
Re: [v2.1.1] Eriguns - Now with 100% more SWORDS!
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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.
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Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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.
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Re: [v2.0.0] Eriguns - Viva la ZScript!
Nah, EriGuns episode 3, based on the 3rd Episode of Demon Eclipse. 

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Re: [v2.0.0] Eriguns - Viva la ZScript!
I've been testing this mod on some regular Doom 2 levels, but I've noticed something odd. Eriguns 1 features an auto shotgun, a chaingun, a double missile launcher and a grenade launcher, but the only way to aquire these is with the IDKFA cheat. They never spawn in vanilla maps.
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Re: Re: [v2.0.0] Eriguns - Viva la ZScript!
For additional weapons to appear you have to select the Extended Weapon Set at the start of your game. Chaingun, but rather the Gatling Gun, is dropped by Spider Mastermind, and Missile Launcher is dropped by Cyberdemon.
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Re: Re: [v2.0.0] Eriguns - Viva la ZScript!
But there's still two weapons left unobtainable without cheats, the auto shotgun and the grenade launcher.AL-97 wrote:For additional weapons to appear you have to select the Extended Weapon Set at the start of your game. Chaingun, but rather the Gatling Gun, is dropped by Spider Mastermind, and Missile Launcher is dropped by Cyberdemon.
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Re: Re: [v2.0.0] Eriguns - Viva la ZScript!
I actually had selected the Extended weapon set, but I had not yet encountered any Cyberdemons or Spider Materminds during my tests. It seems that the mod does need a little adjustment though, if there are still weapons you can only get through cheating.DabbingSquidward wrote:But there's still two weapons left unobtainable without cheats, the auto shotgun and the grenade launcher.AL-97 wrote:For additional weapons to appear you have to select the Extended Weapon Set at the start of your game. Chaingun, but rather the Gatling Gun, is dropped by Spider Mastermind, and Missile Launcher is dropped by Cyberdemon.
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Re: Re: [v2.0.0] Eriguns - Viva la ZScript!
The auto shotgun and grenade launcher are just the result of me having some fun with Eriance's sprites. There was never any concrete plans to add them to the game for real (and the GL is unfinished anyway), so they're an easter egg, more or less.
I suppose I could do what Eriguns2 does and have some CVAR switches that swap out the SSG and RL with these, though it may be a while before I get back 'round to tinkering with the mod.
I suppose I could do what Eriguns2 does and have some CVAR switches that swap out the SSG and RL with these, though it may be a while before I get back 'round to tinkering with the mod.
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Re: Re: [v2.0.0] Eriguns - Viva la ZScript!
With the Eriguns0 idea I mentioned on the previous page, I was thinking the Cyberdemon could drop the Pyro Cannon or Devastator (another thing to decide through CVAR?), the Spider Mastermind could drop the Repeater, and finally the flamethrower could go to the Arch-vile. Even then I still think there'd be a few left over, but maybe some of the ones I'm thinking of weren't actually in DE at any point in its development, but made for Stronghold and/or UTNT.
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Re: Re: [v2.0.0] Eriguns - Viva la ZScript!
Why is the mauler the chaingun instead of the nailgun?
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Re: [v2.0.0] Eriguns - Viva la ZScript!
After playing with some other mods, I decided to return and test out Eriguns2. I love the weapon designs, but I've noticed that the Hellforge and the Hydra are unobtainable without cheats. Perhaps these were just experimental as well, but the Hydra actually looks quite familiar. I've seen a custom enemy for Doom called a Behemoth which has arm cannons that look just like it.
If you ever get around to tweaking this mod, I would suggest completing and adding the unfinished weapons, but also creating a slightly altered "compatible" version of the Eriguns mods, where all the weapons spawn from pickup spawn points instead of being dropped by enemies. This would make the mods more compatible with monster mods, like Colourful Hell and DoomKrakken's Monster Randomiser, since monster mods often alter the vanilla enemies and eliminate any pickups that the Eriguns mods would make them drop.
If you ever get around to tweaking this mod, I would suggest completing and adding the unfinished weapons, but also creating a slightly altered "compatible" version of the Eriguns mods, where all the weapons spawn from pickup spawn points instead of being dropped by enemies. This would make the mods more compatible with monster mods, like Colourful Hell and DoomKrakken's Monster Randomiser, since monster mods often alter the vanilla enemies and eliminate any pickups that the Eriguns mods would make them drop.
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Re: [v2.0.0] Eriguns - Viva la ZScript!
Oops! Missed that. Thanks for the info.
I still think that a compatible version of both mods should be made, though. If you don't have to rely on monster drops for any of the new weapons, then it would make them more compatible with monster mods.
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Re: Re: [v2.0.0] Eriguns - Viva la ZScript!
The weapon drops use a custom system, rather than the native "DropItem" functionality, precisely to make 'em work with mods that replace monsters. Give it a try.
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Re: Re: [v2.1.0] Eriguns - Now with 100% more SWORDS!
Hey all!
Just posted a little update -- v2.1.0 is out (see the OP), with a few bugfixes in and a new-ish weapon, the Templar Sword. It's basically a prettier fist replacement, with a health drain attack when powered up. (since the Vorpal Blade originally had a vampire attack as its powered mode, it now has explosive puffs when powered, 'cause that's way more fun).
Since some folks reported trouble hitting small shootable switches, the templar sword's altfire is a little "point" ability that can trigger switches and alert monsters. It also deals exactly 1 point of damage, so you can technically kill folks by pointing your sword at them if you wish.
Not much, but there it is!
Just posted a little update -- v2.1.0 is out (see the OP), with a few bugfixes in and a new-ish weapon, the Templar Sword. It's basically a prettier fist replacement, with a health drain attack when powered up. (since the Vorpal Blade originally had a vampire attack as its powered mode, it now has explosive puffs when powered, 'cause that's way more fun).
Since some folks reported trouble hitting small shootable switches, the templar sword's altfire is a little "point" ability that can trigger switches and alert monsters. It also deals exactly 1 point of damage, so you can technically kill folks by pointing your sword at them if you wish.

Not much, but there it is!
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Re: Re: [v2.1.0] Eriguns - Now with 100% more SWORDS!
Oooo sweet! The fists still being there always bugged me. Thanks, Xaser!
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Re: Re: [v2.1.0] Eriguns - Now with 100% more SWORDS!
Great news! Using this mod has been the only way I play Heretic maps since you first released. I'm glad it's still alive. Thanks for sharing. 
