ABalen wrote:Hi!! After I finish the map E2M7 and the game begins the map tower of babel, but the cyberdemon doesn't appear, and in its place is an exclamation point, so its impossible to finish the level! But if I use the code IDCLEV28, the game goes to a different level (than if I finishes the E2M7 level), which doesnt have this cyberdemon problem.
Yep.. I dropped the ball again while updating things, I've fixed it on my end, I'll have this patched in a day or two.
comet1337 wrote:> powerwolf music
cool and good
> screen full of multicolor static
the opposite of above
Is this a bug report?
Please be specific so I can correct the problem.
Make sure you include your load order so I can figure out what is going on.
Morcillete wrote:Vindicated is the only flavor of guncaster I actually enjoy playing due to the whole balance thing.
I'm having a blast playing this with hexen so massive thanks dinosaur! Amazing job.
Glad you enjoy it!
I'm about to update everything in a couple of days, there are some things that still aren't behaving right. Stay tuned!
Frozenwolf150 wrote:By the way, one of the features I like about this mod and Project Brutality 3.0 is the replacing of the Icon of Sin with the floating Icon Boss. It feels like an actual final boss battle should. However, I noticed Guncaster Vindicated doesn't do this for most other map sets, like Maps of Chaos Overkill. Are there plans to fully implement this feature? I think it's way too easy to waltz into the boss chamber and just pop John Romero's head through the wall with the Railgun.
To be fair, Project Brutality doesn't do this with very large map sets like Compendium either, likely due to the renaming of MAP30.
Brutal mods do this by checking the map location of actors. This mean any map that has, for example, John Romero's head at the same map coordinates of DOOM2, Plutonia or TNT will spawn the Icon boss in the exact same location.
The icon boss popping up on "Maps of Chaos" is basically a misfire of the map enhancement system because MAP30 of maps of chaos is pretty much mostly copypasta.
I don't like doing this for many reasons:
- The coding for this is very ugly, and a massive headache. It was very miserable to disassemble all the mess involved in order to mimic the effect.
- This has the potential to produce very bad behavior on maps that are similar, for example, MAP01 of HOTNE is a fully re-made version of the original DOOM2 map, but the Brutal map enhancement system misfires, and treats it just like DOOM2 vanilla because the map coordinates are the same, spawning actors in bad places and replacing textures producing an ugly effect.
- Actors can be spawned inside world geometry, if the level has an item at map coordinates that the map enhancement system expects it to be, but world geometry is otherwise different. This has the potential to cause game breaking lag, if a solid actor such as a barrel is caught in a moving ceiling or floor like this.
brutal mods accept this risk because they seek compatibility with zanronum which suffers from obsolete code that cannot benefit from safe checks like Map Hashes.
GCV Checks map hashes in order to be absolutely sure that map enhancement will only be deployed to the exact maps in which it is intended.
It is possible to apply the icon boss to map packs such as "Maps of Chaos", and I have plans to make my map enhancement system more heavily scripted, so that less work would need to be done in applying map enhancement to future projects. I don't currently have a scripted method to apply the icon of sin boss, so it must be positioned manually for the time being. I could add "Maps of Chaos" MAP 30 to the list of recognized maps for the boss to spawn, and then position it accordingly, I'd just need to know which version of maps of chaos is the definitive one, as I'm confused by all the different versions.
All this being said... I probably need to apply it to Recurring Nightmare, since that's a map pack I've aimed to support.
As for compendium maps and the like... I'm not sure I want to apply the Icon of Sin boss to those map packs, as very often MAP30 is supposed to be a puzzle. Yes you can technically snipe John Romero's head through a wall, but if I were to delete the head and replace it with the boss, the original mapper's intended puzzle will be destroyed and replaced with a boss that is likely to get very old very fast if every single doom2 map pack ends with it.
So I'm kinda leaning towards keeping the icon boss to "DOOM2 iwad-like" map packs, such as HOTNE, Maps of Chaos, and Recurring nightmare, and of course TNT and Plutonia.
Frozenwolf150 wrote:Another feature I wanted to ask about is the enemy health readout from the main Guncaster mod. Currently I'm using the JP HUD, which works fine, but are there any plans to include enemy health?
I plan to include that with the next GC Official update. I was spooked when I heard it was causing malfunctions in multiplayer after the release of GC 3.2 and I disabled it and reverted back to the ACS health check for allied players only. I would have actively tried to help with the thing... but I had a ton of work on my own end that needed doing, and I'd probably have ended up just bothering the upstream team if I obsessed over it too much.
Long story short, yes I plan to include enemy health, I'm just lazily waiting for the Official team to fix it. XD