Re: [WIP]Gunslinger 2.0[7/18/2017]

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Re: [WIP]Gunslinger 2.0[Demo 4/19/2016]

Postby Dr_Cosmobyte » Wed May 11, 2016 9:59 pm

He already said a while ago he's going to put it up.
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Re: [WIP]Gunslinger 2.0[Demo 4/19/2016]

Postby mutator » Thu May 12, 2016 12:21 am

this mod is not dead I think.. I like this mod to be honest guns are good but imp is creepy monster in the mod... it shoots fast ..
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Re: [WIP]Gunslinger 2.0[Demo 4/19/2016]

Postby Gideon020 » Thu May 12, 2016 2:34 am

Is the link on the first page the newest version? Because I'm interested in trying this out.
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Re: [WIP]Gunslinger 2.0[Demo 4/19/2016]

Postby TheDoomctator » Sat May 14, 2016 8:04 pm

Basically Akimbos all the way :D not only the SAAs but the sawn-offs and 1887s
We need em all!!!
Best of luck to ya mate looking forwad to this
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Re: [WIP]Gunslinger 2.0[Demo 4/19/2016]

Postby xenoxols » Tue Jul 12, 2016 8:57 am

Polished a cannon from some old pwad, not sure which one though. Let me know if it sucks. Also, if someone know of an angled cannon, it would be really rad if you could suggest it to me.
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Re: [WIP]Gunslinger 2.0[Updated 7/12/2016]

Postby xenoxols » Tue Jul 12, 2016 10:33 am

Update, Finally!
Code: Select allExpand view
Changelog
7/12/2016
Added Cannon
Removed 1887
Made the Sawed Off the shotgun replacement, and the lever rifle the super shotgun replacement
Lever Rifle doesn't shoot explosive bullets any more
Weapons now move when you look around, thanks to Nash
Weapons Switch Instantly
Various oddity fixes
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Re: [WIP]Gunslinger 2.0[Updated 7/12/2016]

Postby Captain J » Wed Jul 13, 2016 12:31 pm

I must've been busted in high noon, why i never played this before? Anyway it's an excellent shot of mod i've ever drank... I mean played!
Spoiler: And my gripes are here to troubleshootin'.
Now their job's done. I'll look forward to this for more update!
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Re: [WIP]Gunslinger 2.0[Updated 7/12/2016]

Postby Gabbuz85 » Wed Jul 13, 2016 4:41 pm

1887 removed? why?
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Re: [WIP]Gunslinger 2.0[Updated 7/12/2016]

Postby xenoxols » Wed Jul 13, 2016 5:33 pm

Gabbuz85 wrote:1887 removed? why?

It has no place with the new balance of weapons. I might find somewhere to stick it later.
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Re: [WIP]Gunslinger 2.0[Updated 7/12/2016]

Postby Legend » Wed Jul 13, 2016 9:18 pm

I got this error when trying to run in zdoom 2.8.1

"execution could not continue.

Script error, "xxls-west.pk3:actors/weapons/machete.txt" line 24:
Sprite names must be exactly 4 characters"

Is this gzdoom only or do I need to find a dev build of zdoom?
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Re: [WIP]Gunslinger 2.0[Updated 7/12/2016]

Postby Captain J » Wed Jul 13, 2016 9:24 pm

Plays fine in zdoom-2.9pre-1100-gb2a88c1 version... So stay with the latest version, maybe?
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Re: [WIP]Gunslinger 2.0[Updated 7/12/2016]

Postby Legend » Wed Jul 13, 2016 9:46 pm

Captain J wrote:Plays fine in zdoom-2.9pre-1100-gb2a88c1 version... So stay with the latest version, maybe?


Thanks. I don't usually mess with dev builds and just wait for the latest official releases.
I got the version you mentioned and it does run now.

Couple things. There is only the alt-hud? There is no regular hud showing. When the automap opens up, it opens above the bottom of the screen showing the bottom portion of the gameplay view.

Any chance on having auto reload for weapons other than the shotgun?
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Re: [WIP]Gunslinger 2.0[Updated 7/12/2016]

Postby mutator » Mon Sep 19, 2016 1:52 am

is this going to be updated more?
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Re: [WIP]Gunslinger 2.0[Updated 7/12/2016]

Postby xenoxols » Mon Sep 19, 2016 7:10 am

mutator wrote:is this going to be updated more?

I'm still working on it, but most of my motivation is gone.
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Re: [WIP]Gunslinger 2.0[Updated 7/12/2016]

Postby mutator » Mon Sep 19, 2016 11:46 am

xenoxols wrote:
mutator wrote:is this going to be updated more?

I'm still working on it, but most of my motivation is gone.

I wish I could help you but I'm not good at scripting :) I want you to continue this beautiful mod's work
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