The Guncaster - 3.888a

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Re: The Guncaster - 3.888a

Postby PillowBlaster » Tue Jun 22, 2021 11:04 pm

Yelso wrote:I get a crash to console when I shoot a wendigo in Hexen with the shotgun single shot upgrade. Don't know why, the drill effect works fine for everything else.


I've fixed that now~
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Re: The Guncaster - 3.888a

Postby Gustavo6046 » Sun Jun 27, 2021 5:32 pm

Hey, sorry for the silly question but, if you get more than nine minor releases under the same major version, does it loop to, say, 3.101010 or what? At that point why not just add ellipses and say every version number is an irrational number (eg. 3.141141141...)?

That aside, this is without doubt a really fun mod, with quite an enjoyable (almost RPG-ish?) gameplay loop and a delightful pinch of silly all over, and definitely meets the expectations, even coming from the man who gave birth to ultimate vodka supremacy itself. Loving it!
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Re: The Guncaster - 3.888a

Postby PillowBlaster » Sun Jun 27, 2021 11:02 pm

I've been holding out rounding up the number to 4.0 for a reason that may or may never come, all depends on whether Zhs2 will wanna work out the last, big thing I'd like to add to it or not. I don't wanna force anyone to do stuff, so it's entirely up to him. If it won't happen, too bad, if it will, great. Simple as that!

And speaking of, thank you - it's all thanks to my friends who made it possible, really.
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Re: The Guncaster - 3.888a

Postby PhoxFyre007 » Tue Jun 29, 2021 2:35 pm

Guncaster is an amazing mod, and if it gains a big 4.0 release, so be it, but I have enjoyed the whole experience since 3.555, and I look forward to if there are new updates eagerly, but if there are not I love the quality of each release we have gotten to where the quality of this mod I see as one of the highest gameplay mods in the ZDoom community. Cheers to all of the developers and collaborators to this project, thank you for the years and dedication to this project, I enjoy it thoroughly.
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Re: The Guncaster - 3.888a

Postby Moe_ » Wed Jun 30, 2021 9:32 am

SO I ran this in ZDL with dark tartarus when the game starts it does not show the option to play dark tartarus just starts doom 2 map 1. I am using the updated version of gzdoom and guncaster. Is there a specific load order for this mod?
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Re: The Guncaster - 3.888a

Postby goedn » Mon Jul 05, 2021 1:29 am

So I made an account just to ask: why change the strucker strat? It seemed fine before, at least to my small brain. Maybe instead of inverting the strat order, make both modes available to start and make the strat something else, like reducing spread, pellet count, and reload speed but increasing damage and penetration/piercing. Keep in mind I'm writing this at 3am, so if anything seems misspelled or janky as hell, that's why.
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Re: The Guncaster - 3.888a

Postby fakemai » Mon Jul 05, 2021 2:58 pm

For those who are stuck on LZDoom and older versions of this mod, see if GZDoom-GLES works out. Because yeah, I'm finally seeing Prophet, and it's absurd but never gets old much like the forms before it. That big change aside, what was removed I generally agree with as well. Unsure thoughts about the changed weapons since I typically find myself using all of them at least, but there is a clear upgrade in Sandman and Mourning Glory and now I'm far more inclined to want the add-on. Also I typically leave the shop fully unlocked since what's there is a lot sparser now and many items are not upgradeable, and there's no gradual unlock system.
Moe_ wrote:SO I ran this in ZDL with dark tartarus when the game starts it does not show the option to play dark tartarus just starts doom 2 map 1. I am using the updated version of gzdoom and guncaster. Is there a specific load order for this mod?

Short version: Load the mapset first and then Guncaster. Long version: The general rule is mapsets first, then weapon mods, then monster mods, but it's actually mod-dependent. For Guncaster, it's the mapset, then the main mod, then the 3 add-ons as desired in order of download links. Then if you want to use monster mods that aren't DoomRL Monsters or others that support it directly, add the universal add-on, and then the monster mod. I don't know where helper mods fall into this (Episodic, Universal Gibs, LegenDoom Lite, etc.) but if in auto-load they'll be first. I usually load them manually after mapsets and before other stuff.
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Re: The Guncaster - 3.888a

Postby CaptainNurbles » Tue Jul 06, 2021 6:57 pm

Having an issue in which the game crashes on boot when loaded with Hexen.

Load Order:

Guncaster.pk3
GC_Addon.pk3
GC_WeaponShop.pk3

Error:

Code: Select allExpand view
Guncaster.pk3:zscript/artifacts/manashield.txt, line 188: Class name PowerManaShield already exists
Guncaster.pk3:zscript/artifacts/manashield.txt, line 188: PowerManaShield already has defaults

Execution could not continue.

2 errors, 0 warnings while compiling Guncaster.pk3:zscript.txt


Tested on a fresh install of the latest version of GZDoom.
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Re: The Guncaster - 3.888a

Postby wildweasel » Tue Jul 06, 2021 7:23 pm

Can you post the complete console log?
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Re: The Guncaster - 3.888a

Postby CaptainNurbles » Tue Jul 06, 2021 8:37 pm

Code: Select allExpand view
OS: Windows 10 (or higher) (NT 10.0) Build 19041
   
M_LoadDefaults: Load system defaults.
Using program directory for storage
W_Init: Init WADfiles.
 adding C:/Users/NAME/Desktop/Doom Stuff/GZDoom/gzdoom.pk3, 630 lumps
 adding C:/Users/NAME/Desktop/Doom Stuff/GZDoom/game_support.pk3, 2512 lumps
 adding C:/Users/NAME/Desktop/Doom Stuff/IWADs/HEXEN.WAD, 4270 lumps
 adding game_widescreen_gfx.pk3, 38 lumps
 adding C:/Users/NAME/Desktop/Doom Stuff/Weapons/Hearts of Demons Baron.pk3, 1674 lumps
 adding C:/Users/NAME/Desktop/Doom Stuff/Guncaster/Guncaster.pk3, 6082 lumps
 adding C:/Users/NAME/Desktop/Doom Stuff/Guncaster/GC_Addon.pk3, 978 lumps
 adding C:/Users/NAME/Desktop/Doom Stuff/Guncaster/GC_WeaponShop.pk3, 4 lumps
I_Init: Setting up machine state.
CPU speed: 3504 MHz
CPU Vendor ID: GenuineIntel
  Name: Intel(R) Core(TM) i5-6600K CPU @ 3.50GHz
  Family 6, Model 94, Stepping 3
  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 (High Definition Audio Device)
  EFX enabled
ST_Init: Init startup screen.
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.
Guncaster.pk3:zscript/artifacts/manashield.txt, line 188: Class name PowerManaShield already exists
Guncaster.pk3:zscript/artifacts/manashield.txt, line 188: PowerManaShield already has defaults

Execution could not continue.

2 errors, 0 warnings while compiling Guncaster.pk3:zscript.txt


Works fine in Doom and Strife, so unsure exactly why Hexen is giving it issues. Even made sure to copy over a fresh copy of the IWAD by redownloading the Steam version and nuh, just breaks.
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Re: The Guncaster - 3.888a

Postby wildweasel » Tue Jul 06, 2021 11:57 pm

You appear to be loading Hearts of Demons Baron alongside the Guncaster stuff; I imagine that's going to result in some duplicate class names by pure coincidence. Is it in an autoload section?
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Re: The Guncaster - 3.888a

Postby CaptainNurbles » Wed Jul 07, 2021 8:35 am

I have no idea why Hearts of Demons is set in the Autoload for Hexen, but it was. Fixed. Much appreciated, my dude.
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Re: The Guncaster - 3.888a

Postby fakemai » Thu Jul 08, 2021 4:45 am

With Deadmaker mask and melee equipped I can pick up green barrels in Strife without removing them. May also affect Prophet but I can't test that. Yet.
Also there's an issue with the Medipods in Strife. If you have 15 of them and then try to pick up another, VM abort. EDIT4: That's with auto-pickup at 1. With 2, it just straight up VM aborts on touching any. EDIT5: Does the conditional "Health < PlayerPawn(self).MaxHealth" work instead of its original "invoker.owner.Health < PlayerPawn(invoker.owner).MaxHealth"? That was borrowed from the rejuv pots. It's also applicable to the other two health items which have the same issue.
Code: Select allExpand view
VM execution aborted: tried to read from address zero.
Called from GCS_MedipodGiver.StateFunction.4 at gc.pk3:zscript/items/strifehealth.txt, line 113
Called from CustomInventory.TryPickup at gzdoom.pk3:zscript/actors/inventory/stateprovider.zs, line 501
Called from Inventory.CallTryPickup at gzdoom.pk3:zscript/actors/inventory/inventory.zs, line 603
Called from Inventory.Touch at gzdoom.pk3:zscript/actors/inventory/inventory.zs, line 775
Called from PlayerPawn.Tick at gzdoom.pk3:zscript/actors/player/player.zs, line 157
Called from Guncaster.Tick at gc.pk3:zscript/guncaster.txt, line 1227
Called from state GCS_MedipodGiver.4 in inventory state chain in GCS_MedipodGiver
Called from Thinker.Tick [Native]

Very minor things, the Draugr tome fragments in Hexen become useless when you have one, while the other two at least give ammo. Unsure how the extras are affected. Also double-tap dashing triggers in the snake mini-game, at least for Prophet. EDIT3: Also Strife Loremaster sprite conflict? His grapple shot has a giant Prophet fist! It looks so ridiculous, and fitting.

EDIT "I'm losing track": Another VM abort that occasionally happens when acquiring the keys in the prison, either the ID from the doorman or the prison key from the warden. NO idea why this is happening but it's happened more than once.
Spoiler:
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Re: The Guncaster - 3.888a

Postby PillowBlaster » Sat Jul 17, 2021 1:47 am

-I've added ammo giving to Draugh Tome and Deadmaker pieces; I probably had a reason to "not" do that, but whatever, I'll remind myself why later upon some silly circumstance as usual (also ommitted Golden Emperor cause it runs on its own ammo and I am lazy).
-Yeah, that conditional will fix it for now. I probably had a reason here too but I can't remember it now, so if that works... Might as well do replace it.
-Fixed the loreshot conflict on my side. I don't think I wanna rename the frames in-mod, so I'll just mess with replacing loreshot and its frames instead.
-Couldn't reproduce the barrel problem, they seem to be removed as usual here, hmmmm. Maybe I've fixed it already.
-I'm afraid I can't do much about the keys, couldn't reproduce it either. Would have to refer it to Dino or Zhs2, anyway.
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Re: The Guncaster - 3.888a

Postby Tesculpture » Fri Jul 23, 2021 7:17 am

Have some bugs to report:

-Grabbing the Powersuit or the Deadmaker Mask for the first time always puts it on, even if "Auto-activate Artifacts" is set to No. Also, the Powersuit doesn't seem to display its item tips on first use, even when "Special item tips" is set to On.

-When wearing the Powersuit, if you start a new game or load a game where you aren't wearing the Powersuit, the HUD icon for the Fire Breath spell remains the green "Tiberium Breath" version instead of changing to the regular orange one. This persists no matter how many times you start new games/load games; the only way to change the icon back is to have the Powersuit on and "take it off".

-The "Button-Based" Armor Restriction applies to Armor bought from the shop as well - if you don't hold down the "use" key as you click the button to complete the purchase, you still expend the money but don't receive the armor.

-The "Shop Ring opacity %" Option does not actually adjust the opacity - it also changes the Shop Sprite scale instead.

-The projectiles of the Flamewave spell use sprites from the Guncaster Addon - if you load Guncaster without the Addon, Flamewave has no sprites save the embers/explosions.
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