[mini-mod] Universal Guncaster Adapter 1.8

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Re: Universal Guncaster Adapter 1.7 [mini-mod]

Postby CaptainNurbles » Thu Feb 20, 2020 10:27 am

That almost did it! Now instead of summoning nothing, it summons a random GC weapon. Functional, but already breaks the little balance that was present in Guncaster! I went back and replaced my modified GUNS file with the original, followed your suggestion of canceling out the replaces X commands, and now it spawns a random weapon. I looked through the code and noticed that many guns had "sister weapons" called TargeterX (X being the applicable gun.) Deleting those didn't seem to do anything, so I went back and restored them just in case it broke anything.

Another thing I noticed with a mostly restored GUNS file is that ammo doesn't seem to work properly, either. They, too, spawn a random ammo item, though I did notice a lack of certain ammo types like Auger shells and tiberium canisters. Deleting the Mutiny ammo code fixes that, although cells don't spawn because they rely on a custom cell2 actor, which with GC is swiftly replaced with a random piece of ammo. Deleting cell2 in Mutiny just keeps anything from spawning from cells. Not quite sure why this is. I'm looking all throughout the code and haven't gotten much headway.

I'm having to load Guncaster first before I run the modded Mutiny because doing it the other way around just replaces the monsters with Guncaster monsters. Changing the universal settings does nothing.

In case its important, I've been testing it on multiple machines using both the latest version of GZDoom and LZDoom, and I've primarily been using GC Vindicated, but I get the same results between that and standard Guncaster w/the universal adapter.

Apologies for blowing this thread up with my problems, y'all! If I should move this to a separate thread, lemme know!
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Re: Universal Guncaster Adapter 1.7 [mini-mod]

Postby Rowsol » Thu Feb 20, 2020 11:25 am

Vindicated has the adapter built in. You know, it's great you're learning the ins and outs of modding but trying to combine two complete mods together isn't the best idea. If you want different monsters there are two mods that have GC compatibility built in, with no need for the adapter, and truth be told there are still some things the adapter can't do, like monster resists and some other stuff I can't think of off the top of my head.
viewtopic.php?f=43&t=62911&hilit=monster+randomizer
viewtopic.php?f=43&t=67193
I found Mutiny 2.0. Is that the one you're using or the newer 2.0.2?
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Re: Universal Guncaster Adapter 1.7 [mini-mod]

Postby Dinosaur_Nerd » Thu Feb 20, 2020 3:20 pm

CaptainNurbles wrote:Stuff about modding in different monsters to GCV


If you need further assistance with monster code, join the discord server here
Making a proper monster pack for GCV is very tricky, making one for GC official is less difficult as the AI is typically super simple, and you won't have to account for the built-in adapter.

Rowsol wrote: If you want different monsters there are two mods that have GC compatibility built in, with no need for the adapter, and truth be told there are still some things the adapter can't do, like monster resists and some other stuff I can't think of off the top of my head.
viewtopic.php?f=43&t=62911&hilit=monster+randomizer
viewtopic.php?f=43&t=67193
I found Mutiny 2.0. Is that the one you're using or the newer 2.0.2?


GCV is also compatible with Pirate Doom, which changes the monsters up a bit, mostly cosmetic and comedy value, but there are some minor differences in AI

This also allows using pirate monsters in whatever map pack you desire.
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Re: Universal Guncaster Adapter 1.7 [mini-mod]

Postby Yelso » Wed Mar 18, 2020 6:20 pm

The Doomrl Monster pack also works natively with Guncaster and Has a custom menu as well.

"Welcome to Armmageddon Fool!"

Best Difficulty name ever! Love the shock troops.
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Re: Universal Guncaster Adapter 1.7 [mini-mod]

Postby baddude1337 » Wed Apr 29, 2020 5:15 pm

The in-game menu doesn't seem to appear for this addon any more (I'm guessing because it had an update in the latest Guncaster). Is there any chance of it being updated? This is a super great mod to have!
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Re: Universal Guncaster Adapter 1.8 [mini-mod]

Postby Yebudoom » Mon Jun 15, 2020 11:03 am

As a fresh Guncaster convert, I have to say your work is priceless, Dino. Thank you so much for the Adapter and GCV. (Also for your work on The Guncaster itself).

That said, I have a question regarding the Adapter. What's the optimal load order when I'm using additional monster mutators along a "main" monster mod? Namely Mikk's Champions and LegenDoom Lite.
My load order is atm:

Guncaster
GC_Addon
GC_Weaponshop
[main monster mod]
Mikk's Champions
LegenDoom Lite
Universal GC Adapter

Is this the right order? Or maybe Champions and LDL should be moved below the Adapter?
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Re: Universal Guncaster Adapter 1.8 [mini-mod]

Postby LaughingMan008 » Wed Jul 29, 2020 6:49 pm

Does this work with the newest version of Guncaster? 3.666?
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Re: Universal Guncaster Adapter 1.8 [mini-mod]

Postby Dinosaur_Nerd » Wed Jul 29, 2020 8:27 pm

Yebudoom wrote:As a fresh Guncaster convert, I have to say your work is priceless, Dino. Thank you so much for the Adapter and GCV. (Also for your work on The Guncaster itself).

That said, I have a question regarding the Adapter. What's the optimal load order when I'm using additional monster mutators along a "main" monster mod? Namely Mikk's Champions and LegenDoom Lite.
My load order is atm:

Guncaster
GC_Addon
GC_Weaponshop
[main monster mod]
Mikk's Champions
LegenDoom Lite
Universal GC Adapter

Is this the right order? Or maybe Champions and LDL should be moved below the Adapter?


If I remember right, the adapter goes last. The names of all the classes within should be unique enough to avoid interference with other stuff, however, if you're super paranoid you can just load it after all the GC stuff, shouldn't matter though, long as it follows the core GC mod.

As for additional monster behavior addons, no clue. The adapter deploys its payload on spawn, and then on every single game tick, waiting for things like damage or death to deploy various special effects.

As for menu options, I'll probably just need to update the menu some day. GC has a new menu system and I just never got around to updating this one, though I may just redesign the entire damn thing some day (because frankly this thing is a mess... it works, but it's a mess, heh), and combine both into the core mod. We'll see what the future brings.

LaughingMan008 wrote:Does this work with the newest version of Guncaster? 3.666?


It should work, I don't see any reason why it wouldn't.
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Re: Universal Guncaster Adapter 1.8 [mini-mod]

Postby armymen12002003 » Mon Aug 03, 2020 10:42 pm

Ok if im understanding this correctly i need to load the guncaster + addons then the monster pack of my pack of choice then the adapter?
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Re: Universal Guncaster Adapter 1.8 [mini-mod]

Postby sonoda » Sat Oct 10, 2020 1:01 am

tried to load adapter but got this error message
Execution could not continue.

Script error, "Universal_Guncaster_Adapter.pk3:menudef.txt" line 22:
Unknown menu class 'gc_tipmenu'

this was the load order

sf2012
coulouful hell
guncaster 3.666
adapter

used zdl and gzdoom 4.4.2
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Re: Universal Guncaster Adapter 1.8 [mini-mod]

Postby Dinosaur_Nerd » Wed Oct 14, 2020 10:13 pm

armymen12002003 wrote:Ok if im understanding this correctly i need to load the guncaster + addons then the monster pack of my pack of choice then the adapter?


That will work. The adapter just needs to be loaded after the main core GC mod.

sonoda wrote:tried to load adapter but got this error message
Execution could not continue.

Script error, "Universal_Guncaster_Adapter.pk3:menudef.txt" line 22:
Unknown menu class 'gc_tipmenu'

this was the load order

sf2012
coulouful hell
guncaster 3.666
adapter

used zdl and gzdoom 4.4.2


Update to the current working version of GC, and the current working version of the adapter.
This error means the adapter can't find a critical part of the GC menu, a class called gc_tipmenu, which is definitely present in GC vesrion 3.666
If that load order you posted above is correct, you need to have the gameplay mod loaded on the bottom of the list if you're using ZDL.

Things will probably be more reliable if you load this stuff using the command line of your native OS.
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