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Re: Re: [v1.1.2] Eriguns - Now Actually Up to Date!

PostPosted: Sun Sep 24, 2017 5:50 am
by Gideon020
Now I'm slightly curious as to what a potential EriGuns 3 would look like...

Re: [v1.1.2] Eriguns - Now Actually Up to Date!

PostPosted: Sun Sep 24, 2017 7:34 am
by Jeimuzu73
Little glitch involving the machine gun; the numbers are out of place when firing with the status bar as shown below:

Image

If the status bar is gone, then the numbers are in the correct place.

Re: Re: [v1.1.2] Eriguns - Now Actually Up to Date!

PostPosted: Sun Sep 24, 2017 12:11 pm
by Xaser
The old method for showing the ammo counter is basically broken by design, unfortunately. The only prudent thing to do with the old code is take it out.

Fortunately, it's already been completely replaced for the next release with something that works properly for once (yay overlays+zscript) -- see previous page for a preview.

Re: Re: [v1.1.2] Eriguns - Now Actually Up to Date!

PostPosted: Sun Sep 24, 2017 4:48 pm
by Jeimuzu73
Xaser wrote:Image

That's with the full screen HUD. Will it work with the status bar in the next release?

Re: Re: [v1.1.2] Eriguns - Now Actually Up to Date!

PostPosted: Sun Sep 24, 2017 4:52 pm
by wildweasel
The way it works is completely and utterly overhauled for the next release, with the commits having been posted 3 hours ago.

Re: Re: [v1.1.2] Eriguns - Now Actually Up to Date!

PostPosted: Sun Sep 24, 2017 5:04 pm
by Jeimuzu73
I kinda get it now, I'll wait until the next release then.

Re: Re: [v1.1.2] Eriguns - Now Actually Up to Date!

PostPosted: Sun Sep 24, 2017 5:46 pm
by NullWire
I hope this mod will have a monsters addon too..

Re: Re: [v1.1.2] Eriguns - Now Actually Up to Date!

PostPosted: Mon Sep 25, 2017 9:12 am
by Xaser
There won't be any new monsters in Eriguns itself, but all the stuff in the mod that previously required monster redefinitions (namely weapon drops & soul-explosion deaths) are rewritten for the next release to work generically, which is an ultra-geeky way of saying you can play it with your favorite monster wad and have everything Just Work™.

I suppose it wouldn't be hard to put together a companion "erimons.pk3", but that would just be a collection of stuff that's already available on R667, so I wouldn't be surprised if someone's already done it.

Re: Re: [v1.1.2] Eriguns - Now Actually Up to Date!

PostPosted: Mon Sep 25, 2017 12:52 pm
by Doomenator
Xaser wrote:I suppose it wouldn't be hard to put together a companion "erimons.pk3", but that would just be a collection of stuff that's already available on R667, so I wouldn't be surprised if someone's already done it.

To collect all in a row, it is not necessary. A set of monsters should be balanced, diverse and similar at the same time. What would the monsters do not stand out from the overall theme. The sets of monsters to eriguns1 and eriguns2 must be fundamentally different. You should try, maybe it will better than other monster packs. :)

Though it is not a bug, but I think it is better to fix.
Spoiler:

Re: Re: [v1.1.2] Eriguns - Now Actually Up to Date!

PostPosted: Mon Sep 25, 2017 1:41 pm
by Blox
I can only imagine you're saying to set +FORCEYBILLBOARD on the puff.

Re: Re: [v1.1.2] Eriguns - Now Actually Up to Date!

PostPosted: Mon Sep 25, 2017 1:47 pm
by Amuscaria
Xaser wrote:Well, it's about time this happened:

Image

Behold, the power of overlays and proper scripting!


OH...MY...GOD....

Re: Re: [v1.1.2] Eriguns - Now Actually Up to Date!

PostPosted: Mon Sep 25, 2017 4:43 pm
by Xaser
The plasma gun ammo meter is in too. Thanks for making 'em! Hope this is all up to snuff.

@Blox/Doomenator: If you mean the puffs, Railgun puffs are spawned directly in the wall rather than a few units away (like regular hitscans), which leads to rendering goofiness like this. I suppose I could work around it given this is a non-piercing shot, and searching around, I'm not sure if anyone has ever bugreported this. Welp. D:

Re: Re: [v2.0.0] Eriguns - Viva la ZScript!

PostPosted: Thu Nov 02, 2017 12:44 am
by Xaser
I've been lagging on writing up a new blurb in the opening post, but tl;dr is that v2.0.0 has been done for a bit so I may as well release it. Everything's zscriptified, Soul deaths work on all monsters, machinegun/plasmagun have working ammo counters, and there's three new weapons in Eriguns2 (Super Immolator, Hellforge, and Hydra) -- check out the CVARs in the menu to toggle spawning.

Apologies for the delay and lack of wordiness. Busy, busy.

Downloads at the usual place. Enjoy n' things!

Re: Re: [v2.2.0] Eriguns - Viva la ZScript!

PostPosted: Thu Nov 02, 2017 4:34 am
by Outtagum
YES! I just had a super quick blast with this and Heretic before diving out the door to work. This is great fun. Setting fire to the gargoyles is particularly satisfying although picking up the beating heart weapon as Corvus laughs is pretty close!

Can't wait to get home tonight and get stuck in properly. :)

Re: Re: [v2.2.0] Eriguns - Viva la ZScript!

PostPosted: Thu Nov 02, 2017 9:48 am
by Gabbuz85
there's a little problem: the irebolt crash the game every time i use it.