The Guncaster - 3.888

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Re: The Guncaster - 3.888

Postby Dalse » Mon Feb 08, 2021 5:56 pm

I have a tidbit of suggestion: How about a buyable or findable upgrade that powers up your melee to the level of Guncaster's old patches or better?
I think I know they were nerfed so you need to get more stuff to feel overpowered , so how about needing to take work to make melee OP like before?
It could improve berserks , improve deadmaker's melee area of effect or more absurd damage.

Or perhaps a deadmaker gun upgrade that makes every enemy explode like they were hit by the sword , similar to explosive presence? And the sword will always explode enemies or make bigger explosions with that! I think it would be more interesting than that flat increase that you took out in the previous patches.
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Re: The Guncaster - 3.888

Postby [v_nash] Chillrend » Wed Feb 10, 2021 4:01 am

Quite a fun mod turned out. This is the case when you don't have to think about something, you just have to have fun (although, in my opinion, first-person shooters were invented for that in principle). I love this kind of thing.

But I was suddenly interested in some questions that are not related to the gameplay. In the first post, there is such an item as "Minimal lore". And is there a... ahem... "Maximal lore" somewhere? XD
I mean, I've always been interested in lore in games (even if the game itself, during gameplay, does not touch on this topic, but it is known that there is some subtext to what is happening) and I would like to know more. Much more. Is it possible to do this and is there more information? Where can I find it? Is there a separate post about this somewhere, or something like that?

And another question, I think, is no less interesting (but I don't know if it has occurred to anyone else). Why dragons?
One my friend, a big fan of this mod, said that initially the protagonist was planned to be a human. It's true? If so, why is Cygnis now who he is? I understand that I probably know the answer to this question myself (for example, this could be done for a change, because in most games you play for a human race or a race very similar to humans; or it could be done simply because people love dragons, which are perhaps the most famous fantasy creatures and almost a symbol of fantasy; and some other reasons)... but I'm still interested in hearing someone else's opinion. If the answer to this question is not a secret.
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Re: The Guncaster - 3.888

Postby chozo9 » Fri Feb 12, 2021 9:39 am

Ignore this post, I fixed my issue.
Last edited by chozo9 on Sun Feb 14, 2021 1:49 pm, edited 1 time in total.
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Re: The Guncaster - 3.888

Postby Fureyon » Sat Feb 13, 2021 6:55 pm

With the rebalanced punching damage, I've noticed that sometimes the finisher uppercut when punching higher HP enemies fails to finish them off. Looking at the HP bar the most I've seen an enemy survive with was around 1.7% health. Maybe consider increasing the uppercut damage slightly?
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Re: The Guncaster - 3.888

Postby m_falcone » Sun Feb 14, 2021 2:05 am

The backpack needs to go back to what it was before the nerf update, where picking up just one increased ammo by 10%, I have no idea why it was made to three and then two but this mod really doesn't need that much balance. It was fine the way it was before the huge nerfs. It does not eclipse any weapon and only provides an increase in ammo. It does not make anything redundant as even before the huge nerfs I used every weapon and spell I had.
Last edited by m_falcone on Sun Feb 14, 2021 9:53 am, edited 1 time in total.
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Re: The Guncaster - 3.888

Postby PillowBlaster » Sun Feb 14, 2021 4:23 am

Dalse wrote:I have a tidbit of suggestion: How about a buyable or findable upgrade that powers up your melee to the level of Guncaster's old patches or better?
I think I know they were nerfed so you need to get more stuff to feel overpowered , so how about needing to take work to make melee OP like before?
It could improve berserks , improve deadmaker's melee area of effect or more absurd damage.

Or perhaps a deadmaker gun upgrade that makes every enemy explode like they were hit by the sword , similar to explosive presence? And the sword will always explode enemies or make bigger explosions with that! I think it would be more interesting than that flat increase that you took out in the previous patches.


Hmm nah, I just nerfed it cause it eclisped every other thing you had at your disposal; it's still pretty powerful, and you can use berserk to get an extra bonus to it. The problem with melee bonuses is that it's already full of modifiers (midas tome, berserk, powersuit, mask...) and they all interconnect with each other. Whatever I'll add, it exponentially increases the assload of work that's required there (I'm sure I missed some things anyway like me recently fixing up Meteorfist a little).

Someone suggested to make an artifact that boosts the sword's explosion debuff to happen more often. I am not sure if that's needed, but I'll think about it again.

Fureyon wrote:With the rebalanced punching damage, I've noticed that sometimes the finisher uppercut when punching higher HP enemies fails to finish them off. Looking at the HP bar the most I've seen an enemy survive with was around 1.7% health. Maybe consider increasing the uppercut damage slightly?


Nah, that was there ever since, it's just damage reduction made some of the resists on monsters noticable, as they aren't taken into account on uppercut check. Stuff works as intended.

chozo9 wrote:I don't know what to say other than that the latest update just doesn't work, even when I just drag the file onto GZDoom and click play it just launches regular Doom.


Seems to work alright here, been drag'n'dropping it, in fact? Try redownloading the file, it sounds like it got corrupted on the way, orrrr you have to still unpack it from 7z.

[v_nash] Chillrend wrote:Quite a fun mod turned out. This is the case when you don't have to think about something, you just have to have fun (although, in my opinion, first-person shooters were invented for that in principle). I love this kind of thing.

But I was suddenly interested in some questions that are not related to the gameplay. In the first post, there is such an item as "Minimal lore". And is there a... ahem... "Maximal lore" somewhere? XD
I mean, I've always been interested in lore in games (even if the game itself, during gameplay, does not touch on this topic, but it is known that there is some subtext to what is happening) and I would like to know more. Much more. Is it possible to do this and is there more information? Where can I find it? Is there a separate post about this somewhere, or something like that?

And another question, I think, is no less interesting (but I don't know if it has occurred to anyone else). Why dragons?
One my friend, a big fan of this mod, said that initially the protagonist was planned to be a human. It's true? If so, why is Cygnis now who he is? I understand that I probably know the answer to this question myself (for example, this could be done for a change, because in most games you play for a human race or a race very similar to humans; or it could be done simply because people love dragons, which are perhaps the most famous fantasy creatures and almost a symbol of fantasy; and some other reasons)... but I'm still interested in hearing someone else's opinion. If the answer to this question is not a secret.


To be frank, the lore here in an excuse cause it doesn't matter, it's a silly gameplay mod, first and foremost. If I'd make it into a real game, I'd probably put some more effort in (which would still end up with something that isn't like, Pullitzer-worthy, mind you) but otherwise - there's some little hints and nods, here and there. If you're interested in that stuff, inside pk3 for GC and TB I have file called "Loreyore.txt" - it's as easy as just opening the mod file with any zip program, cause pk3's are just that - renamed zips. The txt in GC is very bareboned, and the likes/dislikes list in it is a tongue-in-cheek bullshit, making fun of those OC donutsteal's character sheets I've seen flying on the internet here and there, but I recall Dino upgrading it a little with some more relevant info, too.

Ah, I also did a more serious write-up for his gramps which funnily enough, is kinda interconnected with the next question.

Dragons are fun and pinnacle of fantasy, indeed. After exercising my writing skills a little while exploring Nithor's story, who at first was just a byproduct of my brain having a dream stimuli back in 2013 - I think it was the same time I was doing GC and felt like "why not make the protag of the mod be his descendant?". It was just a product of accidental decision. If it was done today however, I'd probably think twice about doing that.
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Re: The Guncaster - 3.888

Postby Punk2000 » Mon Feb 15, 2021 9:30 pm

Hello PillowBlaster, gotta say that the new things seems really cool but only one thing...

Can you add more monster diversity, i mean there's a lot of monster sprites "without home" that its looking for one, MAYBE if you talk with their authors, they will allow it, the thing is that all the mod it for the protagonist and the monster dont seems to have some "love" "new" monsters with better attacks and everything else would be good, i know its hard because it means new scripts, codes and everything else but it will give to the mod more... "personality"???

KEEP UP THE GOOD WORK...
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Re: The Guncaster - 3.888

Postby [v_nash] Chillrend » Tue Feb 16, 2021 9:10 am

To be frank, the lore here in an excuse cause it doesn't matter, it's a silly gameplay mod, first and foremost. If I'd make it into a real game, I'd probably put some more effort in (which would still end up with something that isn't like, Pullitzer-worthy, mind you) but otherwise - there's some little hints and nods, here and there. If you're interested in that stuff, inside pk3 for GC and TB I have file called "Loreyore.txt" - it's as easy as just opening the mod file with any zip program, cause pk3's are just that - renamed zips. The txt in GC is very bareboned, and the likes/dislikes list in it is a tongue-in-cheek bullshit, making fun of those OC donutsteal's character sheets I've seen flying on the internet here and there, but I recall Dino upgrading it a little with some more relevant info, too.

Ah, I also did a more serious write-up for his gramps which funnily enough, is kinda interconnected with the next question.

Dragons are fun and pinnacle of fantasy, indeed. After exercising my writing skills a little while exploring Nithor's story, who at first was just a byproduct of my brain having a dream stimuli back in 2013 - I think it was the same time I was doing GC and felt like "why not make the protag of the mod be his descendant?". It was just a product of accidental decision. If it was done today however, I'd probably think twice about doing that.


Understood, thanks for the answer! It is good to see that you are keeping active in this topic, however, I have some more questions.

You're a writer, aren't you? Is it possible to get acquainted with your works somewhere? Is this in the same place as the article about Nithor?

You mentioned that the decision to make Cygnis a descendant of Nithor was a long-standing random decision. And this is not a bad thing, because sometimes good ideas appear just randomly. But why if it was done today however, you'd probably think twice about doing that? That's... mmm... has a special meaning?
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Re: The Guncaster - 3.888

Postby PillowBlaster » Wed Feb 17, 2021 10:59 am

Nah, I ain't a writer. The stories I wrote are unfinished as a fun, little side hobby I did and maybe two, three people ever saw samples of. I only distilled some of it into what you saw in that post.

And, Cygnis as a descendant of Nithor wasn't a long-standing, random decision. The whole idea of making protagonist a dragon was. And I'd think twice doing that now due to certain group I was unaware of back when I decided to go for it, and I'll leave it at that.
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Re: The Guncaster - 3.888

Postby [v_nash] Chillrend » Wed Feb 17, 2021 4:27 pm

Hmm, okay, I get it. Anyway, thanks for the answers, and thanks for this mod! Whoever the main character is, this mod is in any case made with high quality, and it is quite fun to play :D
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Re: The Guncaster - 3.888

Postby Captain J » Thu Feb 18, 2021 12:41 am

Speaking of the dragon daddy of a protagonist, Cygnis, i always wondered how come you design the human arm-esq wings for him and the shopkeep? I usually saw some generic dragon or demon designs with plain ol' bat wings. I found it very clever and original.
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Re: The Guncaster - 3.888

Postby DiodeDrake » Fri Feb 19, 2021 2:29 pm

A certain dead bush texture seems to be getting replaced with a green explosion texture. So far I've only seen it do it on the Hell on Earth starter pack so it may just be a conflict with that, but I'm still checking out other mods I think I've seen that same texture to be sure. It only does this with Guncaster loaded, otherwise it's a dead bush.
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Re: The Guncaster - 3.888

Postby Nomakh » Sat Feb 20, 2021 6:53 pm

At first I would like to thank PillowBlaster for this unusual and full of fun mod, there are not so much good games or even mods with dragons, especially in protagonist's role. I played GC, RO and TB a lot of times and suddenly found out that GC is most balanced mod (yeah, I know, all of these are about fun, not balance), but anyway. Thanks to difficulty settings, you can set up incoming and outcoming damage and GC can still be a challenge to beat some map packs if you want to try it hard. GC+Dark Tartarus equals unforgettable experience...
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Re: The Guncaster - 3.888

Postby m_falcone » Sun Feb 21, 2021 9:59 am

Is it possible to make the new version of guncaster compatible with lzdoom. It lags terribly on gzdoom even at the lowest settings. I cannot play it on gzdoom because of the lag and I really want to try out the prophet suit and the other new stuffs.
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Re: The Guncaster - 3.888

Postby Fureyon » Thu Feb 25, 2021 4:48 pm

So after more playing around it seems the Mourning Glory does have a stabilizing effect once you use the Stratocaster. My bad for not noticing this before.

It's so great in fact that once you get the Stratocaster there is no reason at all to continue using the regular firing mode of the Mourning Glory, and to that effect I'd like to suggest a change: That normal mode be repurposed to firing both cannons at once or if you ever decide to add a third cannon (because more cannon), that all 3 be fired at once. That way one mode becomes a "burst damage" kind of option and the other is the DPS option.

Another cool option might be if you turned the current Stratocaster Active firing mode into the regular function of the weapon, and the Stratocaster can become a sort of grenade launcher to pepper an area with explosions. This would play really well since this gun is supposed to be a meeting point between a rocket launcher and dynamite. While there's no doubt Dynamite would remain more powerful, it wouldn't be able to match the sheer firing speed of a Mourning Glory Grenade Launcher, which might be better suited for sheer DPS scenarios, especially when shooting around corners.
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