v3.2.1 of GZDoom required. Older ones make the Irebolt crash. If you report this as a bug in this thread, then you are a wet noodle.
what the is this
eriguns is a simple-ish weaponmoddy thing that takes ErianceAmuscaria's kickass Demon Eclipse weapon sprites and puts a xaseriffic code-y spin on 'em. it's basically just a thing i made once because i liked the sprites but then i released it and some other folks liked it too so das cool i guess
okay cool, i've seen this though, what's new
there's two erigunses now! eriguns1.pk3 is the DE-EP1 weapons (with two weaponsets; Standard offers same behavior as Doom2's arsenal while Extended has some extra goodies), and there's a brand-new eriguns2.pk3 that has the E2 weaps with a bunch of cool new behaviors and a tome of power equivalent that replaces the blur sphere. check it; its tight
anything else?
well, raven+strife is coming in v1.2 fosho; also, this is the first release of eriguns2 so it's probably got bugs/balance issues, so feedbackify dis thread so i can be mr.fix-it
credits dammit
Eriance o' course, Kate for machinegun+supershotgun sounds in eriguns1, and prolly some other folk I'll list once my memory stops sucking
are you going to make a real post with details and screenshots n' shit
at some point, yes -- but i'm braindead ATM and it's either post this now or wait for like three daysYEARS so I'm just gonna post it
tl;dr: is a thing. play it
enjoy, biatchicles
Re: [v1.1] Eriguns 1&2
Posted: Sun Mar 29, 2015 11:27 pm
by Carbine Dioxide
Awesome! A tribute to Eriance's masterpieces!
Re: [v1.1] Eriguns 1&2
Posted: Mon Mar 30, 2015 7:21 am
by Slax
Totally didn't misread that as DrugGuns. Nope.
Anyway, testing later.
Re: [v1.1] Eriguns 1&2
Posted: Mon Mar 30, 2015 7:37 am
by Hellser
A quick test with the weapons: I'm going to have some fun later. Thanks for barfing this up, Xaser. Please, barf some more.
Re: [v1.1] Eriguns 1&2
Posted: Mon Mar 30, 2015 8:53 am
by SyntherAugustus
What is the Slot 5 weapon in Eriguns 2 supposed to do? I'm trying the secondary fire and I get a Z_floorcheck is not an inventory error.
Re: [v1.1] Eriguns 1&2
Posted: Mon Mar 30, 2015 9:58 am
by Matsilagi
Amazing. Really liked EriGuns 2. Probably gonna finish D1 with it instead of EriGuns.
Re: [v1.1] Eriguns 1&2
Posted: Mon Mar 30, 2015 11:36 am
by Xtyfe
Oh nice he actually finished the auto shotgun. Shame that he didn't do a railgun though
Re: [v1.1] Eriguns 1&2
Posted: Mon Mar 30, 2015 1:08 pm
by Xaser
blackfish wrote:What is the Slot 5 weapon in Eriguns 2 supposed to do? I'm trying the secondary fire and I get a Z_floorcheck is not an inventory error.
Er, do you mean the Slot 6 weapon (Irebolt)? Slot 5 (Mauler) doesn't have a secondary fire.
Should've mentioned, the mod requires a recentish Devbuild of ZDoom. Trying again with the latest revision (pre-1312), I'm getting no issues with it.
Re: [v1.1] Eriguns 1&2
Posted: Mon Mar 30, 2015 1:33 pm
by SAraisXenoQueen
Ah, good. hopefully these will become more widespread. Demonic-themed weapons are something there's a serious lack of in DOOM wads...
I was more partial to the organic/old styled weapons like the scourer, gorewyrm, and the like (most of which had to be cheated via summoning/give codes). but that's just me.
Re: [v1.1] Eriguns 1&2
Posted: Mon Mar 30, 2015 1:50 pm
by SyntherAugustus
Xaser wrote:
blackfish wrote:What is the Slot 5 weapon in Eriguns 2 supposed to do? I'm trying the secondary fire and I get a Z_floorcheck is not an inventory error.
Er, do you mean the Slot 6 weapon (Irebolt)? Slot 5 (Mauler) doesn't have a secondary fire.
Should've mentioned, the mod requires a recentish Devbuild of ZDoom. Trying again with the latest revision (pre-1312), I'm getting no issues with it.
That explains it. It works with the latest ZDoom but not with the latest GZDoom (3-15-15 build)
Re: [v1.1] Eriguns 1&2
Posted: Mon Mar 30, 2015 3:36 pm
by Xaser
Latest-Devbuild GZDoom works fine for me too. Can you be more specific about the error? Screenshots/crash dumps if it's crashing? Might also be an autoload problem, if you have any of those.
Re: [v1.1] Eriguns 1&2
Posted: Mon Mar 30, 2015 3:41 pm
by Shadez12
I got this error while loading eriguns2.pk3 with GZDoom 1.9pre-828
Spoiler:
Script error, "eriguns2.pk3:actors/weapons/blade.txt" line 134:
Expected ')', got ','.
eriguns1.pk3 works fine though.
Re: [v1.1] Eriguns 1&2
Posted: Mon Mar 30, 2015 3:49 pm
by SyntherAugustus
Xaser wrote:Latest-Devbuild GZDoom works fine for me too. Can you be more specific about the error? Screenshots/crash dumps if it's crashing? Might also be an autoload problem, if you have any of those.
Edit: Found the culprit. It's a confliction with GZ-Qtilt. Thanks for the autoload idea. I keep forgetting it's even loaded.
Re: [v1.1] Eriguns 1&2
Posted: Mon Mar 30, 2015 3:50 pm
by Viscra Maelstrom
the Irebolt secondary fire (which explodes the bolts it fires, right?) works just fine for me too, and i'm using the latest development build of GZDoom, too.
Re: [v1.1] Eriguns 1&2
Posted: Mon Mar 30, 2015 4:00 pm
by zrrion the insect
I found a bug: hold the altfire of the Tomed sword and when the tome runes out the altfire does not stop until you release the altfire.