Crimsondrgn wrote:I just realized something, the power armor seems focused on firepower and brute force melee enhancement, the Draugh suit seems heavily tilted to magic use, if that sword and the Deadmaker armor ever got dragged in, maybe have them work together a bit.
Deadmaker armor lets you channel spells into its gauntlets or the sword for magic enhanced melee with effects depending on the spell?
Ehh, swords are kinda overused and boring, there are way too many doom mods that add sword thoughtlessly even if it does not fit. If pillowblaster ever consider to add melee weapon, I really hope it will be special fancy gautlets would fit more for mod like this, especially considering in beginning it's meant to be a Heretic mod and still tries to save it's Heretic world aesthetics. The gautlets would enhance the magic, and even have their Magic attack skills\abilies that you could activate by stratocaster, while also enhance the melee range and bash power, especially with powersuit on. I believe it would fit me as well because you play as crawly dragon that relies on his own fists rather than prolonged sticks. Unless I miss something, and the development of sword\armor already in process, then I apologize. Although I'd still would love to see Necromancer Gautlets more than swords, since gautlets alone are rare in mods and vidoe games, and I've never seen a game with magical gautless shooting ranged lightning attack other than Heretic itself.
I wouldn't mind more extra armor\mantles, especially if you could equip them all together. However, I consider draugh suit more for stealth play style and for overall stealth users than magic users. You can even use it convert enemies on your side if you get close to enemies, something that you can see only in stealth based video games. Unless pillowblaster wanted to make the game more appealing for stealth lovers, who knows? I'm all for versatile playstyle and lots of abilities.
Re: The Guncaster - 3.0
Posted: Mon Jul 16, 2018 1:04 pm
by Dinosaur_Nerd
Alright... here's a really wierd bug.
step1: Start a multiplayer game with two or more players (or two instances of a game on the same computer if you just really wanna test it for fun)
step2: Have one play (any player) go into player settings and set "Always Run" to "ON"
step3: Have everyone else (or just any other player) go into player settings and set "Always Run" to "OFF"
step4: Have one of those players with different "Always Run" settings take a step or two in any direction
step5: Instantaneous Desync.
I wish I knew exactly what was causing this, I have a feeling it's something to do with the special movement scripts in /ZScript/Guncaster.txt but I'm too much of a ZScript idiot to have figured it out yet, but I'll try to bumble my way into a little understanding. This is by no means what I'd call a Gamebreaking bug, as all you have to do is at the start of any multiplayer game is have everyone agree on one thing:
To always run? or not to always run? That is the question.
Still a wierd bug though... I'm not sure if it could cause issues in the future or not, it doesn't interfere with anything I'm doing, unless someone I'm playing with decides to muck with their settings after I told them not to.
Cheers, and sorry for seeming to always bear bad news,
-Dino
Re: The Guncaster - 3.0
Posted: Mon Jul 16, 2018 4:07 pm
by elCreyo
Any chance to get an option that disables screen shaking while wearing battle armor? Battle armor is awesome but all that screen shaking makes me sick.
Re: The Guncaster - 3.0
Posted: Mon Jul 16, 2018 5:11 pm
by Zhs2
Dinosaur_Nerd wrote:cl_run desync
This is one of the first issues that was found and fixed, for a feature that doesn't even work in multiplayer due to the fact that GZDoom's internal user cvars are not respected by netplay in any way. You'll get the same effect if you attempt to move while holding the run key, regardless of your cl_run setting. You'll find the responsible code in the states section of the player class, which might still be located in DECORATE.
Re: The Guncaster - 3.0
Posted: Tue Jul 17, 2018 10:35 am
by Fenrir Blackstar
So I have a question about Rachmaninov's Punch that's not a bug issue or anything like that.
What was the reference there? Are we talking about the composer? Because I wonder what that has to do with an exploding fist. Just curious. xD
(Just looked up ol' Sergei and it's said he had very, very large hands and smoked a lot. Maybe this? : P)
Re: The Guncaster - 3.1
Posted: Tue Jul 17, 2018 12:11 pm
by PillowBlaster
Fenrir Blackstar wrote:So I have a question about Rachmaninov's Punch that's not a bug issue or anything like that.
What was the reference there? Are we talking about the composer? Because I wonder what that has to do with an exploding fist. Just curious. xD
(Just looked up ol' Sergei and it's said he had very, very large hands and smoked a lot. Maybe this? : P)
One of my irl friends has a wifi password RachmaninovPunch (plz no hack) and I found it amusing; at that time I was pondering about some meteor attack, and that kind of connected to each other. [/development stories]
With that being said - update time. Mostly bugfixes\tweaks. May or may not include everything you wished for, cause I had my reasons. Changelog below.
Spoiler: changelog
3.1
-Backpack expansion is not reliant on tokens anymore so if those get screwed up, they shouldn't screw up anything else.
-Fixed up one of the help pages as the info included there about Longhorn strat was out of date.
-Fixed Combat Armor cost.
-Fixed Longhorn\Strucker\Ironblast\Matriarch muzzle smoke looking weird.
-Fixed mana regen options not working as intended.
-Fixed the walking\crouching desyncing the game at the cost of disabling the player walk cycle slowdown while in multi.
-Re-added reflective behavior with something extra on top for super sheeps in sheepshield. There was an issue with it that I don't remember what exactly was. If it will rear up, I'll be sure to note it down.
-Fixed Baron not calling A_BossDeath in XDeath. That got through unnoticed for so long, huh.
-Fixed up the money arrow to better react with sticking to walls and shortened the range extension.
-Fixed Annihilation's BFG spray having flags set in wrong slot.
-Fixed GC_ManaAlwaysPick not doing its job. (Why this stopped working? Like, why. Nothing really changed there, and its simplest shit possible, I just... just... Fuck me~)
-Fixed sound entries for Nithor's responses towards dancing.
-Fixed Augur causing a VM abort with a null pointer check.
-Fixed random-spell-set cvar on second wyvern not using all the options viable.
-Fixed EXTREMESPHERE music not playing.
-Fixed hub transition clearing unlocked shop items.
-Fixed cyberdemon's corpse blast actor not accounting for a flag.
-Fixed some brightmap quirk for player sprite.
-Fixed Longhorn strat ammo check.
-Fixed gunzerk\berserk quickbinds. I already fixed that before but I guess it didn't apply or it got reverted during release.
-Fixed berserk steps messing up the aiming down the stratted Augur. (The funny thing is, I did account for that in Powersuit but didn't think about zerk; who snipes with zerk on? lol~)
-Fixed (I hope?) the problem with the walking animation on the back frame.
-Fixed the weapon getting stuck in no bobbing after lift climb.
-Added some tweaks in shop for descriptions and what have you for IMPROVEMENT!
-Fixed Augur parts not being given by Weran in Strife.
-Fixed Mana Headache for some reason giving up on functioning as intended.
-Fixed ledge climbing gloves not being gold while using melee with midas mode.
-Added a master switch for deactivating tilting and quite a bit of shop changes, like a cvar to invert mouse in it or functioning highlights in descriptions. (Thankee yee, Keks!)
-Fixed Matriarch's strat mode exploding the VM in Hexen.
-Re-added decorate entries for doom items to override decorate stuff. (Ugh, I shouldn't rely on such hacks, but what can I do...)
-Fixed firebreath getting stuck if you ran out of mana while using it on melee.
-Fixed the Corpseblast\Skypunch acquiring targets. (Big thanks for Zhs2 for handling this, as I was a bit on clueless side on fixing that~)
-Added an option to deactivate spiked boots for envirosuit.
-Added a Supermag Johnson autoloader; if not fired for couple seconds (six, to be exact), Ironblast(s) refill the mag(s).
-Made Supermag Johnson affect the possessed Ironblast.
-Added EXTREMEDEATH on Pulverizer's lead ball, and fixed that the left ball on Gunzerk shots were weaker.
-Reworked Ironblast possession removal into Ironblast possession toggling.
-Added slight delay to possessed Ironblast before shooting.
-Added EXTREMEDEATH upon impact for Matriarch shots.
-Extended Cyg's reach range. I do hope I won't end up breaking maps by accident, rather than on purpose, but I'll worry about it later in case further testing will prove it being a problem or not.
-Toned down the volume on the player sounds, except for taunts. Dunno what's up with that, in-game volume change "should" work, but of course, something must be fucky with the files. Dunno what, though.
-Fixed Thinker-overdrive after weapon switch cuz I am a dumbass.
-Fixed Ironblast displacement. (I hope, at least it shouldn't happen with A_Blast involved~)
Re: The Guncaster - 3.1
Posted: Tue Jul 17, 2018 4:28 pm
by Rowsol
Woo! I can use my mouse properly in the menus again.
You forgot extremedeath on the drunk slugs. (or maybe intention since they move slower?)
Re: The Guncaster - 3.1
Posted: Tue Jul 17, 2018 7:42 pm
by elCreyo
Thanks for adding normal steps while wearing battle armor. I really appreciate it.
Re: The Guncaster - 3.1
Posted: Wed Jul 18, 2018 1:16 am
by Dinosaur_Nerd
The augur strat still has the X-Ray monster silhouettes dancing around all over the place when you have Extremesphere or berserk.
A very very minor gripe... The Extremesphere powerup lasts exactly 1 second too long, and the Dragonforce song attempts to restart during that last second, which feels a little... dissonant.
I have it set to last 116 seconds in my spin-off mod and the powerup and Music end in perfect sync. (this can be checked by exporting the DRGFORCE.mp3 from the mod and opening it with Audacity or any music editor that displays time to the half second, and the music file ends at approx 1:56.50 {116.5 seconds}, that last half second is the culprit.)
If you'd rather keep it at 117 seconds, perhaps another half second of silence tacked onto the end of the .mp3 would correct the issue.
Re: The Guncaster - 3.1
Posted: Wed Jul 18, 2018 4:54 am
by KeksDose
Augur x-ray shakiness is a known issue we cannot fully accommodate for (yet). It's an issue with lag and certain unexposed view shifts caused by whatever the spécial du jour unexpected camera movement is (for example, quaking). All in all, it's a trade-off we knowingly made until better ways are presented.
Re: The Guncaster - 3.1
Posted: Wed Jul 18, 2018 8:58 am
by wildweasel
Dinosaur_Nerd wrote:A very very minor gripe... The Extremesphere powerup lasts exactly 1 second too long, and the Dragonforce song attempts to restart during that last second, which feels a little... dissonant.
I have it set to last 116 seconds in my spin-off mod and the powerup and Music end in perfect sync. (this can be checked by exporting the DRGFORCE.mp3 from the mod and opening it with Audacity or any music editor that displays time to the half second, and the music file ends at approx 1:56.50 {116.5 seconds}, that last half second is the culprit.)
If you'd rather keep it at 117 seconds, perhaps another half second of silence tacked onto the end of the .mp3 would correct the issue.
I suspect MP3 conversion errors here, honestly; the MP3 format, for whatever reason, will either insert or remove an arbitrary (but small) amount of silence on the beginning or end of the file. This results in timing not being totally accurate and also utterly kills seamless looping.
...But wait, you said "in your spin-off mod"? Is this true of vanilla Guncaster?
Re: The Guncaster - 3.1
Posted: Wed Jul 18, 2018 9:25 am
by phantombeta
wildweasel wrote:...But wait, you said "in your spin-off mod"? Is this true of vanilla Guncaster?
They meant that they fixed the powerup's duration in their spin-off mod to sync with the music.
Re: The Guncaster - 3.1
Posted: Wed Jul 18, 2018 10:43 am
by Beed28
I tried a little bit of this, played the first episode of Heretic; this is truly amazing indeed from what I played!
One minor gripe I did have was that certain gore effects didn't seem to fade out after certain periods of time, making it impossible to completely clean the map with Corpseblast spell (which is otherwise satisfying!).
Also, an actual bug; killing the Iron Lich by erasing them with Scourgebreath doesn't seem to trigger their A_BossDeath action. Found that out the hard way in E1M8.
Re: The Guncaster - 3.1
Posted: Wed Jul 18, 2018 11:21 am
by Dinosaur_Nerd
wildweasel wrote:
I suspect MP3 conversion errors here, honestly; the MP3 format, for whatever reason, will either insert or remove an arbitrary (but small) amount of silence on the beginning or end of the file. This results in timing not being totally accurate and also utterly kills seamless looping.
I'll run some tests with .ogg and see if I can get it all to work correctly.
wildweasel wrote:
...But wait, you said "in your spin-off mod"? Is this true of vanilla Guncaster?
Yes, this musical desynchronization occurs in Guncaster 3.1, I have applied a fix in my spin-off (Guncaster Vindicated) to correct this issue. (phantombeta hit the nail on the head)
Any bugs/glitches/whining I post in this thread will be in regards to Guncaster 3.1 Offical, I really don't have any intention to waste the time of the Guncaster developers with something I've screwed up in my own work or work from some mod other than their own, far as I'm concerned that shouldn't be their responsibility.
Re: The Guncaster - 3.1
Posted: Wed Jul 18, 2018 12:15 pm
by Beed28
Beed28 wrote:One minor gripe I did have was that certain gore effects didn't seem to fade out after certain periods of time, making it impossible to completely clean the map with Corpseblast spell (which is otherwise satisfying!).
Did a little test on this; it seems to be a bug with the Mummy (both normal and leader, but not their ghost variants) enemy in Heretic; if they're gibbed, they can't be destroyed with the Corpseblast like the other monsters.
EDIT: Seems it does affect the ghost variants too.