The Guncaster - 3.777a

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are ONLY for YOUR PROJECTS! If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.

Re: The Guncaster - 3.666

Postby PillowBlaster » Sun Nov 01, 2020 5:26 am

Gourry wrote:Not sure if this is mentioned but the game gets laggy when usingTome of the Draugh on 4.4.2. That and it crashes when opening the shop in Unloved.


Heard that this gzd version has some memo leak problems, which would explain that, methinks. Can't say if newer versions can even launch GC now, but it will once we get the update out. (which might be soon at the rate things go here!)
User avatar
PillowBlaster
 
Joined: 24 Jan 2010

Re: The Guncaster - 3.666

Postby Tesculpture » Sun Nov 01, 2020 5:38 am

PillowBlaster wrote:Can't say if newer versions can even launch GC now


GZDoom v4.5.0 can't, at least for me. I get the following error:

Script error, "Guncaster.pk3:moonspeak/shop/main/ui_handling.txt" line 342:
Unknown identifier 'm_noprescale'

I also get some warnings:

Script warning, "Guncaster.pk3:zscript/spells/darkpath.txt" line 36:
Accessing deprecated member variable X - deprecated since 2.3.0, Use Pos.X instead
Script warning, "Guncaster.pk3:zscript/spells/darkpath.txt" line 36:
Accessing deprecated member variable Y - deprecated since 2.3.0, Use Pos.Y instead
Script warning, "Guncaster.pk3:zscript/spells/darkpath.txt" line 36:
Accessing deprecated member variable Z - deprecated since 2.3.0, Use Pos.Z instead
User avatar
Tesculpture
 
Joined: 07 Feb 2016

Re: The Guncaster - 3.666

Postby PillowBlaster » Sun Nov 01, 2020 5:44 am

Tesculpture wrote:
PillowBlaster wrote:Can't say if newer versions can even launch GC now


GZDoom v4.5.0 can't, at least for me. I get the following error:

Script error, "Guncaster.pk3:moonspeak/shop/main/ui_handling.txt" line 342:
Unknown identifier 'm_noprescale'

I also get some warnings:

Script warning, "Guncaster.pk3:zscript/spells/darkpath.txt" line 36:
Accessing deprecated member variable X - deprecated since 2.3.0, Use Pos.X instead
Script warning, "Guncaster.pk3:zscript/spells/darkpath.txt" line 36:
Accessing deprecated member variable Y - deprecated since 2.3.0, Use Pos.Y instead
Script warning, "Guncaster.pk3:zscript/spells/darkpath.txt" line 36:
Accessing deprecated member variable Z - deprecated since 2.3.0, Use Pos.Z instead


Yeah, first is because of some internal changes in gzd, KeksDose got it covered; the latter got fixed by me the other day too.
User avatar
PillowBlaster
 
Joined: 24 Jan 2010

Re: The Guncaster - 3.777

Postby PillowBlaster » Fri Nov 06, 2020 1:13 pm


So, this update will be a controversial one in a way - I streamlined things. What does that mean? For a variety of reasons (that I somewhat noted down in changelog) I nuked a bunch of items, or me and Dino sat down to retool them. Reasons being that I oftentimes got an item that didn't feel like it was worth my time and trouble, it was causing performance issues or I just didn't feel like using it at all, meaning it was unfocused, misdirected, annoying to use or simply feeling like a clutter that didn't really make any difference for me. I know it might subjective and the mod has less options now, but I think it paid off with a better flow and inducing less headaches on what to use, and most importantly, a bit less of maintenance overhead - "sometimes die is better".

Also, also - power reduction in a lot of places, whoa... Who woulda thought that's even possible?! Does that mean it's actually balanced and an average user can yell at me about it now?..... Hahahahaha, no. You're still overpowered as shit. But, that's the way it is supposed to be!

Special thanks to my dear compadres KeksDose and Dinosaur Nerd who were with me on board with this, yet again! And to Famskull who brought in some fresh load of Overkill via!... well, you can see what form of overkill in that video thumbnail, and to Lt. Blam, who I feel I didn't recognize enough last time, methinks, for his input into the mod as well! THE CREW HAS EXPANDED.

Also note: you'll need gzdoom 4.5.0 for this.

Core file
Addon

Spoiler: changelog
User avatar
PillowBlaster
 
Joined: 24 Jan 2010

Re: The Guncaster - 3.777

Postby Cardboard Marty » Fri Nov 06, 2020 1:28 pm

This looks fantastic! Great work to everyone involved, looking forward to testing this baby out when I can!
User avatar
Cardboard Marty
"WHAT??? YOU are telling me the guy just updates when ever he wants?"
 
Joined: 23 Oct 2004
Location: Blue Vertigo HQ
Discord: Cardboard Marty#1337
Twitch ID: CarlosAtBV

Re: The Guncaster - 3.777

Postby CanisLaticanis » Fri Nov 06, 2020 5:01 pm

I may have found a bug: the Mourning Glory still leaves behind radioactive fallout, but only while the Stratocaster is active. Also it still seems to be on the RL slot?

EDIT: Also it seems I can't pick up any armor.
EDIT2: ... nevermind, apparently the default armor pickup mode is button-based now?
EDIT3: Mourning Glory leaves fallout in both firemodes, still. The bigger problem with this is that alt-fire causes a TON of lag.
CanisLaticanis
 
Joined: 24 May 2018
Location: Eastern US
Operating System: Windows 10/8.1/8/201x 64-bit
Graphics Processor: Intel (Modern GZDoom)

Re: The Guncaster - 3.777

Postby cubebert » Fri Nov 06, 2020 7:48 pm

It's a bit of a shame that some items had to be cut, but I can understand the reasoning behind it, since Guncaster might've started to get bloated with items that share a purpose or aren't really too convenient to use such as the rejuvenation potions. Would they ever return in a separate addon or are they on the chopping block for good? That said, I like the hard work that's been put into this update. Nice job as always, crew!
User avatar
cubebert
 
Joined: 14 Jun 2020
Operating System: Windows Vista/7/2008 64-bit
Graphics Processor: nVidia (Modern GZDoom)

Re: The Guncaster - 3.777

Postby Dalse » Fri Nov 06, 2020 8:27 pm

Hello!

As much as OP you can be with the new Suit Stacking, I am noticing that not only you cut a lot of things, but have done some nerfs and balacing! I am liking this because as much as it feels good to be OP , being like that too early makes the game get "used up" very fast! I play mostly Guncaster Vindicated due to the difficulty , but I am starting to like this one more than past updates because you need work to actually get into the OPNESS territory , just like how I feel with Vindicated!

So...great job with the newer design decisions , Pillow! And , of course, we cannot deny the immense work of all your awesome team in making this dragon freaking soar! Have a awesome day!
Dalse
 
Joined: 24 Oct 2016

Re: The Guncaster - 3.777

Postby rhyrhygogo » Fri Nov 06, 2020 10:54 pm

Not sure if it's cause of my PC but when I open the shop the game closes
Excited to play with the new features tho!
rhyrhygogo
 
Joined: 06 Sep 2020

Re: The Guncaster - 3.777

Postby PillowBlaster » Sat Nov 07, 2020 1:33 am

CanisLaticanis wrote:I may have found a bug: the Mourning Glory still leaves behind radioactive fallout, but only while the Stratocaster is active. Also it still seems to be on the RL slot?

EDIT: Also it seems I can't pick up any armor.
EDIT2: ... nevermind, apparently the default armor pickup mode is button-based now?
EDIT3: Mourning Glory leaves fallout in both firemodes, still. The bigger problem with this is that alt-fire causes a TON of lag.


-The armor, so far I checked on fresh config, defaults to standard doom behavior as usual. Something weird must've happened for you there.
-Ah, fallout didn't get cut, that's integral part of the gun. I also reduced the particle count there a whole lot, not sure what else I can do there without reducing the effect completely, sorry. ;_;

rhyrhygogo wrote:Not sure if it's cause of my PC but when I open the shop the game closes
Excited to play with the new features tho!


Any error message or it just... explodes you to desktop? If yes, that's real weird.

cubebert wrote:It's a bit of a shame that some items had to be cut, but I can understand the reasoning behind it, since Guncaster might've started to get bloated with items that share a purpose or aren't really too convenient to use such as the rejuvenation potions. Would they ever return in a separate addon or are they on the chopping block for good? That said, I like the hard work that's been put into this update. Nice job as always, crew!


Unless I'll get better ideas for those items, they probably will stay in shadow realm for now.

Dalse wrote:Hello!

As much as OP you can be with the new Suit Stacking, I am noticing that not only you cut a lot of things, but have done some nerfs and balacing! I am liking this because as much as it feels good to be OP , being like that too early makes the game get "used up" very fast! I play mostly Guncaster Vindicated due to the difficulty , but I am starting to like this one more than past updates because you need work to actually get into the OPNESS territory , just like how I feel with Vindicated!

So...great job with the newer design decisions , Pillow! And , of course, we cannot deny the immense work of all your awesome team in making this dragon freaking soar! Have a awesome day!


Yeah, I've felt I don't get same satisfaction there, so I had to mess with it. I think the results do feel better, I muck around with inventory less, get more mileage from what I get too (especially early game vs drla + legendoom is... an experience). Good thing that I had a right feeling in the gut.

Cardboard Marty wrote:This looks fantastic! Great work to everyone involved, looking forward to testing this baby out when I can!


Definitely; have fun there Marty, hehe.
User avatar
PillowBlaster
 
Joined: 24 Jan 2010

Re: The Guncaster - 3.777

Postby Whitestellar » Sat Nov 07, 2020 1:48 am

Everytime this mod comes again out of nowere and make me see how cool Doom mods can be
User avatar
Whitestellar
 
Joined: 14 Oct 2018
Discord: 8704

Re: The Guncaster - 3.777

Postby rhyrhygogo » Sat Nov 07, 2020 2:17 am

So it just explodes me to desktop no error message it happened again when I tried to do the MechSuit+Mask combo ;_; That was the one I wanted to try the most
rhyrhygogo
 
Joined: 06 Sep 2020

Re: The Guncaster - 3.777

Postby Starman the Blaziken » Sat Nov 07, 2020 5:15 am

Sad that some things went away like the lamp, the magma armor and the nerf to the armor count to tank armor and shields even further, but wyverns I wish they could of been for something else instead of spell spitters (To make them less of a win item oof). Although the Quad Damage is gonna bug me for being Tri Damage being without the changes to make it what is on the tin even if it makes you turn anything unmodified into soup for fun, eh it is still useful nonetheless and I am excited to play this soon. :)
Starman the Blaziken
 
Joined: 07 Mar 2019
Location: United States, MI
Discord: Starman The Blaziken#2417
Operating System: Windows 10/8.1/8/201x 64-bit
Graphics Processor: Intel (Modern GZDoom)

Re: The Guncaster - 3.777

Postby baddude1337 » Sat Nov 07, 2020 5:37 am

While I do miss a couple of the items (Lantern and Cannon, that shoulder gun was hella fun), being able to use the mask and mechsuit together is amazing and super fun to play! Congrats all on the amazing release.
User avatar
baddude1337
 
Joined: 09 Sep 2015

Re: The Guncaster - 3.777

Postby Dalse » Sat Nov 07, 2020 7:33 am

I completely forgot that thanks to the adapters , Guncaster can be compatible with enemy mods!

Pillow and people , what kind of enemy mods works best besides the doomdrla with legendoom?
Dalse
 
Joined: 24 Oct 2016

PreviousNext

Return to Gameplay Mods

Who is online

Users browsing this forum: Abba Zabba and 8 guests