[V2] 555 Project [Brutality] Guncaster

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[V2] 555 Project [Brutality] Guncaster

Postby loismustdie555 » Thu Dec 24, 2015 6:16 pm

Image

Updated on February 22, 2017 to match Brutal Guncaster's stuff and things! Now based on Project Brutality 3.0!
Updated on February 26, 2017, rebuilt almost from the ground up entirely. There MAY be some bugs but I've spent the better part of the last 3 or 4 days trying to make sure there are none.

NOTES; I have been told by PillowBlaster that I am the only one allowed to do such a Brutal Doomesque-mod compatbility thing with Guncaster, and that he won't allow any more than that.

EVERYTHING IN THIS DOCUMENT STILL APPLIES TO THIS MOD AS WELL AS GUNCASTER!


555 Project Guncaster is, simply, Guncaster 2.8 + Project Brutality. And nothing more than that.


All the features from Brutal Guncaster with all the extra monsters from Project Brutality.
There probably will be might be bugs. Report any you find. And I will attempt to fix them.

Current known (being fixed soon-ish) bugs; REPORT ANY MORE YOU FIND PLEASE!
-Some actors spew warnings, I already am aware of this, I will fix it. In the mean time stay calm and have some cake or something. And enjoy the mod.
-Strat ironblast fires upon corpses despite my best efforts to prevent such. Any help would be very appreciated...

Credits

If I'm missing anything for credits please let me know.

Here's some Gameplay of a VERY OLD BETA, I need new gameplay videos! Post em up and I'll link em here!



THIS MOD REQUIRES GZDOOM 2.2 OR ABOVE.
Runs best on GZDoom 2.3.2

NEW! Download V2
Last edited by loismustdie555 on Sat Feb 25, 2017 11:44 pm, edited 5 times in total.
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Re: 555 Project [Brutality] Guncaster

Postby Cryomundus » Thu Dec 24, 2015 7:30 pm

Well, I've noticed one rather painful bug.

Zombies do not drop ammo. Makes it kinda hard to start out.
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Re: 555 Project [Brutality] Guncaster

Postby loismustdie555 » Thu Dec 24, 2015 7:44 pm

Cryomundus wrote:Well, I've noticed one rather painful bug.

Zombies do not drop ammo. Makes it kinda hard to start out.


I'll fix that. Anything else?

About to go to bed so I will have to fix it in the morning.
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Re: 555 Project [Brutality] Guncaster

Postby Cryomundus » Thu Dec 24, 2015 8:18 pm

This isn't so much of a bugs as a heads up; in the original project brutality, only the heads where destructable (and even then, it was kinda selective, and they tended to just poof when shot with plasma, no gibs, nuthin), and those tended to block platforms and teleports, so I'd avoid trying to make them gib-able, as it's probably more hassle than it's worth. If anything, make it one of the last things you do, as it's not really all that important to the gameplay.

Edit: Well, found 2 more bugs, commando's still drop the plain old chaingun (the vanilla brutal one) and for some unknown reason, I can't seem to pick up the shotgun ammo belts anymore, despite having only 100/300 shells.

Edit2: waaaaait a sec. I think the ammo belts are giving me regular, doom/brutal doom shells, instead of the guncaster ones. I stratted the ironblast, and after it fired for a bit, I could pick up the belts, but they didn't give me any actual ammo.
Last edited by Cryomundus on Thu Dec 24, 2015 9:45 pm, edited 1 time in total.
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Re: 555 Project [Brutality] Guncaster

Postby loismustdie555 » Thu Dec 24, 2015 9:36 pm

Cryomundus wrote:This isn't so much of a bugs as a heads up; in the original project brutality, only the heads where destructable (and even then, it was kinda selective, and they tended to just poof when shot with plasma, no gibs, nuthin), and those tended to block platforms and teleports, so I'd avoid trying to make them gib-able, as it's probably more hassle than it's worth. If anything, make it one of the last things you do, as it's not really all that important to the gameplay.

Edit: Well, found 2 more bugs, commando's still drop the plain old chaingun (the vanilla brutal one) and for some unknown reason, I can't seem to pick up the shotgun ammo belts anymore, despite having only 100/300 shells.


Couldn't sleep, so currently working on those two right now. Also working on Gumpop and I've gotten corpseblast almost working. Then I'll work on Midas stuff.
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Re: 555 Project [Brutality] Guncaster

Postby Cryomundus » Thu Dec 24, 2015 9:56 pm

Um.

Image

I have literally no idea how the hell I managed this. I got the ironblast, and then I noticed I couldn't pick up shells. I decided to strat it, and when I got the ironblast back, I was stuck with 8/8 shells. What?

edit: Huh, the longhorn has my proper amount, 12/330. But not the ironblast. I thought the two shared the same ammo pool.
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Re: 555 Project [Brutality] Guncaster

Postby loismustdie555 » Thu Dec 24, 2015 9:58 pm

Cryomundus wrote:Um.

Image

I have literally no idea how the hell I managed this. I got the ironblast, and then I noticed I couldn't pick up shells. I decided to strat it, and when I got the ironblast back, I was stuck with 8/8 shells. What?


That's... Very odd... I haven't encountered that. Ever. O.o

I'll take a look. Currently figured out how to fix Midas and CorpseBlast, those will be in the 1st update, and GumPop might (probably will) be in the 2nd update.

I'll see what I can do to fix this issue too.
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Re: 555 Project [Brutality] Guncaster

Postby Somagu » Thu Dec 24, 2015 10:40 pm

Just FYI (as someone that has worked with Brutal Doom stuff before) the reason Chaingunners are dropping the wrong stuff is because every individual death state for chaingunners specifically calls to drop a chaingun rather than simply dropping it on death.
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Re: 555 Project [Brutality] Guncaster

Postby loismustdie555 » Thu Dec 24, 2015 11:37 pm

Somagu wrote:Just FYI (as someone that has worked with Brutal Doom stuff before) the reason Chaingunners are dropping the wrong stuff is because every individual death state for chaingunners specifically calls to drop a chaingun rather than simply dropping it on death.


I know, I just forgot to edit those out. >.<

I fixed it now. Don't worry. :)
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Re: [Update][V0.3] 555 Project [Brutality] Guncaster

Postby loismustdie555 » Mon Dec 28, 2015 4:01 pm

I *BELIEVE* I have fixed everything I can except chillgrasp. Which I will start working on soon. I need anyone who finds a bug to please report it so I can fix it.
I've fixed Gumpop using a slightly hacky method. Next update *might* include a revamp of it, if people report that they dislike the way Gumpop works now.
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Re: [Update][V0.3] 555 Project [Brutality] Guncaster

Postby irukanjji » Mon Dec 28, 2015 8:51 pm

Hi loismustdie555, can you tell how can i play this ?
It´s necessary Guncaster or other wad, for play it ?
Thanks for your work
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Re: [Update][V0.3] 555 Project [Brutality] Guncaster

Postby loismustdie555 » Mon Dec 28, 2015 8:57 pm

irukanjji wrote:Hi loismustdie555, can you tell how can i play this ?
It´s necessary Guncaster or other wad, for play it ?
Thanks for your work


You need only the files in the upload at the bottom. Use a launcher like zdl, put 555_BrutalGuncaster_A_ProjectBrutality.pk3 above 555_BrutalGuncaster_B_Guncaster.pk3 and run. If you get errors then you need to use the newer dev builds of gzdoom. At devbuilds.drdteam.org.
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Re: [Update][V0.3] 555 Project [Brutality] Guncaster

Postby irukanjji » Tue Dec 29, 2015 11:42 pm

Thanks m8, i will try it
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Re: [Update][V0.3] 555 Project [Brutality] Guncaster

Postby Gideon020 » Thu Dec 31, 2015 9:49 pm

Out of curiosity, will there be potential to add/brutalize the monsters from the Guncaster Monster Pack if permission was received?
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Re: [Update][V0.3] 555 Project [Brutality] Guncaster

Postby loismustdie555 » Fri Jan 01, 2016 3:08 pm

Gideon020 wrote:Out of curiosity, will there be potential to add/brutalize the monsters from the Guncaster Monster Pack if permission was received?


Maybe, I'm not the best at spriting. That was mainly Kain's (not sure what his username is) job. I'm more of a coder. And Kain too is busy these days.
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