with it?
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Re: [Update] The Guncaster - 2.8

Postby comet1337 » Sat Mar 26, 2016 5:38 am

Tesculpture wrote:Sorry to be a pain, but when I try to start it I get this:

Script error, "Guncaster.pk3:decorate/spells/skypunch.txt" line 468:
Sprite names must be exactly 4 characters

I am using GZDoom 2.1.1 x64 bit version; does this have anything to do with it?


update

PillowBlaster wrote:Remember to as per usual to download latest beta to play it, as it works as intended now.
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Re: [Update] The Guncaster - 2.8

Postby PillowBlaster » Sat Mar 26, 2016 8:40 am

Ribo Zurai wrote:That pic made my week, adding it to the wallpaper collection.


You might want this one and this one as well, then, heh.

Someone64 wrote:Here is a save showing off an everlasting Ice Bomb bug in Hexen. I just shot it at an odd angle behind that opening (not from the position I'm standing in in the save) and it just stayed forever.


Oho!... huh, it's funny because I had seen this bug on other occasions, yet I couldn't figure out for my life how to counter that. Bouncing projectiles might get stuck in the map geometry and bounce around there forever, despite of having bounce limit... I finally figured out how to fix that after this whole time, so there's that. Btw, tomed flamewave also suffered from this. I hope it won't after nearest fix. So far Lead Ball seems to bounce ten times while being stuck and explodes as intended, so I'm positive that should do it.

comet1338 wrote:oop, i found two visual bugs concerning the new powersuit
have your fists out, jump, hold left and kick
and the space nuke jamming


Whoops, oversight and wrong implementation. Easy fixes.
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Re: [Update] The Guncaster - 2.8

Postby comet1337 » Sat Mar 26, 2016 11:41 am

so
as sweet as the new autocannon is (considering that i actually use a lot unlike the old one), the alt fire mode being functionally just fine, there's just one thing
every other gun has a very, very clear indication when their strats are active
the new autocannon, not so much. along with the lack of any animation for activating/ deactivating it makes me sometimes forget if it's on or not
maybe it's that the scope is for away from the screen/ color change is a lot less contrasting to the old one

it could really use an animation along the lines of:
pull bolt back by hand, bolt stays open, scope changes color
open-bolt for strat, closed-bolt for normal
makes no sense at all, but neither did the sovereign's strat fire
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Re: [Update] The Guncaster - 2.8

Postby Someone64 » Sat Mar 26, 2016 11:50 am

Another bug report. Threadcutter no longer freezes time when under Tome'd use. (It seemed to do so for a split second though but immediately unfroze them. Maybe I'm just using it wrong?)

EDIT: Yep, I was just being stupid.
Last edited by Someone64 on Sat Mar 26, 2016 4:39 pm, edited 1 time in total.
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Re: [Update] The Guncaster - 2.8

Postby Ikazu-san » Sat Mar 26, 2016 11:55 am

comet1338 wrote:open-bolt for strat, closed-bolt for normal
makes no sense at all, but neither did the sovereign's strat fire

Keep bolt open at all times to eject casings faster.
Perfectly justified.
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Re: [Update] The Guncaster - 2.8

Postby Jeimuzu73 » Sat Mar 26, 2016 3:35 pm

Spoiler:
You actually implemented a 'Snake-like' minigame inside GunCaster? Wow.
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Re: [Update] The Guncaster - 2.8

Postby Zhs2 » Sat Mar 26, 2016 5:22 pm

Keks did it for fun. Otherwise, it's just an easter egg. :P
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Re: [Update] The Guncaster - 2.8

Postby Tesculpture » Sat Mar 26, 2016 9:58 pm

comet1338 wrote:
Tesculpture wrote:Sorry to be a pain, but when I try to start it I get this:

Script error, "Guncaster.pk3:decorate/spells/skypunch.txt" line 468:
Sprite names must be exactly 4 characters

I am using GZDoom 2.1.1 x64 bit version; does this have anything to do with it?


update

PillowBlaster wrote:Remember to as per usual to download latest beta to play it, as it works as intended now.


Got it to work now. Thanks. Sorry.
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