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Re: The Guncaster - 3.888

PostPosted: Wed Apr 21, 2021 9:57 am
by SaveTheDoomer
Oh i just forgot to mention a little bug : augur ignores infiniteammo :geek:

Re: The Guncaster - 3.888

PostPosted: Wed Apr 21, 2021 6:46 pm
by Pineapple Wizard
Rowsol wrote:Try removing your gzdoom.ini and trying again.

That worked. Apparently I had it set to render graphics with Softpoly and doom renderer software. Seems like Guncaster doesn't like doom software renderer on softpoly.

Re: The Guncaster - 3.888

PostPosted: Thu Apr 22, 2021 7:55 am
by Chaosvolt
Getting an access violation error on trying to load this mod up with Strife. Version of GZDoom is 4.5.0 (currently latest stable release), used with ZDL 3-1.1 (using ye olde drag and drop instead of having ZDL around as a mod loader had no effect on results), no other PWADs added. Guncaster version is latest linked on the OP, 3.888



Given this is with the new PC I'm not sure if it's an "I'm missing something that my old PC had that's missing in the new one for some insane reason" issue or a recent issue. I'd need to hook up the old PC again to check whether the version of Guncaster I have on there is an older one.

Unrelated, this error screen now makes me tempted to see what happens if you load Guncaster up with that Touhou Doom mod, to see if there's any funny tweaks to the dialogue like there is when it's loaded with Strife.

Re: The Guncaster - 3.888

PostPosted: Thu Apr 22, 2021 5:36 pm
by KeksDose
Thought I had fixed that ''

There's no Touhou Doom special handling! The Utsuho screen is just a joke I threw around for a long time. You can also find a menu setting to get a Castlevania 2 screen instead.

mpcomp wrote:Request: please add a toggle key bind option for KekDose golden emperor remote missile drone cam aka gc_guidedmissile view in mod controls section.

I'll add that since you said my name lel

Re: The Guncaster - 3.888

PostPosted: Thu Apr 22, 2021 6:49 pm
by Chaosvolt
KeksDose wrote:Thought I had fixed that ''

There's no Touhou Doom special handling! The Utsuho screen is just a joke I threw around for a long time. You can also find a menu setting to get a Castlevania 2 screen instead.
I'll add that since you said my name lel


Welp, hopefully an easy fix. o.O

In any case, definitely an interesting mod. I'm honestly most impressed with all the stuff that went into getting it to work with Strife overall.

Re: The Guncaster - 3.888a

PostPosted: Fri Apr 23, 2021 2:43 pm
by PillowBlaster
Chaosvolt wrote:I'm honestly most impressed with all the stuff that went into getting it to work with Strife overall.


That'd be mostly the magic of Amv2k9's work; wherever he is and whatever he's doing now, I hope that he's doing alright, he was a real trooper regarding that stuff.

KeksDose wrote:Thought I had fixed that '


Yeah, you've got it fixed alright; I just have to update the files at some point... Which I guess I could do now, praise Mima and the Moon!

Addon heeeere~

Spoiler: changelog

Re: The Guncaster - 3.888a

PostPosted: Fri Apr 23, 2021 4:24 pm
by Chaosvolt
Definitely interesting all the same. How it replaces the Sigil is definitely a bit of code I'll need to eyeball eventually, too.

But that is likely far ahead of me given just spriting is gonna be hard enough.

Re: The Guncaster - 3.888a

PostPosted: Sat Apr 24, 2021 8:20 pm
by Gourry
Having a small issue since updating to 3.888a from 3.888. The quick key binds are not saving every time I launch gzdoom 4.5.0. I've deleted the .ini file twice and still have the same problem.

Re: The Guncaster - 3.888a

PostPosted: Sat Apr 24, 2021 10:00 pm
by Dalse
Alright! I played this new update a bit and there are some thoughts:

- The tomed Darkpath seems nice as a single target killer, altough I miss the slowed down time outside of the deadmaker!

- The pulverizer strat is much fun to use now! And heck, the strucker strat is such a straight upgrade that you cannot even change it back!

-It seems that I can kill cyberdemons much more easier with the morning glory right now. I like the buff on direct hits makes killing bosses much easier.

- I am glad the Deadmaker's meteor was buffed! It is one of the best looking spells for me but I always felt that the damage wasn't enough for its cost!

-Holy damn , that is the word for the buffed dreadful! Now there is those thunders hitting the enemies...King BFG indeed.

- I may sound annoying for speaking of melee , but I do think that making easier to step on enemies can be considered a buff when charging and meleeing, lol.

- I have a feeling that the Sword Strikes are not as flashy as hand strikes as you get berkeked/Deadmaker/Mechamaker? You can feel the screen freaking shake and the freaking punch explosions , but the sword effects stays mostly the same.Perhaps a "swordexplosion" when striking with it when you power the melee up may sell the power better?

-I found neat those new "bfg" boxes that drops from bosses. No more too much waiting for that sweet Bishop suit!

That is my thoughts for now! Also, what is the Rider of the Storm?
And what about those rectangles!?

Re: The Guncaster - 3.888a

PostPosted: Sun Apr 25, 2021 1:17 am
by SaveTheDoomer
Gourry wrote:Having a small issue since updating to 3.888a from 3.888. The quick key binds are not saving every time I launch gzdoom 4.5.0. I've deleted the .ini file twice and still have the same problem.


Me too. The shopkeeper key get deleted every time i quit. Tested with latest git.

Re: The Guncaster - 3.888a

PostPosted: Sun Apr 25, 2021 2:17 am
by PillowBlaster
SaveTheDoomer wrote:
Gourry wrote:Having a small issue since updating to 3.888a from 3.888. The quick key binds are not saving every time I launch gzdoom 4.5.0. I've deleted the .ini file twice and still have the same problem.


Me too. The shopkeeper key get deleted every time i quit. Tested with latest git.


Yeah, given it was literally done and uploaded the same day, didn't notice that adding the Emperor guidance switch button made the binds get flushed after quitting the game; I've fixed it, redownload the addon please!

Re: The Guncaster - 3.888a

PostPosted: Sun Apr 25, 2021 2:15 pm
by Fureyon
So, I did a quick playthrough and here's the feedback thus far.

Since we're tossing away balance for Sandman and Mourning Glory, I'm not going to comment on how they compare to their regular counterparts as they're always the superior choice, to the point you don't even need to remember the pulverizer or the matriarch exist if you get either Sandman or Mourning Glory.

-Mourning Glory: Hell yeah! The grenades feel so good for wiping out a large crowd, carpet bombing at its best! And the enhanced impact is noticeable, even if it doesn't make too much of a difference.

-Frostbite: This has been one of my most used spells since it was changed from its bouncy origins, and the enhanced speed make this sooo much better!

-Skullfire Meteors: I didn't notice much of a difference on this one, maybe it kills stuff quicker now, but it hasn't impacted how I use the spell most of the time. The shockwave is very pretty tho.

-Dosh count: Thank god(read Mima)! This is a godsend on slaughterwads.

-Old Dreadful: It has always been one of my favorite guns, which was only reinforced when you managed to reduce the lag on this baby, but hot damn that buff! Golden Emperor is still cool, but it's not much of an emperor anymore!

-Mechamaker Missiles: These are so cool, but sadly also pretty laggy. Particularly when they're blowing up a lot of monsters. Maybe take out some of the smoke when they go off?

-Matriarch: The increase in potency was sorely need IMO, and you could stand to make it even stronger. Let's be real, most weapons take out enemies way quicker than the matriarch, the pulverizer is faster and way more common; the augur packs much more of a punch and goes through enemies, and has a bigger blasting area too. An exception might be the strat which turns this into an explosive shotgun of homing explodey bukkake, but the regular fire is very lackluster compared to the rest of your arsenal, even when compared to other "lesser" guns. Maybe load up the rocket with napalm or shrapnel so it has more blasting range and deal some stacking DoT? Or maybe you could have it cause an weakening effect so every following explosion get incrementally more powerful. Or just straight up buff this girl up.

-Strucker: I love the new stratocaster and making the old strat become its main function works great. There really was no reason to use regular Strucker when you got that in the past, the new strat gives great utility with its DoT and the accurate shots allow you to use Strucker at a much wider range. Pure damage seems a little inconsistent at longer ranges, but that is really not why you'd use the strat in the first place.

-Pulverizer: Love that you're able to spew bowling balls faster. I kinda liked to see the good ol ball forming, but the new way it works does feel and work much better, much faster too! Think you could be more generous with the base ammo pool for this gun, it tends to run out rather fast, but then again base pulverizer is pretty darn strong too. Stronger than the matriarch, I think.

-Darkpath: Having a limited range on the teleport is fine for me. Overshooting my destination was a common mistake and telefragging is a REALLY good effect. Untomed, I couldn't get rid of a spiderbot, tomed I had no problem with it. Not sure of the upper limits of tomed, but if it can take down big baddies like a cybercow... If I were to suggest ANY improvement at all, it would be to be able to hold the spell to place a marker of where you will land or maybe a spectral clone of Cyg. This is one of the best utility spells, after all, and being able to use it more reliably for escaping certain doom would be great, though I'm not sure you'd have time to aim anyway. Store description says it has unlimited range when tomed, but that doesn't seem to be the case. You can't warp from one end of MAP12 (the factory) on doom 2 to the other in the large outside area. To be clear, I'm fine with that, I actually prefer it that way personally, but the store did mention infinite range.

Not sure I understand what you mean by cosmic rectangles, based on the description I thought it had something to do with the Sword strat, but I didn't see any particular change there. Maybe the sword reach was improved? I'm not sure.

All in all, I love the changes! Hope the teaser we got last time doesn't take too long. Whatever it happens to be, I'm sure it'll be one hell of a ride!

Re: The Guncaster - 3.888a

PostPosted: Sun Apr 25, 2021 6:16 pm
by Gourry
PillowBlaster wrote:
SaveTheDoomer wrote:
Gourry wrote:Having a small issue since updating to 3.888a from 3.888. The quick key binds are not saving every time I launch gzdoom 4.5.0. I've deleted the .ini file twice and still have the same problem.


Me too. The shopkeeper key get deleted every time i quit. Tested with latest git.


Yeah, given it was literally done and uploaded the same day, didn't notice that adding the Emperor guidance switch button made the binds get flushed after quitting the game; I've fixed it, redownload the addon please!



It works now, thanks.

Re: The Guncaster - 3.888a

PostPosted: Tue Apr 27, 2021 1:11 pm
by Dalse
I have a question for you guys that play Guncaster: What you guys think about the possession mechanic of the Draugh? I always thought it as rather underpowered , specially with the new mechanic that it draws from the riftwalk gauge than the mana itself. Id rather use the temporary damage reflection and invisibility of the riftwalk than just possess a baron or two. Even when I am messing around with the Addon's deadmaker it is not fun enough for me.

Re: The Guncaster - 3.888a

PostPosted: Tue Apr 27, 2021 4:59 pm
by Fureyon
Dalse wrote:I have a question for you guys that play Guncaster: What you guys think about the possession mechanic of the Draugh? I always thought it as rather underpowered , specially with the new mechanic that it draws from the riftwalk gauge than the mana itself. Id rather use the temporary damage reflection and invisibility of the riftwalk than just possess a baron or two. Even when I am messing around with the Addon's deadmaker it is not fun enough for me.


It's underpowered until you think about what you can actually hijack with it, including but not restricted to Cyberdemon, Barons, Spiders, etc. You can posses more than one enemy at a time, the enemy becomes pretty much immortal, it will exclusively target your enemies and won't hurt you. So it's basically a free kill on your (strongest) enemy and they become your ally in the process, for a time. Pair this up with monster mods and/or legendary and you'll see that this is actually really powerful.

A pack of pinkies under your control can be absolutely devastating.