[v0.999] CUSTOM GUN: THE GUN-ENING

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Re: [v0.999] CUSTOM GUN: THE GUN-ENING

Postby dljosef » Fri Jan 27, 2017 8:03 pm

Oh well, at least a toxic rocket launcher gives me more than enough incentive to be sneaky with infecting certain groups of enemies in certain maps. I also found that the piercing pellets still have the wonky trajectory. In the earlier versions, they were just fine going straight.

Definitely loving the new incendiary effect, though. Especially fully powered-up.
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Re: [v0.999] CUSTOM GUN: THE GUN-ENING

Postby Cryomundus » Fri Jan 27, 2017 8:18 pm

Found a bug, all bullet-based weapons that have the experimental addon all fire the plasma projectiles from above your head. Pretty sure that's not intended.
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Re: [v0.999] CUSTOM GUN: THE GUN-ENING

Postby Mikk- » Fri Jan 27, 2017 8:27 pm

I noticed this mere minutes after uploading the file. It also applies to the piercing bullet-based weapons. Something was changed on the engine side on A_FireBullets as this worked previously. I sneakily reuploaded the file earlier, so if you download the file again it should hopefully be fixed unless I missed it in another weapon's definition.
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Re: [v0.999] CUSTOM GUN: THE GUN-ENING

Postby dljosef » Sat Jan 28, 2017 8:06 am

I found out that an incendiary rocket launcher works just as fine, moreso on the revenants. (Love how a fully-upgraded incendiary weapon pretty much spells doom for groups of enemies packed together. Especially the revs)

Lost souls still can't be toasted, though. (Although, being flaming skulls, I kinda thought that made sense)
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Re: [v0.999] CUSTOM GUN: THE GUN-ENING

Postby Mikk- » Sat Jan 28, 2017 8:18 am

dljosef wrote:Lost souls still can't be toasted, though. (Although, being flaming skulls, I kinda thought that made sense)

Yeah Lost Souls are 100% immune to being caught on fire for exactly that reason - however this'll probably change in an upcoming version as there will be no monster modifications meaning this mod will be compatible with the likes of Colourfull Hell
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Re: [v0.999] CUSTOM GUN: THE GUN-ENING

Postby dljosef » Sat Jan 28, 2017 8:21 am

Neat. I can already imagine how much more fun this'll make Colourfull Hell.

Also, any purpose for the experimental-modded (plasma) chainsaw? I can see great potential in a vampiric one, with the right set of range-enhancing mods.
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Re: [v0.999] CUSTOM GUN: THE GUN-ENING

Postby Mikk- » Sat Jan 28, 2017 8:22 am

Right now I couldn't think of anything for the Experimental Chainsaw - if you have any suggestions I'd be happy to hear them.

Vampiric chainsaws are a godsend, as are chainguns and plasma rifles.
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Re: [v0.999] CUSTOM GUN: THE GUN-ENING

Postby dljosef » Sat Jan 28, 2017 8:25 am

Oh, ok.

My fave mod for the super shotty is the piercing. Great for large packs of enemies when you don't have a toxic shotgun yet. Doesn't really work on the bosses, as I found out.

Edit: Oh, and I found out something fun. With the shuffle, I know I can potentially get ten slots on a weapon. Certainly great for those slaughtermaps.
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Re: [v0.999] CUSTOM GUN: THE GUN-ENING

Postby epiccolton26 » Mon Jan 30, 2017 11:47 am

I think this is just me, but I can't pick up weapons for some reason. Tested the mod in GZDoom 2.3.2 and QZDoom 1.2.2 to see if it was a port-specific issue, but it seems to not be the case. Any possible reasons as to why this is occurring?

Edit: Forgot to mention that other than the issue I stated above, the mod works just fine and I can fire and upgrade the pistol with upgrades as normal.
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Re: [v0.999] CUSTOM GUN: THE GUN-ENING

Postby Mikk- » Mon Jan 30, 2017 11:53 am

You need to manually pick up your weapons using the USE key simply walk up to a weapon and press the use/open key.
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Re: [v0.999] CUSTOM GUN: THE GUN-ENING

Postby epiccolton26 » Mon Jan 30, 2017 11:54 am

Ah, wish I knew to try that. :? Oh well, thanks either way!

Edit: Just realized that was in the spoiler on the original post. Goof on my part.
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Re: [v0.999] CUSTOM GUN: THE GUN-ENING

Postby goanna678 » Mon Jan 30, 2017 11:36 pm

I have an idea, how about cs:go/tf2 like inspection animations for showing stats?
example:
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Re: [v0.999] CUSTOM GUN: THE GUN-ENING

Postby Mikk- » Tue Jan 31, 2017 12:31 pm

That would be an interesting feature, but I'd need extra sprites for all the weapons for such an animation.
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Re: [v0.999] CUSTOM GUN: THE GUN-ENING

Postby CuppaBro » Thu Feb 02, 2017 1:18 pm

Is this supposed to be designed for SVN builds or the general "public" build? Using the latest SVN build of GZDoom, the weapon scripts don't run at all and basically every weapon aside from the chainsaw does little to no damage. It throws exceptions at me every time a weapon is loaded into the map, when one is picked up, and whenever an enemy takes damage.

Granted, this could be a problem with the SVN build and not necessarily the mod itself--and no, I'm not running it alongside any other mods.

EDIT: It turns out it was, of all things, a load order problem with the mapset I was using, which doesn't even use custom weapon assets. Still, very bizarre issue.
Last edited by CuppaBro on Thu Feb 02, 2017 1:26 pm, edited 1 time in total.
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Re: [v0.999] CUSTOM GUN: THE GUN-ENING

Postby Mikk- » Thu Feb 02, 2017 1:24 pm

I just downloaded the lated git build from http://devbuilds.drdteam.org/gzdoom/ and everything works as expected. I don't know what to tell you!
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