[V2] 555 Project [Brutality] Guncaster

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Re: [V2] 555 Project [Brutality] Guncaster

Postby DoomKrakken » Sun Mar 26, 2017 1:22 am

All of that should be fixed when the next release comes out...
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Re: [V2] 555 Project [Brutality] Guncaster

Postby Rtma » Sat May 13, 2017 12:34 am

Along with certain pickups not being replaced like the small shotgun ammo, certain execution animations don't exist so when it happens they disappear and reappear when it plays out, also certain deaths don't highlight with night vision, I've actually encountered times when certain monsters refuse to die and keep shooting at you even after you die, I even seen a fellow former fire at another and didn't kill him either.
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Re: [V2] 555 Project [Brutality] Guncaster

Postby DoomKrakken » Sat May 13, 2017 3:28 pm

As I've said... all of this should be fixed in the next release. I'm pretty much overhauling the entire code, using a Project Brutality Monsters Only mod as a base.

Please stop reporting bugs until the next release. ;)
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Re: [V2] 555 Project [Brutality] Guncaster

Postby Tetsuryu » Mon May 29, 2017 3:10 am

Oh this is it's own mod?

And I was hoping there was a way to just combine item-based mods with PB monsters. I was gonna run Russian Overkill that way :(
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Re: [V2] 555 Project [Brutality] Guncaster

Postby DoomKrakken » Mon May 29, 2017 4:13 am

Yes, it is. Soon enough, though, it won't.

There will be, eventually. ;)
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Re: [V2] 555 Project [Brutality] Guncaster

Postby Tetsuryu » Mon May 29, 2017 8:18 am

DoomKrakken wrote:There will be, eventually. ;)

I do like the sound of that.

In a perfect world, there'd also be a way to choke/remove the added gore effects so you could play nuts.wad with PB monsters without the whole thing crashing! :shock:
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Re: [V2] 555 Project [Brutality] Guncaster

Postby DoomKrakken » Mon May 29, 2017 9:14 pm

In a perfect world, that wouldn't be necessary... ;)
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Re: [V2] 555 Project [Brutality] Guncaster

Postby PillowBlaster » Tue May 30, 2017 8:22 am

Tetsuryu wrote:In a perfect world, there'd also be a way to choke/remove the added gore effects so you could play nuts.wad with PB monsters without the whole thing crashing! :shock:


I don't think nuts are a good example to benchmark things with. Buuut I guess that's the joke flying over my head. :P

The problem with effect chokers, especially flexible ones, is that making them after you got everything done is a boring pain in the ass and makes the code look super arse. Not a big deal with stuff like gore, I believe, but if I'd want to do a one for space nuke... *shudder*. I'll see what I can do, though, but no promises.
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Re: [V2] 555 Project [Brutality] Guncaster

Postby Tetsuryu » Tue May 30, 2017 11:32 am

PillowBlaster wrote:I don't think nuts are a good example to benchmark things with. Buuut I guess that's the joke flying over my head. :P

I dunno about benchmarking, but nuts and the Hindenburg Beacon were made for each other. It's just so tremendously satisfying to use. :P

I don't think the effect choking is really a mod issue anyway, that's something that really ought to be handled by the port itself. Something like the Prism Lazer or the Extrmesphere (esp. if it's both at the same time) can make things really sluggish, but then there's the occasional instance where the framerate doesn't go back up after the carnage ends and the whole map becomes almost completely unplayable, and it's not exclusive to nuts.wad or guncaster either. Probably because of all the particles or decals, I don't know.
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Re: [V2] 555 Project [Brutality] Guncaster

Postby Dinosaur_Nerd » Wed Feb 21, 2018 6:47 pm

I am brand new to these forums, and this mod, please bear with me if I am doing something you don't want me to do, I'm only trying to help.

found a bug with the envirosuit
When picking up the "Envirosuit" item it gives the "Radsuit" powerup, the time limited one not the item in your inventory.

to replicate:
1. start game and open console
2. type SV_CHEATS TRUE
3. start new game and open console
4. type summon radsuit
5. pick it up

the cause of the bug is the file DECORATE.2PB.dec located in the root directory of the PBGuncasterV2.pk3 when opened with slade3
line 338-349

Code: Select allExpand view
ACTOR NewRadSuit : RadSuit Replaces RadSuit
{
   Inventory.PickUpSound "misc/radsuit_PickUp"
   +FLOORCLIP
   +DONTGIB
   States
     {
     Spawn:
      SUIT A 2
       Loop
     }
}



This is from project brutality and is replacing the "Radsuit" which "Envirosuit" is supposed to replace

If lines 338-349 are deleted from DECORATE.2PB.dec the problem is resolved.
Thanks again for this mod, if there is a better way for me to help debug, let me know.
Last edited by Dinosaur_Nerd on Wed Mar 07, 2018 6:06 am, edited 2 times in total.
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Re: [V2] 555 Project [Brutality] Guncaster

Postby Dinosaur_Nerd » Wed Feb 28, 2018 9:16 am

Found another bug, sentries and captured marines from Project Brutality spawn instead of blurspheres

to replicate:
1. start game on difficulty 5 (nightmare/Dragon) or lower and bring up the console
2. Type "summon blursphere" and press enter

to correct this bug, go into /Decorate/2ProjectBrutality/Monsters/T0-Marines/CapturedMarine.txt
replace line 7 with:

Code: Select allExpand view
ACTOR CapturedMarine


Is anyone still maintaining this mod at all?
Last edited by Dinosaur_Nerd on Tue Mar 06, 2018 8:51 pm, edited 2 times in total.
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Re: [V2] 555 Project [Brutality] Guncaster

Postby DoomKrakken » Thu Mar 01, 2018 11:35 pm

This mod is currently on hiatus.
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Re: [V2] 555 Project [Brutality] Guncaster

Postby Dinosaur_Nerd » Tue Mar 06, 2018 4:08 pm

DoomKrakken wrote:This mod is currently on hiatus.


Sorry to hear that. Is there any way you could help me debug the issue where if a zombieman is kicked into the air and then falls on the player it does an insane amount of damage to the player? If you are using berserk and kick a zombieman, sometimes they will just explode in place and instakill the player. I am very willing to fix the issue myself if you can just help point me in the right direction.


EDIT:

I have patched this by sheer brute force... It's not pretty but it works.

To fix, open the mod in slade3 and find /Decorate/Guncaster1/Guncaster.txt

Replace lines 69-72 with this:

Code: Select allExpand view
   //Brute Force SUPER Tedious fix...
   DamageFactor "Normal", 0.0 //Delete this and die from punching zombiemen
   DamageFactor "Bullet", 1.0
   DamageFactor "Explosive", 1.0
   DamageFactor "Stomp", 1.0
   DamageFactor "Crush", 1.0
   DamageFactor "Kick", 1.0
   DamageFactor "Plasma", 1.0
   DamageFactor "Flames", 1.0
   DamageFactor "SSG", 1.0
   DamageFactor "Melee", 1.0
   DamageFactor "Shotgun", 1.0
   DamageFactor "Quadblast", 1.0
   DamageFactor "Blast", 1.0
   DamageFactor "Cutless", 1.0
   DamageFactor "ExplosiveImpact", 1.0
   DamageFactor "ExtremePunches", 1.0
   DamageFactor "Cut", 1.0
   DamageFactor "rip", 1.0
   DamageFactor "greenfire", 1.0
   DamageFactor "eat", 1.0
   DamageFactor "arm", 1.0
   DamageFactor "saw", 1.0
   DamageFactor "RVFT", 1.0
   DamageFactor "BHFT", 1.0
   DamageFactor "HKF", 1.0
   DamageFactor "CYFT", 1.0
   DamageFactor "disintegrate", 1.0
   DamageFactor "impfatalitymarine", 1.0
   DamageFactor "blackhole", 1.0
   DamageFactor "hkft", 1.0
   DamageFactor "freeze", 1.0
   DamageFactor "burn", 1.0
   DamageFactor "Fire", 0.65 //Dinosaur_Nerd changed this because he actually cares about balance, you can change it back to 0.25 if you really want to/
   DamageFactor "Ice", 1.0 //Normalized, again you can change it back to 1.25 if you really want to.
   DamageFactor "Falling", 0.0 //Apparently some levels, even if you have falling damage off, are complete dicks, and still make you suffer from that shit. This guy laughs at your smelly falling damage!
   DamageFactor "Acid", 1.00
   DamageFactor "LightningBlue", 1.00
   DamageFactor "Lightning", 1.00
   DamageFactor "Annihilation", 1.00
   DamageFactor "Tiberium", 1.00
   DamageFactor "BlueTiberium", 1.00
   DamageFactor "Breath", 1.00
   DamageFactor "Darkness", 1.00
   DamageFactor "Flesh", 1.00
   DamageFactor "Crow", 1.00
   DamageFactor "Crow2", 1.00


Then go to /Decorate/Guncaster1/Items/Powersuit.txt
and replace lines 577-596 with this:

Code: Select allExpand view
   DamageFactor "Normal", 0.0
   DamageFactor "Bullet", 0.66
   DamageFactor "Explosive", 0.66
   DamageFactor "Stomp", 0.66
   DamageFactor "Crush", 0.66
   DamageFactor "Kick", 0.66
   DamageFactor "Plasma", 0.66
   DamageFactor "Flames", 0.66
   DamageFactor "SSG", 0.66
   DamageFactor "Melee", 0.66
   DamageFactor "Shotgun", 0.66
   DamageFactor "Quadblast", 0.66
   DamageFactor "Blast", 0.66
   DamageFactor "Cutless", 0.66
   DamageFactor "ExplosiveImpact", 0.66
   DamageFactor "ExtremePunches", 0.66
   DamageFactor "Cut", 0.66
   DamageFactor "rip", 0.66
   DamageFactor "greenfire", 0.66
   DamageFactor "eat", 0.66
   DamageFactor "arm", 0.66
   DamageFactor "saw", 0.66
   DamageFactor "RVFT", 0.66
   DamageFactor "BHFT", 0.66
   DamageFactor "HKF", 0.66
   DamageFactor "CYFT", 0.66
   DamageFactor "disintegrate", 0.66
   DamageFactor "impfatalitymarine", 0.66
   DamageFactor "blackhole", 0.66
   DamageFactor "hkft", 0.66
   DamageFactor "freeze", 0.66
   DamageFactor "burn", 0.66
   DamageFactor "Fire", 0.66
   DamageFactor "Ice", 0.66
   DamageFactor "Matriarch", 0.66
   DamageFactor "Bueller", 0.66
   DamageFactor "Meteorfist", 0.66
   DamageFactor "Acid", 0.66
   DamageFactor "LightningBlue", 0.66
   DamageFactor "Lightning", 0.66
   DamageFactor "Annihilation", 0.66
   DamageFactor "Tiberium", 0.66
   DamageFactor "BlueTiberium", 0.66
   DamageFactor "Breath", 0.66
   DamageFactor "Darkness", 0.66
   DamageFactor "Flesh", 0.66
   DamageFactor "Crow", 0.66
   DamageFactor "Crow2", 0.66


Lastly go to /Decorate/Guncaster1/Doom/Items.txt
and replace lines 365-385 with:

(This is all slightly rebalanced)
Code: Select allExpand view
  DamageFactor "Fire", 0.35
  DamageFactor "Acid", 0.35
  DamageFactor "Ice", 0.35
  DamageFactor "burn", 0.50
  DamageFactor "plasma", 0.50
 
  DamageFactor "Slime", 0.1
  DamageFactor "Poison", 0.1
  DamageFactor "Matriarch", 0.1
  //DamageFactor "Drowning", 0.0 provided by the ironfeet-sided effect.
  DamageFactor "PoisonCloud", 0.0
  DamageFactor "InstantDeath", 0.0 //Yes.
 
  DamageFactor "Flesh", 0.80
  DamageFactor "Lightning", 0.80
  DamageFactor "LightningBlue", 0.80
  DamageFactor "Tiberium", 0.80
  DamageFactor "BlueTiberium", 0.80
  DamageFactor "Flames", 0.50
  DamageFactor "greenfire", 0.50
  DamageFactor "disintegrate", 0.35
  DamageFactor "blackhole", 0.65
  DamageFactor "freeze", 0.65
  DamageFactor "Annihilation", 0.65
  DamageFactor "Breath", 0.35
  DamageFactor "Darkness", 0.50
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Re: [V2] 555 Project [Brutality] Guncaster

Postby barosans » Thu Mar 15, 2018 11:27 am

with gzdoom 3.5.2, I no longer have access to PB options
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Re: [V2] 555 Project [Brutality] Guncaster

Postby DoomKrakken » Thu Mar 15, 2018 9:41 pm

That's likely because that way of menu writing is now outdated. Since Project Brutality is compatible with Zandronum.
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