Universal Guncaster Adapter 1.6 [mini-mod]

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Universal Guncaster Adapter 1.6 [mini-mod]

Postby Dinosaur_Nerd » Tue Feb 12, 2019 6:07 am

Image



Download the Awesomeness here!
Requires "The Guncaster" to play!

What the hell is this?!?!
It's the Universal Guncaster Adapter for monsters, weapons, ammo and items!
What does it do?
It turns all weapons, ammo, and items into Guncaster equivalents, and as for monsters? Well... It makes it so that now they will all react according to Guncaster rules! That means custom monsters that set on fire, explode into clouds of gore, turn to gold, drop dosh and mana, and maybe even fire projectiles instead of hitscan attacks.

Think it's too good to be true? Think again. All Monsters are now Guncaster Monsters...
Buckle up kids... It's burning time!

Notes:
Make use of the options added to the in game menu to control how this thing works
-Only works With The Guncaster.
-Just load this after Guncaster in your load order and it should handle the rest.
Spoiler:

-DO NOT load with Guncaster Vindicated, as usual I've already built it in.

Mods used in the video.
(Highly recommended!)
The Guncaster 3.2
Guncaster Vindicated
Eviternity
DOOM2 The way ID DID
Masters of Chaos
Dark Doom Creatures
Colorful Doom
Bratwurst

Special Thanks to:
Pillowblaster and the Guncaster Crew
You lovely folks of the ZDoom forums and discord who help me out all the time.
Last edited by Dinosaur_Nerd on Sun Apr 28, 2019 12:39 pm, edited 12 times in total.
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Re: Universal Guncaster Adapter

Postby Rowsol » Tue Feb 12, 2019 2:17 pm

I loaded the adapter up with Djinn, which is a wad I've been meaning to play. It has a bunch of custom decorate monsters. The adapter from what I've seen works flawlessly. I'm not sure how it calculates what gold to drop, I assume it's health related? I can assume anything with the BOSS flag will drop chests. Anyway, the hitscans being turned off is a nice bonus, the tracers look cool. I'm not sure what the difference between the adapter settings are. The smart one just replaces less monsters and the other replaces all the monsters whether they need it or not?

Big thanks for this and all you do. And just in time for Evilternity's release.
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Re: Universal Guncaster Adapter

Postby baddude1337 » Tue Feb 12, 2019 3:07 pm

This is seriously awesome. I gave it a whirl with both Kriegsland and an old enemy randomiser I have (mr_enhan.wad). Worked pretty much flawlessly! Kriegsland's boss replacements didn't drop lootboxes, I'm guessing that's something to do with the way this mod works?

The only thing i noticed is that the bloodpool spawns where the enemy died, not necessarily where their body ends up. If you punch them or shoot them with the longhorn to kick their body back you'll see what I mean. I guess the blood and items dropped don't inherit the 'physics' of the bodies being pushed back, or spawning in too quickly? (obviously I have no idea what I'm talking about!)

Regardless, many thanks for this. It opens up Guncaster to all sorts of custom enemies!
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Re: Universal Guncaster Adapter

Postby Dinosaur_Nerd » Tue Feb 12, 2019 3:22 pm

Rowsol wrote:I loaded the adapter up with Djinn, which is a wad I've been meaning to play. It has a bunch of custom decorate monsters. The adapter from what I've seen works flawlessly. I'm not sure how it calculates what gold to drop, I assume it's health related? I can assume anything with the BOSS flag will drop chests. Anyway, the hitscans being turned off is a nice bonus, the tracers look cool. I'm not sure what the difference between the adapter settings are. The smart one just replaces less monsters and the other replaces all the monsters whether they need it or not?


baddude1337 wrote:This is seriously awesome. I gave it a whirl with both Kriegsland and an old enemy randomiser I have (mr_enhan.wad). Worked pretty much flawlessly! Kriegsland's boss replacements didn't drop lootboxes, I'm guessing that's something to do with the way this mod works?


It calculates many effects based on health (dosh, gibs, mana, etc...). Checking for the boss flag is a good idea I'll add that to the next update.

baddude1337 wrote:The only thing i noticed is that the bloodpool spawns where the enemy died, not necessarily where their body ends up. If you punch them or shoot them with the longhorn to kick their body back you'll see what I mean. I guess the blood and items dropped don't inherit the 'physics' of the bodies being pushed back, or spawning in too quickly? (obviously I have no idea what I'm talking about!)


Yep... that's on the to-do list for the next update.

Rowsol wrote:Big thanks for this and all you do. And just in time for Evilternity's release.

baddude1337 wrote:Regardless, many thanks for this. It opens up Guncaster to all sorts of custom enemies!


GC is an awesome mod, I'm honored to be part of the community surrounding it.

If you folks like my work, maybe check out Guncaster Vindicated sometime eh? ;)
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Re: Universal Guncaster Adapter [mini-mod]

Postby Rowsol » Tue Feb 12, 2019 4:36 pm

A few bugs to report.

I killed what looked like a normal spectre with fire breath. It exploded on death. The monsters that are GCified tend to blow up very easily. Just a minute ago a guy exploded from a strucker shot.
Revenant missiles shoot what appears to be bullets at the ground as they travel.
Archvile is dropping a sapphire and a ruby.

I'm using the stock settings : Smart replacer with tracers turned on.
Last edited by Rowsol on Wed Feb 13, 2019 2:58 pm, edited 1 time in total.
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Re: Universal Guncaster Adapter [mini-mod]

Postby Beezle » Tue Feb 12, 2019 11:00 pm

Wow, I was just hoping whoever made CH patch would update it to work with GC 3.2 and here you not only answered my prayers but one-upped it as well! So far works perfectly with everything I've loaded it with so far ... Shades of Doom, Colorful Hell v95, LDL (even though it worked before Adapter lol, just add to one or more of the mods listed), Bratwurst, Doom Krakken's Monster Randomizer, and OMG Monsters Addon. Thank you for all your hard work on these awesome mods.
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Re: Universal Guncaster Adapter [mini-mod]

Postby Ryuhi » Tue Feb 12, 2019 11:44 pm

Holy hell this is awesome! Just tried it out with colorful hell and it felt great, universal compatibility mods like this are such a beautiful thing :)
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Re: Universal Guncaster Adapter [mini-mod]

Postby Dinosaur_Nerd » Wed Feb 13, 2019 1:16 am

Ryuhi wrote:Holy hell this is awesome! Just tried it out with colorful hell and it felt great, universal compatibility mods like this are such a beautiful thing :)


Side note, this mod is also compatible with my monster pack for Heretic with Guncaster called DSparil's Revenge This adapter is obviously not necessary for the monsters to be compatible with Guncaster since... y'know... I actually designed them specifically for Guncaster in the first place, but you can use them with something like masters of chaos with the adapter and it should provide a seamless experience.

Spoiler:
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Re: Universal Guncaster Adapter [mini-mod]

Postby DemonbaneSol » Wed Feb 13, 2019 3:52 am

So I was just testing this with Hordes of Chaos X in Heretic and attempting to use Corpse Blast on the corpses of Doom monsters (Imps, Cacodemons, and Arch-viles being the ones I directly tested) causes the game to crash.

Spoiler:
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Re: Universal Guncaster Adapter [mini-mod]

Postby Fureyon » Wed Feb 13, 2019 9:40 am

This is awesome, amazing work Dino!

I should add that I'm facing the exact same problem as the poster above, except I'm using Colorful Hell v95 on vanilla Doom 2 maps.
Without any monster mod, this does not occur as Corpse Explosion kills and detonates the enemies' bodies just fine.

I'm not surprised there's problems there as Corpse Explosion has always been a finicky spell when it comes to patched monster mods, but I hope you can fix it.
Probably doesn't make a difference but I was using GC Addon.
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Re: Universal Guncaster Adapter 1.1 [mini-mod]

Postby Dinosaur_Nerd » Wed Feb 13, 2019 9:50 pm

Updating to version 1.1

This is all a bunch of bug fixes
Code: Select allExpand view
-added corpseblast check for larger monsters instead of always spawning the same blast
-fixed gibbing animation flickering
-fixed gibbing animation sounds
-fixed chest drops for bosses.
-fixed mana drops for bosses
-fixed VM abort with corpseblast
-fixed tracers spawning from seekermissiles
-fixed chillgrasp infinite blast glitch
-fixed blood pools spawning in the wrong location
-fixed midas statues not giving you enough gold
-probably some other stuff that isn't important enough for me to remember.


Rowsol wrote:A few bugs to report.I killed what looked like a normal spectre with fire breath. It exploded on death. The monsters that are GCified tend to blow up very easily. Just a minute ago a guy exploded from a strucker shot.


I gave these guys all gib deaths for if they drop below a certain negative HP threshold. I think this might have been bugged to ALWAYS gib enemies, but either way, I should behave a little better now.
Fire causing gib deaths is sadly something that cannot be fixed. Gib deaths have to be priority over elemental deaths in the method I'm using. So if you use a fire attack that is strong enough to drop an enemy below their negative health gib threshold they're gonna gib.

Rowsol wrote:Revenant missiles shoot what appears to be bullets at the ground as they travel.

Apparently revenant missiles constantly fire bulletpuffs at the floor for whatever reason... teh more you know I guess.
It's fixed now.

Rowsol wrote:Archvile is dropping a sapphire and a ruby.

Somehow he's not detected by my blacklist and is being handed out the script even though he should be banned from it. I don't know what to tell you no this one, I'll look into it. Feels like a 1 in a million sort of problem to me, possibly an uncorrectable error.[/quote]

Fureyon wrote:I should add that I'm facing the exact same problem as the poster above, except I'm using Colorful Hell v95 on vanilla Doom 2 maps.
Without any monster mod, this does not occur as Corpse Explosion kills and detonates the enemies' bodies just fine. Probably doesn't make a difference but I was using GC Addon.

DemonbaneSol wrote:So I was just testing this with Hordes of Chaos X in Heretic and attempting to use Corpse Blast on the corpses of Doom monsters (Imps, Cacodemons, and Arch-viles being the ones I directly tested) causes the game to crash.

Fixed, and no, the addon should work perfectly fine with this mutator without error.
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Re: Universal Guncaster Adapter 1.1 [mini-mod]

Postby bisousbisous » Wed Feb 13, 2019 10:52 pm

Using this with Colorful hell and enemies aren't dropping money, are these in the wrong order? Do I need to enable some setting in here be dragons?
https://puu.sh/CLVII/ed1cb2c0ee.png
WELP i needed to fool around with the monster beta thingy, fixed that

Edit: Saw the 1.1 update as I posted this, updating did not fix it. I also forgot to mention that the shop is invisible unless I mouse over the icons. https://puu.sh/CLVZl/537b8979ab.png
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Re: Universal Guncaster Adapter 1.1 [mini-mod]

Postby Dinosaur_Nerd » Wed Feb 13, 2019 11:18 pm

bisousbisous wrote:Using this with Colorful hell and enemies aren't dropping money, are these in the wrong order? Do I need to enable some setting in here be dragons?
https://puu.sh/CLVII/ed1cb2c0ee.png
WELP i needed to fool around with the monster beta thingy, fixed that

Edit: Saw the 1.1 update as I posted this, updating did not fix it. I also forgot to mention that the shop is invisible unless I mouse over the icons. https://puu.sh/CLVZl/537b8979ab.png


update your GZDoom
update your Guncaster.pk3
delete your .ini file
load the gameplay mod (Guncaster.pk3) before anything else (put it at the top of the list)
make sure the mutator (Universal_Guncaster_Adapter.pk3) is loaded after the gameplay mod (put it anywhere below guncaster.pk3)

Do these and try again.
If that fails, follow the instructions in this video EXACTLY as you see them:
Spoiler:
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Re: Universal Guncaster Adapter 1.1 [mini-mod]

Postby Fureyon » Thu Feb 14, 2019 10:10 am

Corpseblast is working like a charm now.

Not sure if this was intended or not, but Chillgrasp seems to be exploding the enemies whilst you're still "grasping" them, or in case you use the tomed version, as soon as they turn into ice statues (aka: die) to Chillgrasp's effects they will explode immediately. Normal behavior with Guncaster and vanilla enemies is that once the enemy is frozen it should become some sort of "ice barrel" that is detonated when the statues is destroyed. In my opinion this doesn't make the spell better or worse, and I still use it for the exact same purposes I've always used it for. So if not intended it doesn't need to be fixed IMO.
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Re: Universal Guncaster Adapter 1.1 [mini-mod]

Postby LukeArio » Thu Feb 14, 2019 8:23 pm

I found a little bug when you use the ironblast possession and pick up another ironblast, then when you remove the possession it spawns a random weapon instead of an ironblast.
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