The Guncaster - 3.888b

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.
User avatar
Patriot1776
Posts: 425
Joined: Sun Jun 29, 2008 10:24 am
Location: Moonshine Still, North Carolina Mountains

Re: The Guncaster - 3.0

Post by Patriot1776 »

Question for the new version: how do you pick up an carry barrels in this new version as shown in one of the promo videos? Or, was this a feature that was ultimately removed? Loving the new version so far! ^^ Nithor's wisecracks bring plenty of humor to lighten up the day. ^^
User avatar
Rowsol
Posts: 999
Joined: Wed Mar 06, 2013 5:31 am
Contact:

Re: The Guncaster - 3.0

Post by Rowsol »

The pain sounds are too loud and it's quickly becoming annoying. I decide to lower them in SNDINFO. No matter what I set $volume Guncaster/Pain/100 to, the sound doesn't change. /shrug
Also, the title music isn't working for me. On 3.3.2.
Patriot1776 wrote:Question for the new version: how do you pick up an carry barrels in this new version as shown in one of the promo videos?
The use button.

e: I just crashed the game. Had 2 idols and a tome of power active while I was throwing knives. Not sure if it's still an issue with 3.4.1, I'm using 3.3.2 which otherwise works fine.
Last edited by Rowsol on Tue Jun 26, 2018 10:32 pm, edited 1 time in total.
User avatar
Zhs2
Posts: 1301
Joined: Fri Nov 07, 2008 3:29 pm
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Location: Maryland, USA, but probably also in someone's mod somewhere
Contact:

Re: The Guncaster - 3.0

Post by Zhs2 »

Rowsol wrote:Also, the title music isn't working for me. On 3.3.2.
Known old bug. Update GZDoom!
User avatar
Rowsol
Posts: 999
Joined: Wed Mar 06, 2013 5:31 am
Contact:

Re: The Guncaster - 3.0

Post by Rowsol »

Zhs2 wrote:
Rowsol wrote:Also, the title music isn't working for me. On 3.3.2.
Known old bug. Update GZDoom!
Okay, thanks. Guess an update is in order.

e: It just froze. 2 idols and tome of power active, this time using thunderstruck. Unlike 3.3.2 where I got a crash log, this time it just froze the game.
Last edited by Rowsol on Sat Jul 14, 2018 6:07 am, edited 4 times in total.
User avatar
will183
Posts: 101
Joined: Wed Mar 29, 2017 3:27 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Win-10
Graphics Processor: nVidia (Modern GZDoom)
Location: The land down under

Re: The Guncaster - 3.0

Post by will183 »

For some reason i cant absorb the shadow clone of cygnis when i use the tome of draugh. heelp

EDIT: figured it out
User avatar
eharper256
Posts: 1118
Joined: Sun Feb 25, 2018 2:30 am
Location: UK
Contact:

Re: The Guncaster - 3.0

Post by eharper256 »

Snazzy Jovial Wyrm wrote:Quick question, PillowBlaster. I was wondering if you'd be willing to add a blood and gore intensity into Guncaster, like in Brutal Doom and Project Brutality? The amount of blood and gore in the current version of GunCaster is... unsatisfying, to be blunt. It just doesn't give off the sort of vibe I'd expect from a stupidly over-the-top, badass mod such as this one, and Sargeant's Ketchup Mod seems to screw up the coin drop system whenever I use it in conjuction with GC. Thanks in advance!
Have you tried using Universal Gibs instead? Its less stressful on the CPU, more modern, more customisable and works with basically everything.
User avatar
Dinosaur_Nerd
Posts: 253
Joined: Wed Feb 21, 2018 5:31 pm
Operating System Version (Optional): Windows 10
Graphics Processor: nVidia (Modern GZDoom)
Location: timelocked USA 1994
Contact:

Re: The Guncaster - 3.0

Post by Dinosaur_Nerd »

Zhs2 wrote:Unfortunately NoPain is all-encompassing, and there aren't any global pain chance alternatives in MAPINFO. NoPain seems like a good complement for high difficulty anyway - change your strategy to do enough damage and quickly enough that your enemies die, rather than relying on stunlocking. ;)
Interesting ways to increase difficulty you say? I might know a few... :twisted:
DemonbaneSol
Posts: 46
Joined: Tue Dec 13, 2016 12:10 pm

Re: The Guncaster - 3.0

Post by DemonbaneSol »

The Mana Headache option seems to not work as intended. Regardless of its setting, I don't pick up mana drops when at full MP. So far this is present in Doom and Doom 2; I haven't had the chance to test it with Heretic, Hexen, or Strife yet.

Also, the thing with the Barons in E1M8 of Doom was present in previous versions of GC and other mods. I think it was the map itself looking for the Barons' deaths, but it would only recognize "normal" deaths. Gibbing them would essentially soft-lock the game and prevent you from finishing the map unless you noclip'd through the wall to the teleporter. I don't know if map 10 or whatever it was of Scythe X (the one where you're supposed to kill a Cyberdemon to lower some bars to continue) was doing the same, but in 2.8a it didn't matter how I dealt the finishing blow to the Cyberdemon, the new/non-vanilla death animation for it seemed to prevent that section from working right.
User avatar
wildweasel
Posts: 21706
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): A lot of them
Graphics Processor: Not Listed
Contact:

Re: The Guncaster - 3.0

Post by wildweasel »

The fix for the map trigger bug is usually to make sure there's A_BossDeath functions on any monster's death states that can trigger a map action. I am not in a position where I can check if that's the case already, though.
User avatar
PillowBlaster
Posts: 919
Joined: Sun Jan 24, 2010 2:55 pm
Contact:

Re: The Guncaster - 3.0

Post by PillowBlaster »

MaxRideWizardLord wrote:Found another bug with Annihilator Spell during gameplay and I was doing several tests to see if I'm correct or not. Seems like it is.
Basically, Annihilator's invisible bfg rays seems to do no damage at all, and that's dissapointing.
Was an oversight that I didn't notice ever since, meaning the spell is pretty dang powerful with or without it. Whatever, fixed for the next update.
Rowsol wrote:The pain sounds are too loud and it's quickly becoming annoying. I decide to lower them in SNDINFO. No matter what I set $volume Guncaster/Pain/100 to, the sound doesn't change. /shrug.
It's funny because I had that problem before and I explicitly lowered the volume on them as I couldn't make it work. No idea what's up with that, and no matter how I edited the sound, it still was the case. /doubleshrug /martywhatdidyoudo
wildweasel wrote:The fix for the map trigger bug is usually to make sure there's A_BossDeath functions on any monster's death states that can trigger a map action. I am not in a position where I can check if that's the case already, though.
DemonbaneSol wrote:Also, the thing with the Barons in E1M8 of Doom was present in previous versions of GC and other mods. I think it was the map itself looking for the Barons' deaths, but it would only recognize "normal" deaths. Gibbing them would essentially soft-lock the game and prevent you from finishing the map unless you noclip'd through the wall to the teleporter. I don't know if map 10 or whatever it was of Scythe X (the one where you're supposed to kill a Cyberdemon to lower some bars to continue) was doing the same, but in 2.8a it didn't matter how I dealt the finishing blow to the Cyberdemon, the new/non-vanilla death animation for it seemed to prevent that section from working right.
That got fixed on my end.I can miss stuff like that in places.
DemonbaneSol wrote:The Mana Headache option seems to not work as intended. Regardless of its setting, I don't pick up mana drops when at full MP. So far this is present in Doom and Doom 2; I haven't had the chance to test it with Heretic, Hexen, or Strife yet.
Weird. Everything in code looks fine and I didn't touch that ever since so I have no idea why this ceased working. Will have to investigate further.
Snazzy Jovial Wyrm wrote:Quick question, PillowBlaster. I was wondering if you'd be willing to add a blood and gore intensity into Guncaster, like in Brutal Doom and Project Brutality? The amount of blood and gore in the current version of GunCaster is... unsatisfying, to be blunt. It just doesn't give off the sort of vibe I'd expect from a stupidly over-the-top, badass mod such as this one, and Sargeant's Ketchup Mod seems to screw up the coin drop system whenever I use it in conjuction with GC. Thanks in advance!
I am not willing to touch that with a ten feet pole. I admire Mark's ability to make gore satisfying, but that code is giving me seizure the moment I look at it. I tried a couple times to clean it up and each time I gave up before I even reached halfway through. I only added it and kept it roughly as-is ever since day one. If someone has a better alternative at mind though, I'd be willing to replace it in some future, but that's a huge maybe. Nashgore seemed a bit too intense for my needs, as much as it works nicely in DRLA.
Rowsol wrote:e: It just froze. 2 idols and tome of power active, this time using thunderstruck. Unlike 3.3.2 where I got a crash log, this time it just froze the game. Here's the log if it helps.
Log sadly won't help me as I can't read anything useful out of it. Wyverns aren't complex per-se but they have a ton of crap going for them. Trying to track this down will be insanely annoying, I feel.
User avatar
RedoLane
Posts: 114
Joined: Fri Dec 08, 2017 11:07 am

Re: The Guncaster - 3.0

Post by RedoLane »

RedoLane wrote: On that note, which wads would you recommend to try it on?
I think you missed my question :|
User avatar
KeksDose
 
 
Posts: 596
Joined: Thu Jul 05, 2007 6:13 pm
Location: my laboratory
Contact:

Re: The Guncaster - 3.0

Post by KeksDose »

Zhs2 wrote:For the time being (until some patch Keks might decide to add a CVar for this), you could roll your own

Code: Select all

bind t "toggle invertmouse; +Gimbostratus"
//or whatever heckin' key you want to use
I'll definitely look into this.

Also glad to hear the shopkeeper is liked. Nithor is a bit strange, but will go heads over tails for you if you buy an Extreme Sphere!
User avatar
Evil Operative
Posts: 61
Joined: Sat Mar 21, 2015 10:44 pm

Re: The Guncaster - 3.0

Post by Evil Operative »



Kind of getting this error here. I tried it with stable GZDoom, and the latest devbuilds of GZDoom and QZDoom. Same problem. Every time. I also tried redownloading the entire thing but it didn't work.

EDIT: I tried it on a fully fresh version of GZDoom by copying DOOM2.WAD into the folder, letting it make its first config file and all, and it seemed to work there. So I am guessing that there is something to do with my autoload...

EDIT x2: I found the problem. It seems to be incompatible with Mikk's Champions v2.2
fire238
Posts: 15
Joined: Mon Jun 25, 2018 11:59 am

Re: The Guncaster - 3.0

Post by fire238 »

I was bumming around on TV Tropes, and I noticed that Trailblazer has an entry, but not Guncaster.

I was thinking of creating one if anybody is interested.
AvzinElkein
Posts: 631
Joined: Wed Nov 17, 2010 6:35 pm

Re: The Guncaster - 3.0

Post by AvzinElkein »

fire238 wrote:I was bumming around on TV Tropes, and I noticed that Trailblazer has an entry, but not Guncaster.

I was thinking of creating one if anybody is interested.
Sounds awesome, and I wish you the best of luck. Please make sure to let the reader know that Guncaster's stuff is intentionally OP.
Post Reply

Return to “Gameplay Mods”