[V2] 555 Project [Brutality] Guncaster
Forum rules
The Projects forums are only for 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.
The Projects forums are only for 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.
- DoomKrakken
- Posts: 3482
- Joined: Sun Oct 19, 2014 6:45 pm
- Location: Plahnit Urff
- Contact:
Re: [V2] 555 Project [Brutality] Guncaster
All of that should be fixed when the next release comes out...
Re: [V2] 555 Project [Brutality] Guncaster
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.
- DoomKrakken
- Posts: 3482
- Joined: Sun Oct 19, 2014 6:45 pm
- Location: Plahnit Urff
- Contact:
Re: [V2] 555 Project [Brutality] Guncaster
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.
Please stop reporting bugs until the next release.
Re: [V2] 555 Project [Brutality] Guncaster
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
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
- DoomKrakken
- Posts: 3482
- Joined: Sun Oct 19, 2014 6:45 pm
- Location: Plahnit Urff
- Contact:
Re: [V2] 555 Project [Brutality] Guncaster
Yes, it is. Soon enough, though, it won't.
There will be, eventually.
There will be, eventually.
Re: [V2] 555 Project [Brutality] Guncaster
I do like the sound of that.DoomKrakken wrote:There will be, eventually.
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!
- DoomKrakken
- Posts: 3482
- Joined: Sun Oct 19, 2014 6:45 pm
- Location: Plahnit Urff
- Contact:
Re: [V2] 555 Project [Brutality] Guncaster
In a perfect world, that wouldn't be necessary...
- PillowBlaster
- Posts: 919
- Joined: Sun Jan 24, 2010 2:55 pm
- Contact:
Re: [V2] 555 Project [Brutality] Guncaster
I don't think nuts are a good example to benchmark things with. Buuut I guess that's the joke flying over my head.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!
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.
Re: [V2] 555 Project [Brutality] Guncaster
I dunno about benchmarking, but nuts and the Hindenburg Beacon were made for each other. It's just so tremendously satisfying to use.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.
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.
- Dinosaur_Nerd
- Posts: 253
- Joined: Wed Feb 21, 2018 5:31 pm
- Operating System Version (Optional): Windows 10
- Graphics Processor: nVidia (Modern GZDoom)
- Location: timelocked USA 1994
- Contact:
Re: [V2] 555 Project [Brutality] Guncaster
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
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.
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 all
ACTOR NewRadSuit : RadSuit Replaces RadSuit
{
Inventory.PickUpSound "misc/radsuit_PickUp"
+FLOORCLIP
+DONTGIB
States
{
Spawn:
SUIT A 2
Loop
}
}
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 5:06 am, edited 2 times in total.
- Dinosaur_Nerd
- Posts: 253
- Joined: Wed Feb 21, 2018 5:31 pm
- Operating System Version (Optional): Windows 10
- Graphics Processor: nVidia (Modern GZDoom)
- Location: timelocked USA 1994
- Contact:
Re: [V2] 555 Project [Brutality] Guncaster
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:
Is anyone still maintaining this mod at all?
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 all
ACTOR CapturedMarine
Last edited by Dinosaur_Nerd on Tue Mar 06, 2018 7:51 pm, edited 2 times in total.
- DoomKrakken
- Posts: 3482
- Joined: Sun Oct 19, 2014 6:45 pm
- Location: Plahnit Urff
- Contact:
Re: [V2] 555 Project [Brutality] Guncaster
This mod is currently on hiatus.
- Dinosaur_Nerd
- Posts: 253
- Joined: Wed Feb 21, 2018 5:31 pm
- Operating System Version (Optional): Windows 10
- Graphics Processor: nVidia (Modern GZDoom)
- Location: timelocked USA 1994
- Contact:
Re: [V2] 555 Project [Brutality] Guncaster
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.DoomKrakken wrote:This mod is currently on hiatus.
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 all
//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
and replace lines 577-596 with this:
Code: Select all
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
and replace lines 365-385 with:
(This is all slightly rebalanced)
Code: Select all
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
Re: [V2] 555 Project [Brutality] Guncaster
with gzdoom 3.5.2, I no longer have access to PB options
- DoomKrakken
- Posts: 3482
- Joined: Sun Oct 19, 2014 6:45 pm
- Location: Plahnit Urff
- Contact:
Re: [V2] 555 Project [Brutality] Guncaster
That's likely because that way of menu writing is now outdated. Since Project Brutality is compatible with Zandronum.