The Guncaster - 3.777a

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Re: The Guncaster - 3.777

Postby PillowBlaster » Mon Nov 09, 2020 12:32 am

baddude1337 wrote:I do like the changes overall (the health on Deadmaker was always kinda nuts), though I think in some cases you are starved of ammo a bit too much. In a few mapsets I hardly got any pistol or machinegun ammo, forcing me to pretty much just use the shotgun. Hammerspace in particular feels less useful as you barely get anything from it.

m_falcone wrote:OK, new update seems good but also loses some of the good stuff it had before. For example, Why the backpack nerf, I used to love getting obscene amounts of ammo and going to town on slaughternaps. Now you get them per 3 backpacks? Backpacks aren't even that common. Removing the stuff like splitter shield and wyvern idol is meh. I didn't even notice that. But all in all good update and a hearty thanks to Keksdose for the camera guided emperor.


I know one of the mod's selling points is you could get away just using solely weapons or magic, but I feel it was a bit silly. If you run short on ammo, best to just make a circle around and pick some up, and make use of those spells. I agree I maybe went a bit overzealous on nerfing the bonus though, given your base count got quite reduced, which already makes the bonus go smaller. I might make it so it bumps up your ammo count every two backpacks instead of three. I think that'll be fair.

baddude1337 wrote:-Removed Powersuit Autocannon - I must admit I do miss it and was a lot of fun to use. If it ever does come back, perhaps a bit like the ironblast, you have to sacrifice a weapon to equip it and it uses ammo, as if you are mounting it? Augur would be the most logical one, especially as it's description says it was mounted to tanks.

Rowsol wrote:Why not just limit active idols to one? I don't like their removal. It was a fun part of the game and could easily be nerfed if need be.
The shoulder mount for the powersuit was great and it was a unique part of the suit like the other suits have addons. Just make it use ammo and be done with it, why remove it?

It doesn't really matter what I think but as much as I like the mechasuit it's going to take a lot for me to update this mod now.


Too much auto-kill stuff. It was joked around that the mod plays itself for you here, and the mod is essentially "fireworks spectacle where you don't have to do anything to win it". I guess it's the nature of the beast when you're OP as shit, but I feel it was too much at this point - I didn't feel like using those items whenever I picked them up. Ironblast strat I didn't mind cause it chews through your ammo pretty quickly and had a satisfying pay-off, spirit turrets just needed a nerf. Draugh needed a timer. Wyverns, even if I don't do add spells anymore, just felt like a ginormous maintenance overhead, and I didn't personally use them at all. Autocannon had tendency to annoy me greatly by missing obvious shots or fire into ceilings when you are this tall and I didn't figure out a better way to handle it. I only added manual mode cause I thought maybe if I'll steer it myself it'll be better, but it just didn't feel right - killed the whole purpose of being auto.

The rest of items being removed I didn't feel were too impactful and took me away from getting stuff I was interested in getting, or it was just bugged/laggy mess at certain moments. I could probably try redoing them to feel better, but I think with how this fares now, it gives more room for other stuff to shine and makes you appreciate it more.

Tesculpture wrote:Sorry, but I have noticed a couple of bugs too:
-In the Guncaster section of the main "Customise Controls" menu (not the abridged "Mod Controls" accessible from the main menu), you can still bind a key for Rejuvenation items.

-The "Hard-on Mode" option still exists in "Gameplay Options", despite both things it affected (Wyvern Idol and Powersuit Autocannon) being removed.

-In Heretic, the Healing Pot and Healing Vial jitter up and down slightly, as if a frame of their animation has been offset upwards by a single pixel. This doesn't seem to occur in Hexen though.


I dunno about healing pots cause they look normal here, but will fix the rest.

Fureyon wrote:People have already addressed the bugs with Hexen and Strife, but I can confirm I'm getting the same problems (GZDoom 4.5.0)

I'm probably one of the very few people that actually use this, but Mourning Glory's icon on the weapon wheel is invisible. I wager that's because it was changed and doesn't have its own custom ammo anymore.

EDIT: Noticed that Mourning Glory is also missing from the weapon shop.


Dino got the key stuff fixed. I fixed the Mourning Glory stuff.
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Re: The Guncaster - 3.777

Postby Tesculpture » Mon Nov 09, 2020 7:00 am

PillowBlaster wrote:I dunno about healing pots cause they look normal here, but will fix the rest.


I solved the mystery - it's a conflict with Brightmaps Plus v1.72 for Revenant100's Sprite Fixing Project. I didn't notice before, but the Healing Pot/Vials were also flashing fullbright when they jittered. Both original Heretic and Guncaster have sprites named PTN1 and PTN2, and the brightmaps for Heretic's PTN1/PTN2 were being applied to Guncaster's.

As for the removal of the Powersuit Autocannon, would you consider repackaging it as a universal addon, compatible with vanilla Doom/other Iwads/other mods? As redundant as it is in Guncaster, I still thought it was cool, especially with the multiple fire modes, and I can think of plenty of mod setups where I could use the extra help.
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Re: The Guncaster - 3.777

Postby rautamiekka » Mon Nov 09, 2020 9:10 am

Tesculpture wrote:
PillowBlaster wrote:I dunno about healing pots cause they look normal here, but will fix the rest.

As for the removal of the Powersuit Autocannon, would you consider repackaging it as a universal addon, compatible with vanilla Doom/other Iwads/other mods? As redundant as it is in Guncaster, I still thought it was cool, especially with the multiple fire modes, and I can think of plenty of mod setups where I could use the extra help.

+1.
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Re: The Guncaster - 3.777

Postby Yelso » Tue Nov 10, 2020 5:27 pm

Is the suit drop rate lowered from the chests? I cant get it to drop.
How do I get it in the console? What commands do I use?
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Re: The Guncaster - 3.777

Postby Rowsol » Tue Nov 10, 2020 6:22 pm

If you're talking about the power suit, it never dropped from chests. It replaces BFG and rarely a Rad suit.
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Re: The Guncaster - 3.777

Postby Yelso » Tue Nov 10, 2020 6:38 pm

Rowsol wrote:If you're talking about the power suit, it never dropped from chests. It replaces BFG and rarely a Rad suit.

Thank you!

I am really enjoying the mod, does the Demon mask Mech suit have a giant codpiece or something? I could not tell from your new video.
Also, it is not easy using the ground pound even though it is one of your best melee weapons because you have to stop dead and even the tinniest momentum will force you to kick forward. Is there a way to force stop yourself so that does not happen Pillowblaster?
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Re: The Guncaster - 3.777

Postby dudecool1 » Fri Nov 13, 2020 3:18 pm

I've been playing through the mod and when I pick up meteor fist it doesn't appear in the spell wheel
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Re: The Guncaster - 3.777

Postby T.K.Bold » Mon Nov 16, 2020 1:17 pm

Uh oh. Seems the new update has taken umbrage with Hexen as well. When I try to start a new game, it herks and falls into the console line right away.

VM execution aborted: tried to write to address zero.
Called from GC_UniversalKey.SetupKeyBullshit at Guncaster.pk3:zscript/items/keyz.txt, line 118
Called from GC_WorldEventHandler.WorldThingSpawned at Guncaster.pk3:script/gc_events.txt, line323
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Re: The Guncaster - 3.777

Postby fakemai » Thu Nov 19, 2020 8:06 am

Independently came across the Threadcutter time freeze bug with weapon switching, glad I checked before reporting it since latest is no longer an option. While it's a bug it's a lot of fun with the Augur being able to stack a whole lot of shots mid-air, much as it is with other mods that have such an ability and suitable weapons, and there are many. Even without abusing that though it's quickly become one of my favourite spells. Also started using a 0.5x damage dealt to enemies it's a fairly simple change that makes things a fair bit more balanced. In Heretic though the graveyard level gets real annoying since it's mainly spells that you can use.
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Re: The Guncaster - 3.777

Postby Shzingidongalong » Thu Nov 19, 2020 1:02 pm

Got a problem when playing this with Eviternity:
snow is instead giant orange Fanta fart clouds that I can't see through. I'm not running GC with anything else than itself, and I tested without GC.
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Re: The Guncaster - 3.777

Postby Magicae.Mundi » Fri Nov 20, 2020 9:10 pm

Does anyone have difficulty using this mod with Hexen? I loved using it and the addon mod in Hexen, but it doesn't seem to work.
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Re: The Guncaster - 3.777

Postby Captain J » Sat Nov 21, 2020 12:26 am

What really doesn't seem to work? You mean the collecting of Weapon Fragments?
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Re: The Guncaster - 3.777a

Postby PillowBlaster » Sat Nov 21, 2020 4:13 am

dudecool1 wrote:I've been playing through the mod and when I pick up meteor fist it doesn't appear in the spell wheel


Weird, seems to work fine here... guess I'll keep an eye out, see if something weird doesn't happen there. I might need more deets.

Shzingidongalong wrote:Got a problem when playing this with Eviternity:
snow is instead giant orange Fanta fart clouds that I can't see through. I'm not running GC with anything else than itself, and I tested without GC.


So far I tested it here, seems like snow still appears normally. You sure your load order is okay and you don't have any addons or stuff on autoload that makes a sprite name conflict happen?

Otherwise, given the major Hexen issue, decided to pull out a smol update here with lil' bunch of fixes we dropped on top.

Spoiler: chang-log


Core file
Addon
WEPON shop
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Re: The Guncaster - 3.777a

Postby AvzinElkein » Sat Nov 21, 2020 4:34 am

Strife's still a no go:
Code: Select allExpand view
Log started: 2020-11-21 04:34:07
GZDoom version g4.5.0
M_LoadDefaults: Load system defaults.
Using program directory for storage
Can't find './voices.wad'
W_Init: Init WADfiles.
 adding C:/gzdoom-4-5-0-Windows-64bit/gzdoom.pk3, 630 lumps
 adding C:/gzdoom-4-5-0-Windows-64bit/game_support.pk3, 2512 lumps
 adding ./strife1.wad, 3985 lumps
 adding ./SVE.wad, 1751 lumps
 adding Guncaster.pk3, 5993 lumps
 adding GC_Addon.pk3, 970 lumps
 adding GC_WeaponShop.pk3, 4 lumps
 adding GCV_TOUHOU.pk3, 24 lumps
I_Init: Setting up machine state.
CPU speed: 3194 MHz
CPU Vendor ID: AuthenticAMD
  Name: AMD Ryzen 5 1600 Six-Core Processor
  Family 23 (23), Model 1, Stepping 1
  Features: SSE2 SSE3 SSSE3 SSE4.1 SSE4.2 HyperThreading
V_Init: allocate screen.
S_Init: Setting up sound.
I_InitSound: Initializing OpenAL
  Opened device OpenAL Soft on Speakers (3- Logitech G430 Gaming Headset)
  EFX enabled
ST_Init: Init startup screen.
Music "orb" not found
Checking cmd-line parameters...
S_InitData: Load sound definitions.
G_ParseMapInfo: Load map definitions.
Texman.Init: Init texture manager.
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
Attempt to get invalid state Death from actor AugurProjectile.
Attempt to get invalid state Death from actor AugurProjectile.
script parsing took 969.61 ms
Global Gunzerk ammo regen list created.
Global chest artifact list created.
Global Inventory Item list created.
Don't believe a word they say! They're just trying to make you buy expensive hardware every other month!
For you, I'll raise my cup 3 times.
Statusleiste auf Strang.
R_Init: Init Strife refresh subsystem.
DecalLibrary: Load decals.
M_Init: Init menus.
Script error, "Guncaster.pk3:zmapinfo.txt" line 100:
Unknown actor class WyvernIdol
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Re: The Guncaster - 3.777a

Postby PillowBlaster » Sat Nov 21, 2020 4:46 am

Ah fucknuckles, thought only keys are messed up there. Fixed, redownload at will.
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