The Guncaster - 3.1

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Re: The Guncaster - 3.1

Postby Dinosaur_Nerd » Wed Jul 18, 2018 4:00 pm

KeksDose wrote: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.


I have applied a VERY shi-.... crappy fix.

in the /ZScript/Guncaster.txt on line 364, SeeBerserk begins
It looks like this:
Spoiler:


I have added a new class to the Guncaster file to be an alternative to the BerserkStep:
Spoiler:


Then change the SeeBerserk state to the following:
Spoiler:


All this change does is prevent the spawning of the berserk steps when you have augur strat active and you are zooming, in all other circumstances it should spawn normal berserk steps if you have berserk or extremesphere. When you ARE zooming with the strat active it will spawn a BerserkStep that DOES NOT quake (that class DontShakeABaby).

You'll have to forgive me if this code is ugly in anyone's eyes I'm not actually that experienced. However, even if this is an ugly fix, it does indeed resolve the shaking issue.
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Re: The Guncaster - 3.1

Postby Fureyon » Thu Jul 19, 2018 12:58 pm

I already loved the Ironblast enough, but now you're just making it hard for me to use other weapons :)

Thanks again for everything devs!
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Re: The Guncaster - 3.1

Postby Dinosaur_Nerd » Fri Jul 20, 2018 7:05 pm

Found a VERY small graphical glitch with the Strucker and envirosuit. When equipping the envirosuit (with the immersion turned on obviously) there is a single frame when the "Underhand" sprite remains on screen right before the Suit animation is played.

You can see it in this video:
Spoiler:


to repair this I went into /ZScript/Strucker.txt
Line 315:

change
Code: Select allExpand view
RightActive2:
      TNT1 A 0 A_JumpIf(GetCvar("GC_Gunslinger") || CountInv("PowerGunzerking"),5);
      CYCH E 0 A_JumpIf(CountInv("PowerSuitToken"),4);
      CYUH E 0 A_JumpIf(CountInv("PowerSuitProtect"),3);
      CYYH E 0 A_JumpIf(CountInv("PowerSuitDraugh"),2);
      CYGH E 0;
      "####" "#" 1 A_OverlayOffset(-4,0,0);
      Loop;


to this:
Code: Select allExpand view
RightActive2:
      TNT1 A 0 A_JumpIf(GetCvar("GC_Gunslinger") || CountInv("PowerGunzerking") || !CountInv("StruckerSelected"),5);
      CYCH E 0 A_JumpIf(CountInv("PowerSuitToken"),4);
      CYUH E 0 A_JumpIf(CountInv("PowerSuitProtect"),3);
      CYYH E 0 A_JumpIf(CountInv("PowerSuitDraugh"),2);
      CYGH E 0;
      "####" "#" 1 A_OverlayOffset(-4,0,0);
      Loop;


and the glitch is resolved.
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Re: The Guncaster - 3.1

Postby Rowsol » Sat Jul 21, 2018 6:35 am

Ran into a pretty nasty bug. If you're holding a barrel and you pick up the powersuit, it'll equip it after you've thrown the barrel but you have no weapons and can't use spells either.

Edit: You can switch to a weapon but not with the next/prev keys, you have to use one of the number keys.
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Re: The Guncaster - 3.1

Postby Beed28 » Sat Jul 21, 2018 10:02 am

Another issue; corpses that are crushed can no longer be blasted with the Corpseblast spell.

Also, the "turn gore off" option only seems to work with Doom monsters (it didn't seem to affect the Heretic monsters, and I haven't tried the other IWADs yet).
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Re: The Guncaster - 3.1

Postby Dinosaur_Nerd » Sat Jul 21, 2018 6:16 pm

Beed28 wrote:Also, the "turn gore off" option only seems to work with Doom monsters (it didn't seem to affect the Heretic monsters, and I haven't tried the other IWADs yet).


The imps are indeed missing their ToasterGore switch.

for example
Code: Select allExpand view
XDeath:
      "####" "#" 0 A_StopSound(5)
      "####" "#" 0 A_SpawnItemEx("HereticImpGibbed",0,0,0,0,0,0,0,SXF_CLIENTSIDE)
      IMPX S 5 A_ImpXDeath1
      IMPX TU 5
      IMPX V 5 A_Gravity
      IMPX W 5
      Wait


Should be
Code: Select allExpand view
XDeath:
      "####" "#" 0 A_StopSound(5)
      "####" "#" 0 { If(!GetCvar("GC_ToasterGore")  {A_SpawnItemEx("HereticImpGibbed",0,0,0,0,0,0,0,SXF_CLIENTSIDE);}}
      IMPX S 5 A_ImpXDeath1
      IMPX TU 5
      IMPX V 5 A_Gravity
      IMPX W 5
      Wait


From looking at the code, the others should be working properly, the mummy is working correctly from my tests. The knights don't seem to have additional gore in any state, when killed by acid they just melt away. Certain other enemies such as Ironlich have no Gore spawning state at all, I guess since they're just metal and bone.

I'll be performing more extensive tests in the future, but I'm sure Pillow will have this long fixed by then. If you're impatient, you can replace the code in your /decorate/heretic/imp.txt with the following
Spoiler:


This code should add the ToasterGore switch functionality to the HereticImp

EDIT: I forgot a parentheses, sorry. The code will work properly now.
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Re: The Guncaster - 3.1

Postby Snowsight515 » Sun Jul 22, 2018 8:28 am

Sooooo glad to be playing this. Can't get enough of your mods! Seriously, I can't think of one I've played that wasn't anything short of tremendously satisying. :D
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Re: The Guncaster - 3.1

Postby PillowBlaster » Sun Jul 22, 2018 9:32 am

Dino, don't want to curb your enthusiasm, but uh, you might wanna slow down; leave the bug fixing to us, as you already did a mistake there. Your strucker fix will produce another, more visible visual bug and remove the hand during deselect and people will complain about that instead. What you wanna do is blank out the not wiped overlays during selection of makeshift weapons. Already fixed that on my side as I didn't account for strucker hand's overlay. Eitherway, I'll get down to all those bugs, keep reporting stuff!
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Re: The Guncaster - 3.1

Postby SwiftFunk » Sun Jul 22, 2018 1:12 pm

I have never had this much fun playing through The Ultimate Doom. The custom end-of-episode text is a pretty neat touch as well!
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Re: The Guncaster - 3.1

Postby Dinosaur_Nerd » Sun Jul 22, 2018 3:54 pm

PillowBlaster wrote:Dino, don't want to curb your enthusiasm, but uh, you might wanna slow down; leave the bug fixing to us, as you already did a mistake there. Your strucker fix will produce another, more visible visual bug and remove the hand during deselect and people will complain about that instead. What you wanna do is blank out the not wiped overlays during selection of makeshift weapons. Already fixed that on my side as I didn't account for strucker hand's overlay. Eitherway, I'll get down to all those bugs, keep reporting stuff!


My apologies, I'll stop with the "how to fix" and instead just try to post what I think might be the source, and leave any patching to the experts. I'm still a bit new to all this.

I never meant anything I posted to be taken as official, just as a quick fix for the impatient, but I'll still try to avoid doing that unless I'm 100% certain it is a proper fix.

I'll gladly keep reporting anything I might come across, I'm very happy that you and your team are eager to keep this mod in the highest state of quality.

EDIT: I also think I found what you were talking about
Spoiler:
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Re: The Guncaster - 3.1

Postby PillowBlaster » Sun Jul 22, 2018 5:00 pm

Yeah, that's the one. No need to get worked over with things, though. Tis just a silly mod for a two-decades old game. And glad the rest'o'folk finds it good. :P
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Re: The Guncaster - 3.1

Postby Rowsol » Mon Jul 23, 2018 8:48 am

Well, somehow I just died to my own strat dynamite. I ran into the fire and died rather abruptly.
Last edited by Rowsol on Mon Jul 23, 2018 11:47 pm, edited 1 time in total.
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Re: The Guncaster - 3.1

Postby Fureyon » Mon Jul 23, 2018 12:31 pm

Something might've "reflected" it at you. I've had this happen when playing with Champions, except in my case it reflected my entire dynamite, so it was even worse...
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Re: The Guncaster - 3.1

Postby Zhs2 » Mon Jul 23, 2018 3:34 pm

Setting dynamite to shootable removed the one safeguard of its target pointer being changed to the actor that killed it, which is a normal Doom quirk. It's the reason Corpseblast used to spawn vengeance that ate players (the target pointer of a corpse is now set to the user of the Corpseblast spell) and Skypunch would not Midas/Berserk punch enemies if another enemy hit it mid-Skypunch (now the Skypunch watcher uses its own target pointer, not the monster's). Either way, adding +NOTARGETSWITCH to the Dynamite projectile seems to have fixed this behavior.

Dinosaur_Nerd wrote:Still can't snipe while berserk! Here's how I fixed it!

Don't worry, Keks is just being silly. I can assure you that this was fixed before the 3.1 update (I was quite insistent), but if Cygnis is an angry dragon that spirits gold away to his pocket, Dropbox is a sneaky dragon that spirits files attempting to be merged into the project away to its cave in the ether. Supermag Johnson's idle autoloader (the first version, anyway) was almost hoarded by the same dragon, but that got noticed in a pre-update multiplayer test. Nobody snipes while berserk, so it got eated this time~ Maybe next update it will be official.
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Re: The Guncaster - 3.1

Postby KeksDose » Mon Jul 23, 2018 4:08 pm

zhs2 wrote:Don't worry, Keks is just being silly.

That may be, but you still cannot fix the bug itself. You can only remove some quakes. Again, we knew this months ago.
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