The Guncaster - 3.777a

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Re: The Guncaster - 3.2

Postby baddude1337 » Thu Jan 31, 2019 3:24 pm

I've noticed another very minor bug: the C2TEXT (Post mission 11 text screen) doesn't load Guncaster's replacement, and instead has Doom's vanilla text.
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Re: The Guncaster - 3.2

Postby KeksDose » Fri Feb 01, 2019 2:07 am

@phantombeta: I cannot back this preference statistically in zs. Any supposed rounding errors do not affect the experience (and rarely ever is a float written into a member in a gameplay situation).

floats in sequence tend to win over doubles in sequence due to their size. Whether this holds in zs is yet to be seen. All in all, the shop runs faster than the previous, so there was no need for me to confirm this yet.

edit: If it came down to "you think it works properly but it doesn't", I'd rather gzd didn't start up when using floats in mods.
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Re: The Guncaster - 3.2

Postby phantombeta » Fri Feb 01, 2019 3:48 am

KeksDose wrote:@phantombeta: I cannot back this preference statistically in zs. Any supposed rounding errors do not affect the experience (and rarely ever is a float written into a member in a gameplay situation).

floats in sequence tend to win over doubles in sequence due to their size. Whether this holds in zs is yet to be seen. All in all, the shop runs faster than the previous, so there was no need for me to confirm this yet.

The size difference is rarely a problem in practice (specially with certain memory hog programs forcing people to have much more RAM), unless you have a LOT of variables (that is, a couple hundred or more), the difference won't be noticeable at all - specially so in ZScript, where the real memory waste is usually part of the base classes like Actor, which you can't do much about.

edit: If it came down to "you think it works properly but it doesn't", I'd rather gzd didn't start up when using floats in mods.

That would be a very extreme way of handling it, and it'd break some mods. I've actually made a thread on this. The best way to handle it would be to either implement it properly or make "float" simply an alias for "double".
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Re: The Guncaster - 3.2

Postby KeksDose » Fri Feb 01, 2019 10:21 am

I'm neither talking about memory waste nor suggesting what should happen. My decision to use floats was exclusively influenced by my experience with them (mostly arrays of, and in anything but zs). You will get nowhere pressing on this decision felled over six months ago. If I was in a funnier mood then, I would have used the well-acclaimed acs fixed point.

It's an issue on our list, because it caused our players huge problems. When I say, "I'd rather it didn't start", I don't suggest what should happen, I'm saying, "the repercussions for this very easy to run into pitfall are needlessly big". Now we're merely waiting. If the gzd devs decide to implement floats, that's great for us. If not, we'll have to change it and find confirmation it works. I tried describing the real problem here best I could. If you're looking for anything else, you're not going to find it here, because that's nothing to do with Guncaster.
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Re: The Guncaster - 3.2

Postby phantombeta » Fri Feb 01, 2019 10:44 am

KeksDose wrote:I'm neither talking about memory waste nor suggesting what should happen. My decision to use floats was exclusively influenced by my experience with them (mostly arrays of, and in anything but zs). You will get nowhere pressing on this decision felled over six months ago. If I was in a funnier mood then, I would have used the well-acclaimed acs fixed point.

I'm not trying to press on any decisions, I was simply trying to clarify something I thought was a misconception you had (That using floats over doubles in GZDoom is going to have a noticeable difference) - reading again, it seems you don't think so? I apologize if it seemed rude or like I'm trying to get you to change anything - it wasn't supposed to be.

When I say, "I'd rather it didn't start", I don't suggest what should happen, I'm saying, "the repercussions for this very easy to run into pitfall are needlessly big". Now we're merely waiting. If the gzd devs decide to implement floats, that's great for us. If not, we'll have to change it and find confirmation it works. I tried describing the real problem here best I could. If you're looking for anything else, you're not going to find it here, because that's nothing to do with Guncaster.

Your phrasing in that post lead me to believe you were suggesting that's what should be done, not what you just said in your last post - I apologize for assuming. However, that was kinda rather rude, in my opinion - I'm not "looking for anything else", whatever that's even supposed to mean :|
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Re: The Guncaster - 3.2

Postby Fureyon » Fri Feb 01, 2019 11:54 am

Bug report: Draugh's Flamewave's lingering fire hurts the player (When Flamewave hits a wall). The same is not true with Skullfire. I have not tested the tomed version, but I assume it'll do the same.
Using stable GZdoom, Doom 2 only.

Bug report 2: Old Dreadful's Nuke, when using the Tiberium Core, makes the enemies' bodies green instead of blue.

EDIT: As an aside, now that the Pulverizer's ball of bullets builds much faster, I find it much more useful. Hurrah for that change!
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Re: The Guncaster - 3.2

Postby baddude1337 » Fri Feb 01, 2019 2:49 pm

Fureyon wrote:
EDIT: As an aside, now that the Pulverizer's ball of bullets builds much faster, I find it much more useful. Hurrah for that change!


Hell yeah, Never used to use the Pulveriser that much before. Now I love quick shooting loads of balls around, or just walking the thing into hordes of enemies, gibbing them while I laugh like a mad man!
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Re: The Guncaster - 3.2

Postby Rowsol » Fri Feb 01, 2019 3:51 pm

I noticed you fixed the missileheight for some projectiles by setting it to 8. Problem is you forgot to remove the second entry for missileheight further down the properties list. Pretty sure it's overwriting your change.

When your draugh companion shoots a dreadball it sticks you to the ceiling for it's duration. It's annoying.

I just died outta nowhere. It said "chomped by a huge ass pink mouth". It's the death message for the demon but there's no way he insta killed me. I was on an icon of sin level so I guess the cube used the demon's death message, or something.
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Re: The Guncaster - 3.2

Postby PillowBlaster » Fri Feb 01, 2019 7:14 pm

baddude1337 wrote:I've noticed another very minor bug: the C2TEXT (Post mission 11 text screen) doesn't load Guncaster's replacement, and instead has Doom's vanilla text.


Seems to work fine here. You sure you weren't playing it with some mapset that has cluster definitions or dehacked patch that messed it up?

phantombeta wrote:I apologize for assuming. However, that was kinda rather rude, in my opinion - I'm not "looking for anything else", whatever that's even supposed to mean :|


We didn't know what was behind your inquiries, hence the looking for anything else, I'd wager. I refered to asking Keks as I didn't think I'd be able to explain our stance here, but generally - there's a lot done on the assumption that they'd function properly, so if they won't and we'll have to do something about it, we will. Don't take it to the heart, please.

Fureyon wrote:Bug report: Draugh's Flamewave's lingering fire hurts the player (When Flamewave hits a wall). The same is not true with Skullfire. I have not tested the tomed version, but I assume it'll do the same.
Using stable GZdoom, Doom 2 only.

Bug report 2: Old Dreadful's Nuke, when using the Tiberium Core, makes the enemies' bodies green instead of blue.


-The spawning method on both is the same, and there's pointer transfer everywhere, so I dunno what went wrong there.

-I fixed that already before 3.2 release, but probably missed putting that into merge, go me.

Rowsol wrote:I noticed you fixed the missileheight for some projectiles by setting it to 8. Problem is you forgot to remove the second entry for missileheight further down the properties list. Pretty sure it's overwriting your change.

When your draugh companion shoots a dreadball it sticks you to the ceiling for it's duration. It's annoying.

I just died outta nowhere. It said "chomped by a huge ass pink mouth". It's the death message for the demon but there's no way he insta killed me. I was on an icon of sin level so I guess the cube used the demon's death message, or something.


-I'd probably like to know where exactly, so I don't need to look through all the projectiles again.

-I tried to fix it, but there's no way to stop the A_Explode from throwing people around, damage nullified or not. This is a problem with other people shooting stuff in multi, too. If someone has an answer for that, I'm all ears.

-Yeah you got telefragged lol.
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Re: The Guncaster - 3.2

Postby Rowsol » Fri Feb 01, 2019 7:24 pm

I'd probably like to know where exactly, so I don't need to look through all the projectiles again.


In decorate/guns/projectile - CoreDreadful, Dreadful, Matriarch.
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Re: The Guncaster - 3.2

Postby Apteral10 » Sat Feb 02, 2019 7:44 am

Okay... Either I am doing something seriously wrong or the Draught thing is not working as it is written to work in secondary way the consume helper thing... Is there some kind keybind I should be aware of or it is just broken or something?
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Re: The Guncaster - 3.2

Postby toppingtart » Sat Feb 02, 2019 7:52 am

Hi, I got an issue, I can't seem to bind Stratocaster toggle to a specific key, it tells me I can toggle it with Mouse1 but my Mouse1 is set to fire, is there a way to rebind the Stratocaster toggle function to something like Mouse4 or Mouse5?
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Re: The Guncaster - 3.2

Postby Apteral10 » Sat Feb 02, 2019 8:23 am

toppingtart wrote:Hi, I got an issue, I can't seem to bind Stratocaster toggle to a specific key, it tells me I can toggle it with Mouse1 but my Mouse1 is set to fire, is there a way to rebind the Stratocaster toggle function to something like Mouse4 or Mouse5?


I think you might be able to do this through weapon state keybinds. Not sure though.
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Re: The Guncaster - 3.2

Postby Zhs2 » Sat Feb 02, 2019 11:09 am

Apteral10: Hold your Use/Open Doors key while using the Draugh tome item (not the version that recalls the helper, but the version that summons him).

toppingtart: The official control for strats is the "Weapon Reload" key, and you can set this under either Mod Controls or Options -> Customize Controls.
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Re: The Guncaster - 3.2

Postby Apteral10 » Sat Feb 02, 2019 1:25 pm

Zhs2 wrote:Apteral10: Hold your Use/Open Doors key while using the Draugh tome item (not the version that recalls the helper, but the version that summons him).

toppingtart: The official control for strats is the "Weapon Reload" key, and you can set this under either Mod Controls or Options -> Customize Controls.


Yeap it is just not working for me... I have the latest version of this mod and the Gzdoom is 3.7.2 I have no idea what I am doing wrong. I have the use item button bound to E and Use/open door/activate switch button on Space. Nothing is happening.
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