High Noon Drifter v1.2 - Between God, the Devil, and a .500

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.
Post Reply
User avatar
Gollgagh
Posts: 207
Joined: Thu Apr 16, 2015 8:24 am

Re: High Noon Drifter v1 - Oops, I slipped.

Post by Gollgagh »

Your lifegem is sliding on its rope a bit, if you change your chainsize from 16 to 7 (width of the tile minus 1), that'll keep it right in place. Also, a bit of interpolation helps wiggle (I suggest interpolate(8)).
ToastedBogeyman
Posts: 1
Joined: Thu Jul 20, 2017 10:59 pm

Re: High Noon Drifter v1 - Oops, I slipped.

Post by ToastedBogeyman »

I've been really looking forward to this mod and i'm super excited it got released early......but I can't play it. everytime I launch it I get this error with the bow, here's the full error:

"Script error, "HighNoonDrifter-v1.pk3:zscript.txt" line 1:
Unexpected identifier
Expecting end of file or 'include' or 'extend' or 'class' or 'struct' or 'const' or 'enum'


Execution could not continue.

1 errors while parsing HighNoonDrifter-v1.pk3:zactors/wep0-bow.zsc"

it doesn't matter if its GZ or Zandronum I get the same error every time, I can't even play it :(
User avatar
Captain J
 
 
Posts: 16890
Joined: Tue Oct 02, 2012 2:20 am
Location: An ancient Escape Shuttle(No longer active here anymore)
Contact:

Re: High Noon Drifter v1 - Oops, I slipped.

Post by Captain J »

Update your Gzdoom, maybe?
User avatar
Overlord
Posts: 89
Joined: Sat Nov 28, 2015 9:19 pm

Re: High Noon Drifter v1 - Oops, I slipped.

Post by Overlord »

ToastedBogeyman wrote:I've been really looking forward to this mod and i'm super excited it got released early......but I can't play it. everytime I launch it I get this error with the bow, here's the full error:

"Script error, "HighNoonDrifter-v1.pk3:zscript.txt" line 1:
Unexpected identifier
Expecting end of file or 'include' or 'extend' or 'class' or 'struct' or 'const' or 'enum'


Execution could not continue.

1 errors while parsing HighNoonDrifter-v1.pk3:zactors/wep0-bow.zsc"

it doesn't matter if its GZ or Zandronum I get the same error every time, I can't even play it :(
update gzdoom, over 2.5.0
rangerfour
Posts: 1
Joined: Fri Jul 21, 2017 2:44 am

Re: High Noon Drifter v1 - Oops, I slipped.

Post by rangerfour »

Awesome work Term - weapon feedback is topnotch as expected and the gameplay is kickass.
Couple of observations:

Montaraz reload can't be canceled out as easily as other weapons - whether that's by design; could be based off the clearing power, but after the first double-barrel reload starts you're "locked in" and can't switch out until the animation completes (where as with most other weapons the animation is short enough to flow through or can be canceled out - this can be seen well with the Sierras)

Grenades feel slightly floaty outside of cooking until release - probably more subjective, need to play around with them a bit more.

Otherwise bloody fantastic :D
Last edited by rangerfour on Fri Jul 21, 2017 6:01 am, edited 1 time in total.
User avatar
Slax
... in rememberance ...
Posts: 2121
Joined: Tue Oct 19, 2010 7:01 am
Location: Window office.
Contact:

Re: High Noon Drifter v1 - Oops, I slipped.

Post by Slax »

Get your GZDoom supplies right here, parrrdner.
panzerfaustmna
Posts: 13
Joined: Fri Jul 21, 2017 9:19 am

Re: High Noon Drifter v1 - Oops, I slipped.

Post by panzerfaustmna »

Hey guys, ive got some gameplay here, check it out
https://www.youtube.com/watch?v=ey9ZMwv ... e=youtu.be
i hope u enjoy =)
User avatar
xenoxols
Posts: 2128
Joined: Mon Mar 18, 2013 6:08 pm
Preferred Pronouns: She/Her
Location: Behind you

Re: High Noon Drifter v1 - Oops, I slipped.

Post by xenoxols »

Love how you can reload the double barrel twice.
Ardeshir
Posts: 11
Joined: Mon Jan 26, 2015 8:16 am

Re: High Noon Drifter v1 - Oops, I slipped.

Post by Ardeshir »

Hello ! Very nice mod ! Is there a way to use only the monsters from Gunslinger with the weapons of your mod ? :D
User avatar
dljosef
Posts: 765
Joined: Fri Aug 12, 2005 2:59 pm
Location: Deep underground
Contact:

Re: High Noon Drifter v1 - Oops, I slipped.

Post by dljosef »

I've been playing with plenty of this with Colourful Hell and Epic 2. The skull's ground-hugging flame wave altfire pretty much wrecks hordes of ground-based enemies. The mask summoning, well, that's a godsend for those big bad-ass black and white-tier bosses.

A whole lot of the rest of the weapons are really good, too. Especially the dual machine guns for stunlocking. The bow's great, too.
Captain Finnagan
Posts: 1
Joined: Fri Jul 21, 2017 11:50 am

Re: High Noon Drifter v1 - Oops, I slipped.

Post by Captain Finnagan »

The only way this would be even cooler is if I could holster my weapon. :D
User avatar
chronoteeth
Posts: 2662
Joined: Wed Sep 08, 2004 1:29 pm
Preferred Pronouns: It/Its

Re: High Noon Drifter v1 - Oops, I slipped.

Post by chronoteeth »

theres a lot to like about this mod, and out of all yours it might be the most consistently solid creations, but theres still a few lil naggling bits that could be attributed to more personal tastes, but honestly push it back from reaching the limelight
User avatar
xenoxols
Posts: 2128
Joined: Mon Mar 18, 2013 6:08 pm
Preferred Pronouns: She/Her
Location: Behind you

Re: High Noon Drifter v1 - Oops, I slipped.

Post by xenoxols »

Ardeshir wrote:Hello ! Very nice mod ! Is there a way to use only the monsters from Gunslinger with the weapons of your mod ? :D
I'm planning to separate the monsters and weapons into 2 files, so soon you will be able to.
User avatar
Dr_Cosmobyte
Posts: 2755
Joined: Thu Jun 04, 2015 9:07 pm
Location: Killing spiders.

Re: High Noon Drifter v1 - Oops, I slipped.

Post by Dr_Cosmobyte »

And somehow, my works are in this game! I am glad, very very glad! Can't wait to get home tonight.
User avatar
LossForWords
Posts: 672
Joined: Fri Jan 13, 2017 9:08 pm

Re: High Noon Drifter v1 - Oops, I slipped.

Post by LossForWords »

thank you, terminus.
this mod has made me very moist
Post Reply

Return to “Gameplay Mods”