Sh4d0wS14d3 wrote:Could Guncaster Vindicated separate the additional map pack from the base mod?
Nope, that would require that I re-release a map pack separately that I have only slightly altered. That's not something I like the idea of.
However, the problem you are experiencing with the messed up textures is not caused by the map pack, it is caused by the included textures that are indeed overriding the textures for strife.
That is 100% my fault, and I will try to have it fixed in the next update. Sorry for the inconvenience.
It should be a simple matter of filtering those textures to be specific to doom and not allow them to be used when running strife. This way, when you run vindicated it will have the textures working properly when you use DOOM.wad or DOOM2.wad, but when you run strife.wad they won't be included and the textures for strife will work correctly.
With this fix, everything will still be in one neat package, and the textures will be fixed with no need for additional mutators/packs to make the mod run as intended.
tl:dr - I'm going to just fix the textures so strife will work properly without separating the maps.
Sh4d0wS14d3 wrote:I figured that the same thing might happen with other map packs if it happens with base Strife.
No sir, these textures do not override any of the base DOOM.wad or DOOM2.wad textures. All the original textures are preserved, you can test this by playing vindicated with DOOM2.wad and starting the "Hell On Earth" levels instead of the "Vindicated Campaign" levels, or just playing DOOM.wad. You should notice that all the familiar textures from the original games are preserved.
Map packs that feature special textures such as
Ancient Aliens come with their own textures built right into the map pack.
when loading these map packs, if you follow proper practice with load order:
Code: Select all
//this is an example of loading Guncaster Vindicated with Ancient Aliens as the desired map pack
C:\MyDoomMods\> Gzdoom.exe -iwad DOOM2.wad -file Guncaster_Vindicated.pk3 -file aaliens.wad
If you are dragging and dropping while loading mods and additional map packs, you will likely get unpredictable results (and that's not something you want). You will get the best results when using:
-The command line (Highly recommended)
-ZDL (gets things done in a more GUI friendly method)
-Batch Files (A quick fix for a single load order)
For more information on these different methods check this page on the ZDoom wiki:
Installation and execution or
Autoloading or
ZDL
I'll try to provide more information on loading when I finally get around to making a manual for this mess...
The texture files from Ancient Aliens will override any textures with the same name that might be included in Vindicated because they are loaded AFTER Vindicated. Remember, when loading mods, the last file loaded overrides anything that shares the same name from previous files loaded.
iwads such as Strife.wad, DOOM.wad, Heretic.wad, Hexen.wad, DOOM2.wad, Plutonia.wad, and so on... are always loaded FIRST. These are the base game files required for GZDoom to be able to start and know which game you're about to play. Since they are loaded first, they are always overriden by mods, this is why you play as Cygnis instead of Doomguy when loading Guncaster_Vindicated.pk3, and this is also why the textures are overriding the strife.wad base textures.
Once I get them properly filtered so that they'll only load with doom, this should fix the problem with them showing up in base strife.
If there is a map pack that is somehow including a texture from this map pack, that it doesn't explicitly include in its own .wad file, it was either:
A: Made to run with a mod that also uses these textures, and it will work correctly. (example:
Recurring Nightmare)
B: Wasn't finished properly, and would have an error texture in its place rather than the textures included in this mod, which would look more/equally ugly. (problem lies with the map pack designer if this occurs)
I hope this clears everything up regarding the textures. Rest assured I'll do everything I can to make sure this works properly with everything possible. Strife included!
Sh4d0wS14d3 wrote:I've been using Vindicated as a more balanced(?) version of Guncaster and running through Strife
Guncaster Vindicated aims to be balanced in favor of challenging gameplay. So you've come to the right place if that's what you're after.
Strife, unfortunately, hasn't been completely re-balanced yet. It will work, and weapons/spells/powersuits/items/etc... will all be rebalanced to fit the Vindicated goal of challenge, however the enemies are not rebalanced in any way at all.
The human enemies, for example, still fire hitscanning attacks that cause random damage which may produce an undesirable gameplay experience with Vindicated. (hitscanning might be tolerable if you want a more oldschool feel, however random damage will likely make vindicated feel very bad and unfair)
You're welcome to test this out as much as you like. Re-balance and re-design of the strife enemies is a project I have planned for the future. No promises on when it will be done, but it's definitely something I want to be able to play myself. In the meantime, strife still works with all the re-balanced player/weapon/spell/item code.
Sh4d0wS14d3 wrote:EDIT: No, you can pick up the barrels. I'm just silly.
Yes, barrel grabbing in strife/heretic/hexen should work properly.
I have coded barrels in these games to return back to Guncaster Official behavior for the grab animation and weapon (that being with no barrel/pod/whatever... shown), since I haven't animated them... yet.