Baronos wrote:I like the premise of this mod.
I think you should rebalance some if the enemies,when you shoot them with the gun they tend to bounce around.
Speaking of the health,you should decrease the Cyberdemon and Spidermastermind,they have too much health.
You should add an enemy tier option similiar to Project Brutality,like low tier and high tier.
keep up the good work.
I'll work on the bouncing problem. It's kind-of a thing that happens in Guncaster 2.8 and I'll have to do testing to fix it.
On Cyberdemon and SpiderMastermind, try killing them with the matriarch, it will be very effective. They are immune to area damage so Sovereign, dynamite and Dreadful are bad options. I will be adding a special damage type for Ironblast to make it more effective against them.
The new weapon to be added in Guncaster 3.0 (Augur) will also be very effective against these guys.
If you are talking about the end bosses from The Ultimate Doom episodes 2 and 3, yes I will be reducing their health.
As for enemy monster switches, I will be adding a switch to play against Vanilla monsters. Low tier and high tier monster switches will be added MUCH later if at all, my monster spawner is much simpler than Project Brutality's and relies on very minimal ACS scripting. Playing against all low tier monsters breaks balance as you gain more and more Power Stimulants and the Power Suit you will just destroy everything without trying; Playing against all high tier monsters is a recipe for frustration. If you'd like to see how it feels, just play The Ultimate Doom and start on episode 4 (Thy Flesh Consumed) [Spoiler alert... it sucks].
Someone64 wrote:Bug report: The Cauterizer's projectiles sometimes leaves a permanent sound effect stuck where the projectile disappears.
Also, I feel the Longhorn's fanning mode is way too accurate and that there's not much reason NOT to use it aside from extremely long distances (and even then I'm not sure how inaccurate it is at those distances. Might still be worth it.)
The Cauterizer projectile bug may actually be coming from the fried monsters, I'm not entirely sure yet. Either way, I'd rather just wait until next monday and let the cauterizer die peacefully (it's getting removed in guncaster 3.0). Sorry for the inconvenience
As for the longhorn, I've added a weapons guide to the OP. Check it out for when and why the fanning or standard fire of Longhorn is good for certain situations. (fanning mode does 20 damage with 5 independent A_FireBullets all at the same time at the same point, and standard fire does 30 damage with 5 independent A_FireBullets all at the same time at the same point.)
MaxRideWizardLord wrote:Sovereign Demolition Cannon with different typed of magic attacks? I'm now confused, did you take guncaster or brutal guncaster as a base of your mod?
On an academic level, I started my modifications using Project 555 Guncaster. It was in such an, ahem, unpolished (many things were outright broken, like strat fire strucker with gunzerk when you run out of ammo [it crashes the game]) state that it motivated me to completely re-do the whole Guncaster thing. It honestly made me just feel sad every time I saw "Have fun picking up things with undefined strings" in the console and saw shotgun shells and radiation suits with the wrong sprites, and broken effects that gave you non-functional powerups (none of these problems are present in Guncaster 2.8, but I can't have fun for very long with a mod where I can kill everything without trying, even if it's beautiful).
Side Note: I still respect LoisMustDie555 for at least trying and getting a decent bit right, something is almost always better than nothing.
The mod as it stands today is a frankenstein's monster of Guncaster 2.8, Project555 Guncaster, ProjectMSX and Project Brutality, with some sprinklings of zEpisodic and Hideous Destructor. Everything I use has been heavily re-engineered to behave exactly as I want it to.
I play my own mod all the time, and I can't stand glitches and bugs, so I've tried to ensure that I eliminate everything I can find that doens't work correctly. If you are used to playing Project 555 Guncaster (or brutal guncaster), give this mod a chance, I've worked very hard to try to design something that is well made (it even has the correct shotgun shells and radiation suits!!!), fun to play and most importantly, re-play (maybe even on a higher difficulty this time).
The next iteration of this mod will be completely re-built around Guncaster 3.0 (and I'm dreading the switch to zScript like you wouldn't believe...)
Sorry for the long story... but thanks for hearing me out!
Update on what I'm currently working on for those who are curious
On a side note, I've been working on player sprites that behave similarly to the player sprites in Project Brutality, with movement while shooting and crouchsprites rather than the stock sprites that freeze the player character in a fixed pose while shooting. Yes I know it's probably a waste of my time but I'm one of those silly nuts that actually plays multiplayer, and these things bother me.
I'm also working on updating my scripts for Extermination Day. I'm not sure when the official release is going to come out, but I'd like to have this ready in advance, it will also let me test the current beta version.
I really appreciate the feedback and bug reports you guys are posting, they help a lot.
Also thanks a bunch for the shout out Valherran! You're the man!
Cheers,
-Dino