Looks like Neodoom - a vaccinated version, anyway.
Re: The Guncaster - 3.1
Posted: Tue Dec 11, 2018 11:36 pm
by Wivicer
Aaaaaand I didn't look at the video description. Thanks!
Re: The Guncaster - 3.1
Posted: Tue Dec 11, 2018 11:43 pm
by Captain J
Super Congrats achieving the Cacoward 2018. You're indeed a still-shining starry star of the Doom Community. Any another clever ideas for doom mod?
Re: The Guncaster - 3.1
Posted: Wed Dec 12, 2018 4:04 am
by UTNerd24
Honestly, Pillowblaster should’ve won a Cacoward long ago if not already.
Consider it a positive Omen to the influence you have brought to the Doom community!
Re: The Guncaster - 3.1
Posted: Wed Dec 12, 2018 9:28 pm
by Dinosaur_Nerd
Re: The Guncaster - 3.1
Posted: Fri Dec 14, 2018 1:52 am
by Ts879
So guys we did it, Pillowblaster finally got the cacoaward!
Re: The Guncaster - 3.1
Posted: Wed Dec 19, 2018 11:45 am
by Fureyon
Super late to the party, but congratulations on Cacoward 2018 to PB and everyone who worked/works on this mod!
Re: The Guncaster - 3.1
Posted: Thu Dec 27, 2018 10:20 pm
by Rowsol
The game just crashed. I was shooting some archviles with the matriarch, holding the button down. I got low on health so I popped a gunzerk and I guess because I was holding fire something went wrong. Here's the log.
Edit: I updated to 3.6 and tested all the weapons. The matriarch is the only weapon affected and it's repeatable.
Re: The Guncaster - 3.1
Posted: Mon Dec 31, 2018 11:48 am
by Dinosaur_Nerd
Rowsol wrote:The game just crashed. I was shooting some archviles with the matriarch, holding the button down. I got low on health so I popped a gunzerk and I guess because I was holding fire something went wrong. Here's the log.
Edit: I updated to 3.6 and tested all the weapons. The matriarch is the only weapon affected and it's repeatable.
I remember this bug, I'm pretty sure the GC team is aware of this one (and it's probably been fixed long ago, you'll just have to wait for version 3.2), I remember discussing it via direct message. I should have posted this bug on the forums about 4 months back when I first encountered it. That's my bad.
I think the reason for this bug is that the array that's handling the offsets for the animation of the matriarch firing is incrementing out of bounds because when you activate gunzerk, Primary fire which is normally the weapon on the right hand side of the screen, becomes the weapon on the left hand side of the screen and now belongs to a different array which still has the same maximum boundary (10), but the array will increment as though it started from the beginning (means the array will go past 10 because it started at a number greater than 0.).
Fun fact: You can also abort the VM by activating gunzerk, firing first left then right (or vice versa) without letting them complete their animations and repeatedly press the strat switch button as fast as possible. This bug is a bit tricky to reproduce as it requires careful timing, but is repeatable.
A video of the abort in question:
Spoiler:
I think the team is also aware of this one (and also probably fixed for the upcoming version).
Re: The Guncaster - 3.1
Posted: Tue Jan 01, 2019 5:01 pm
by DemonbaneSol
Congrats on the Cacoward and Happy New Year.
I know I mentioned this a few months back, but I randomly got the idea to try using the console to open the "Convienience Menu" in Strife with Guncaster 3.1. After a bunch of attempts, I got it to open through typing
openmenu conveniencemenu
When you click on the option from the menu, when it fails it gives the error message I think I mentioned a while back, "Attempting to open menu of unknown type 'ConvienienceMenu'". I seem to remember Pillow mentioning that he added a space or something and that fixed it, but maybe it being spelled differently, it looking for a menu with an extra "i" in the name, is why it doesn't work normally. At least I can play Strife with Guncaster with the settings I want now, though.
Re: The Guncaster - 3.1
Posted: Thu Jan 03, 2019 8:27 am
by GuntherDW
Congrats on the Cacoward as well, you really deserve it.
With recent versions of gzdoom (I build from git) I've however been getting issues, that I don't know are due to gzdoom's internals changing or legit bugs.
I had Doom2 + scythe + Guncaster loaded up, got to map 26 (pretty much a slaughtermap), fought along as I usually do.
But when I enabled the ancient tome, and used it with Thunderstruck and Flamewave the game froze, while spamming this in the logs.
I had to kill -9 gzdoom because it was pretty much hardlocked.
Then, after I defeated a bunch of Cyberdemons I finally got the Draugh Tome. I attempted to equip the DraughSuit and the game just aborted with this after the animation ended. It didn't matter whether or not I enabled voidtouch right away or not.
It's probably due to changes to the gzdoom internals but nevertheless I thought I'd mention it nevertheless.
Yeah, those got fixed recently or a while back on my side. We're working pretty hard to get 3.2 out of the way, and there's a bit of nice goodies or tweaks coming right up, so stay tuned~
Re: The Guncaster - 3.1
Posted: Sat Jan 05, 2019 4:58 pm
by fire238
Hype!
Re: The Guncaster - 3.2
Posted: Wed Jan 23, 2019 10:40 am
by PillowBlaster
So, there it is. Took a while, but I think was worth all the sweat. I also recommend updating to gzdoom 3.7.2 to fix two particular bugs, one related to Draugh, the other related to the weapons running out of ammo. I only hope it didn't produce more bugs, cause I didn't test things thoroughly on new version yet and I did a ton of last-minute changes, but I'm sure it should have at least two things sorted out.
Am I done with it?... There's a thing or two that could be done yet. One of them is developed by Zhs2 which is a tough nut to break, so you fellas give him your energy, cause it's sadly out of my field of expertise. The other depends on being able to extend classes outside of the core file, and that's not something viable yet - I'd like to possibly add some more crap to addon, and that stuff is dependant on it (more importantly, I hope it will work out). Everything else I'll leave in even bigger shroud of mystery, but lest it be known - I am not done here yeet~
I also have RO update to roll out so stay tuned for that one now.
Core mod. Addon.I know it should have some more original name than just "addon", but I didn't figure anything out, so... here you go.
Spoiler: Addon stuff and stuff
STUFF:
Supermag Theta
An equivalent to Supermag Johnson, except for Augur. Gives it three shots before having to reload.
ADDON STUFF:
Deadmaker's Mask
An item once belonging to another, powerful entity, used as an excuse by Nithor to cause some havoc. Grants you a sizable stature and fists hungering for things to punch. In technical lingo - augments your HP pool, melee and magic capabilities. Firebreath and some singular spells get empowered across the board, but some you have to specifically have your fists up while casting upon magic to feel the difference. Double-tap forward to sprint, or hold the kick button while running around with your fists up to perform an elbow slam. (No kicking cause I have no sprites for that nor anything sensible to base it off from.)
Mourning Glory
Basically a fusion of Matriarch and stratted Dynamite, the Mourning Glory packs a hefty punch by lobbing irradiated, high-explosive shells across the battlefield. Not fit for the base mod, given that it steals the roles of aforementioned weapons, but I like the way it looks, so why not put it into addon? Strat mode is the old Matriarch mode cause it fits what this gun is semi-referencing to from yet another mod from another game that didn't see the light of day.
Golden Emperor
Given I had spent way too much time playing DRLA, this is a direct homage to one of the toys there - a missile launcher with a limited capacity but incredible potential for firepower, sporting a regenerating mag of its own. Its missiles gain power over travel time up to some point (I could make it uncapped but tests proved that would be a bad idea). Strat simply makes the missiles guided, so you can artificially extend the flight time for some sick explosions or guide them from safe spot into monster crowds.
Spoiler: Changelog
3.2
Core changes:
-Shop got yet another rehaul after which KeksDose had to sacrifice his mother, even if he didn't have to do it - technical needs dictated so! Pray for her soul and praise the new shop, or else~
-Thanks to Dinosaur_Nerd, the gore code got notably unfucked. I also added some small, fun tweak to it - gore gets the velocity from your hit applied to it, so expect the chunky bits to fly all over the place now.
-New and improved Dreadful Nuke blast handling! It might still tank your toaster PC into oblivion, but it should be much less likely to do so, and its even more effective at clearing out maps!
-Context menus for quick navigation of weapons, items or spells, because I like convienience. (Note that this does not take into account third party items, so you've been warned~)
-New and improved Prism Lazer that won't tank your computer into next oblivion if you fire it over long distances. Bonus: it also looks more like actual lazer.
-Added new artifact, namely Supermag Theta - Supermag Johnson's brother, dedicated to Augur.
-The addon, with it's bonkers optional content that I didn't feel like adding to the main mod because of overlapping functionality, being beyond overpowered or simply circle jerk of sort. If things will go right, expect more nonsense added to it.
-Added camera when dance-taunting. Yes, it is a very important feature therefore it belongs to core changes, capische?
General list of changes:
-Fixed berserk steps messing up the aiming down the stratted Augur. Again. Cause I am a retard who forgot to throw that change in.
-Fixed the player not being "our actual hero" at the game cast ending in doom 2. (contribution by Dinosaur_Nerd, but I dunno if that won't break custom casts anyone else defined. Well, I guess those are rare enough sight to not get worried about it.)
-Fixed Ironlich not casting A_BossDeath via Scourgebreath or Gumpop-related deaths.
-Fixed drunk missiles lacking EXTREMEDEATH on impact.
-Changed the extremesphere tune's format and tweaking the timing just a tad, hopefully will make the desyncs a bit less frequent. (Not like every n-th engine update\game lag\multiplayer lag or simply pausing won't desync it anyway.)
-Fixed gibbed mummies not responding to corpse blast.
-Fixed hand overlay not getting wiped on strucker switch.
-Fixed heretic imp gibbing not respecting toaster gore cvar.
-Fixed getting stuck on barrel grab weapon after picking up power armor for the first time with the barrel in your hands.
-Made hitboxes on firebreath/matriarch shots smaller.
-Buffed Longhorn's strat shot a little.
-Fixed shootable dynamite exploded by an enemy switching owners.
-Modified Apocalypse to work better when stacking blasts on one actor - it just spawns one blast per affected monster.
-Changed the spell projectile origin points a fair bit towards the center.
-Fixed Strucker crash when running out of ammo.
-Fixed the FastProjectile trails being messed up this whole time cause after all these years I don't know how to read.
-Fixed the Ironblast voxel replacing the iron maiden in Hexen. (That's an issue I was well aware of for at least two years, I thought I fixed it, but... I didn't know the voxel still replaces it. IRON MADDEN~)
-Fixed missing semicolon on Korax obituary.
-Fixed tomed Firebreath getting locked up; I already fixed that on regular one but forgot about it~
-Added ability to switch weapons in zoomed in Augur\Longhorn.
-Added weapon switch being viable with pulverizers on rundown.
-Tweaked the Prism Laser's damage output a bit.
-Fixed Matriarch crashing on gunzerk re-activation after you fill up the strat shots.
-Made the mana regen syringes get replaced with mana limit syringes on mana regen ratio set zero.
-Made Matriarch projectiles damage output more stable.
-Toned down the blood spray a bit.
-Made the Wizard's Eye power extend across the hub map.
-Fixed the Thunderstruck freezing the game.
-Added auto healing option.
-Fixed moneyshare blocking the player from getting money off artifacts/strats/some other related items.
-Fixed D'Sparil getting stuck in fire death translation after rising up from the Serpent. (Hopefully).
-Also fixed that he turned into Maulotaur if zapped on his ride.
-Fixed Draugh's Pulverizer/Augur damaging player. (Why I forgot about those casings, goddamn~)
-Fixed Ironblast exploding the game if you pick up Supermag Johnson while pumping.
-Fixed brightening on some items.
-Fixed money arrow getting stuck while travelling between maps in a hub.
-Fixed ledge climbing and travelling on an elevator up to a low ceiling breaking things.
-Fixed that small midas coin has no bright frames.
-Added ability to put out the lit dynamite on ground. (Hold use\open doors while approaching it to do so, instead of kicking.)
-Fixed lost soul's gumpop death lacking bright on frames, and probably some other places in it.
-Fixed tiberium bomb switching owners when exploded by enemy.
-Fixed monsters and gore disappearing under some strange circumstances, hopefully.
-Fixed sheepshield collision handling. As a bonus - released sheeps will block/reflect anything on their way as well.
-Added new handling for missile guidance and health view - now it works across the board! HEIL KEKS~
-Fixed annihilation spray (hopefully). I think the old guidance interfered with the spray, somehow.
-Shortened the zap time on the Longhorn strat mode shot.
-Disabled switching strat modes until both weapons are not in use to prevent certain bug from occuring. (I actually found it before but forgot to address it, lol~)
-Fixed switching strat modes on Pulverizer/Matriarch during certain periods causing VM explosion.
-Fixed being able to drop some of the toggle-able items while they're active.
-Severely sped up the Pulverizer's lead ball size gain.
-Resigned from putting gldef lights on all of the frostbite things, only main projectiles remain for performance reasons.
-On that note, Frozen Orb's projectiles got a speed up.
-Resigned from putting gldef lights on the Skypunch trails for the same reason as above.
-Resigned from powersuit footprints because they looked dumb and performance reasons.
-Downed the chance to find dynamite/longhorn strats a little as I kept running into doubles a little too frequently lately.
-Changed the way key showing is handled for Hexen\Strife. You just get a standard zdoom keybar with (modified for Hexen) key icons to show up in top right.
-I think current Annihilation is worth 10k instead of 8k, so I pumped up the price.
-Extended lifespan of midas statue-spawned coins.
-Added some of the missing Nithor's lines, as they were reserved for something else. Given I am too lazy to add more shopkeepers, uhhh.. yea, might as well use them anyway.
-Fixed the returns in the mod giving warnings in console in newer gzdooms.
-Fixed being able to dance while dead. (Reported by Dino, I wonder why I never thought about it..)
-Fixed being able to punch while dying\dead. (That I was already aware of, just forgot to fix~)
-Fixed a little pet-peeve with zerk kicks gldefs.
-Fixed disappearing Ironblast when out of ammo.
-Thanks to amv2k9's input, fixed the occasional bug where uniform from the Strife's sewer guard wouldn't spawn.
-Properly looping music in the menu, with a randomized titlescreen, thanks to mod having its own titlemap. Also has standarized, glowing "Press F1 for help"! PRESS IT, IT MIGHT SAVE YOU ASKING ME QUESTIONS~
-Tweaked menudef entries a little.
-Retooled innards of the possessed Ironblast to make them less of a pure aids after porting it to zs.
-Cleaned up the dynamite after porting it over to zs, meaning it has some slight improvements. For instance, every strength increaser is treated separately, so by stacking powersuit with berserk you can get some sick throws.
-Fixed dynamite not following the lifts, stopping in midair if thrown upward or downward or not being 100% shootable lately, given it didn't react to puffs or non-exploding projectiles from the player. (KEKS STRIKES AGAIN~)
-Also made tnt smaller to allow killing romero right from the starting room of map30. Cause we are that nuts, and it makes sense cause TNT replaces rockets~
-Fixed matriarch trails lacking +nointeraction and lagging cuz I am a dummy, thanks Dino~
-Added some... probably questionable fix for barrel-stacking cunts, preventing most of the lag in death exits. (Again, thanks Dino!)
-Given I have more control over Draugh's damage now, I added most of the spells that were missing from his roster, and most of the tomed versions too. Also made him take more of the player items into account. (Also has Dreadful on his disposal, lol.)
-Draugh can take monsters' attention now.
-Strider's Lantern had wrong color name in the pickup.
-Probably couple other smol things I as usual forgot to note down. Go me!
Shill links cause I got reprimanded I should do that. I only post on forums when I deem it necessary, so if you wanna be up to date with my shenanigans or support them, here you go: Twatter Dumblr Padre-on