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

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are ONLY for YOUR PROJECTS! If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.

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

Postby Gideon020 » Mon Nov 05, 2018 12:47 am

Nah, EriGuns episode 3, based on the 3rd Episode of Demon Eclipse. :D
Gideon020
Fanboy
 
Joined: 28 Sep 2015

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

Postby IDKrisis » Fri Nov 09, 2018 12:46 pm

I've been testing this mod on some regular Doom 2 levels, but I've noticed something odd. Eriguns 1 features an auto shotgun, a chaingun, a double missile launcher and a grenade launcher, but the only way to aquire these is with the IDKFA cheat. They never spawn in vanilla maps.
User avatar
IDKrisis
Dreaming in Pixels
 
Joined: 08 Jan 2018

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

Postby AL-97 » Fri Nov 09, 2018 2:58 pm

For additional weapons to appear you have to select the Extended Weapon Set at the start of your game. Chaingun, but rather the Gatling Gun, is dropped by Spider Mastermind, and Missile Launcher is dropped by Cyberdemon.
User avatar
AL-97
 
Joined: 07 Dec 2016

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

Postby DabbingSquidward » Sat Nov 10, 2018 3:42 am

AL-97 wrote:For additional weapons to appear you have to select the Extended Weapon Set at the start of your game. Chaingun, but rather the Gatling Gun, is dropped by Spider Mastermind, and Missile Launcher is dropped by Cyberdemon.


But there's still two weapons left unobtainable without cheats, the auto shotgun and the grenade launcher.
User avatar
DabbingSquidward
 
Joined: 08 Nov 2017
Location: Germany

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

Postby IDKrisis » Sat Nov 10, 2018 7:22 am

DabbingSquidward wrote:
AL-97 wrote:For additional weapons to appear you have to select the Extended Weapon Set at the start of your game. Chaingun, but rather the Gatling Gun, is dropped by Spider Mastermind, and Missile Launcher is dropped by Cyberdemon.


But there's still two weapons left unobtainable without cheats, the auto shotgun and the grenade launcher.


I actually had selected the Extended weapon set, but I had not yet encountered any Cyberdemons or Spider Materminds during my tests. It seems that the mod does need a little adjustment though, if there are still weapons you can only get through cheating.
User avatar
IDKrisis
Dreaming in Pixels
 
Joined: 08 Jan 2018

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

Postby Xaser » Sat Nov 10, 2018 1:24 pm

The auto shotgun and grenade launcher are just the result of me having some fun with Eriance's sprites. There was never any concrete plans to add them to the game for real (and the GL is unfinished anyway), so they're an easter egg, more or less.

I suppose I could do what Eriguns2 does and have some CVAR switches that swap out the SSG and RL with these, though it may be a while before I get back 'round to tinkering with the mod.
User avatar
Xaser
anarchivist
 
 
 
Joined: 20 Jul 2003

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

Postby SiFi270 » Sat Nov 10, 2018 2:27 pm

With the Eriguns0 idea I mentioned on the previous page, I was thinking the Cyberdemon could drop the Pyro Cannon or Devastator (another thing to decide through CVAR?), the Spider Mastermind could drop the Repeater, and finally the flamethrower could go to the Arch-vile. Even then I still think there'd be a few left over, but maybe some of the ones I'm thinking of weren't actually in DE at any point in its development, but made for Stronghold and/or UTNT.
User avatar
SiFi270
 
Joined: 10 Feb 2015
Location: Does anyone put a serious answer here?

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

Postby EddieMann » Fri Dec 07, 2018 1:52 pm

Why is the mauler the chaingun instead of the nailgun?
User avatar
EddieMann
 
Joined: 18 May 2014
Location: Arizona

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

Postby IDKrisis » Sat Dec 22, 2018 6:33 am

After playing with some other mods, I decided to return and test out Eriguns2. I love the weapon designs, but I've noticed that the Hellforge and the Hydra are unobtainable without cheats. Perhaps these were just experimental as well, but the Hydra actually looks quite familiar. I've seen a custom enemy for Doom called a Behemoth which has arm cannons that look just like it.

If you ever get around to tweaking this mod, I would suggest completing and adding the unfinished weapons, but also creating a slightly altered "compatible" version of the Eriguns mods, where all the weapons spawn from pickup spawn points instead of being dropped by enemies. This would make the mods more compatible with monster mods, like Colourful Hell and DoomKrakken's Monster Randomiser, since monster mods often alter the vanilla enemies and eliminate any pickups that the Eriguns mods would make them drop.
User avatar
IDKrisis
Dreaming in Pixels
 
Joined: 08 Jan 2018

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

Postby m8f » Sat Dec 22, 2018 9:27 am

IDKrisis wrote:I've noticed that the Hellforge and the Hydra are unobtainable without cheats.

Take a look at Eriguns2 Options:
User avatar
m8f
 
 
 
Joined: 29 Dec 2017

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

Postby IDKrisis » Mon Dec 24, 2018 8:11 am

m8f wrote:
IDKrisis wrote:I've noticed that the Hellforge and the Hydra are unobtainable without cheats.

Take a look at Eriguns2 Options:

Oops! Missed that. Thanks for the info.

I still think that a compatible version of both mods should be made, though. If you don't have to rely on monster drops for any of the new weapons, then it would make them more compatible with monster mods.
User avatar
IDKrisis
Dreaming in Pixels
 
Joined: 08 Jan 2018

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

Postby Xaser » Wed Dec 26, 2018 1:25 am

The weapon drops use a custom system, rather than the native "DropItem" functionality, precisely to make 'em work with mods that replace monsters. Give it a try.
User avatar
Xaser
anarchivist
 
 
 
Joined: 20 Jul 2003

Previous

Return to Gameplay Mods

Who is online

Users browsing this forum: Goregrinder, Semrush [Bot], SimonTheDigger, Valherran and 10 guests