What message are you getting? It's hard to help you if all we know is "it doesn't work."The Red Key wrote:This mod is 100% unable to run for me, i have no clue why. I've tried every load order, every engine, every loader, nothing works. It seems this mod is now unsupported and dead. GG
The Guncaster - 3.888b
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.
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.
- wildweasel
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Re: The Guncaster - 3.666
Re: The Guncaster - 3.666
I'm tryin' to load this mod through WMD. Guncaster alone is okay, but when I try to add the addon and the weapon shop, the game pitches a fit and fails to load before it even finishes its initial bootup.
How should I going about this? What load order do they need to be in? What numbers do I use?
How should I going about this? What load order do they need to be in? What numbers do I use?
- wildweasel
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Re: The Guncaster - 3.666
The addons should probably go after Guncaster in the load order; any maps you want to load with it should go before Guncaster.T.K.Bold wrote:I'm tryin' to load this mod through WMD. Guncaster alone is okay, but when I try to add the addon and the weapon shop, the game pitches a fit and fails to load before it even finishes its initial bootup.
How should I going about this? What load order do they need to be in? What numbers do I use?
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rautamiekka
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Re: The Guncaster - 3.666
Obviously you didn't even try checking the datesThe Red Key wrote:This mod is 100% unable to run for me, i have no clue why. I've tried every load order, every engine, every loader, nothing works. It seems this mod is now unsupported and dead. GG
Re: The Guncaster - 3.666
Is there a changelog?
Re: The Guncaster - 3.666
He posts one with each update post. You'll have to read the old posts if you want to see them.Tetsuryu wrote:Is there a changelog?
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electrodragon554
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Re: The Guncaster - 3.666
Great mod, but I found an issue - could be a issue with GZDoom itself, or it could be mod related:
When the 'Deity Mode' cheat is active (iddqd, or 'god' from the console), Doom 2 MAP30 behaves in a strange manner - after defeating the Icon and jumping into the explosion that follows, the game continues normally instead of ending (as it should).
When the 'Deity Mode' cheat is active (iddqd, or 'god' from the console), Doom 2 MAP30 behaves in a strange manner - after defeating the Icon and jumping into the explosion that follows, the game continues normally instead of ending (as it should).
- Xerenogan
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Re: The Guncaster - 3.666
This is one of my all time favorite gameplay mods. Thank you!
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CaptainMegavolt
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Re: The Guncaster - 3.666
I've run afoul of an issue with the Sandman - when I try to load with the addon, I get this error message:
- GC_Addon.pk3:zscript/sandman/sandmanweapon.txt, line 80: Unable to resolve Gc_SmartAim as type.
- GC_Addon.pk3:zscript/sandman/sandmanweapon.txt, line 80: Unable to resolve Gc_SmartAim as type.
- GC_Addon.pk3:zscript/sandman/sandmanweapon.txt, line 6: Unable to resolve all fields for class Sandman
Re: The Guncaster - 3.666
PillowBlaster wrote:A
Thanks for the mod, do you have a discord or other way of faster communication than posting here?
I ask because I found one for guncaster vindicated and wanted to know if you had one as well.
I also wanted to see the compatibility options for this wad, I would love to play it with some TC levels, good mappacks for it are not easy to find. Monster wads are too not easy for the right amount of challenge you need when you are this powerful.
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heavymetalharry
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Re: The Guncaster - 3.666
HI there PillowBlaster, Im having trouble with guncaster. when I boot it up with doom and doom 2 none of the enemys are dealt any damage and I'm not taking any damage either. Works fine for heritic, hexen and strife though.
BTW this is the mod that made me get into doom mods and I hope someday cyngis gets his own solo game
BTW this is the mod that made me get into doom mods and I hope someday cyngis gets his own solo game
- PillowBlaster
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Re: The Guncaster - 3.666
I do have an internal changelog, but... if I'd link to it, then that'd spoil incoming stuff. I should probably make a separate file for OP that I'd just update after each, well, update.Tetsuryu wrote:Is there a changelog?
Sounds more like that some mod gives you a continue after map30 instead of finishing. I don't think we have that implemented by default. Have you played it with DRLA monsters? If yes, that one has an option for that.electrodragon554 wrote:Great mod, but I found an issue - could be a issue with GZDoom itself, or it could be mod related:
When the 'Deity Mode' cheat is active (iddqd, or 'god' from the console), Doom 2 MAP30 behaves in a strange manner - after defeating the Icon and jumping into the explosion that follows, the game continues normally instead of ending (as it should).
Strange. I tried it with latest gzdoom as of now (4.4.2) and seems to work fine. Maybe updating that will help?CaptainMegavolt wrote:I've run afoul of an issue with the Sandman - when I try to load with the addon, I get this error message:
Using all the latest files as far as I can tell. Load order is Doom 2, Guncaster, Addon.
- GC_Addon.pk3:zscript/sandman/sandmanweapon.txt, line 80: Unable to resolve Gc_SmartAim as type.
- GC_Addon.pk3:zscript/sandman/sandmanweapon.txt, line 80: Unable to resolve Gc_SmartAim as type.
- GC_Addon.pk3:zscript/sandman/sandmanweapon.txt, line 6: Unable to resolve all fields for class Sandman
Nah, I don't have any discord server. For the compat stuff, see the DRLA monsters above. I sadly tweak the monsters on my side for a lot of things to work, so not many options are available. Might stack it with Legendoom for extra challenge and goodies when you fight bosses.Yelso wrote:Thanks for the mod, do you have a discord or other way of faster communication than posting here?PillowBlaster wrote:A
I ask because I found one for guncaster vindicated and wanted to know if you had one as well.
I also wanted to see the compatibility options for this wad, I would love to play it with some TC levels, good mappacks for it are not easy to find. Monster wads are too not easy for the right amount of challenge you need when you are this powerful.
Check the Here be Dragons -> Gameplay options. There should be Damage Taken\Damage Given scalers, tweak those to make them 1.0 and see if the problem persists. And well, solo game is... not impossible, but I had laid out on my twatter a while back why it's probably not gonna happen anytime soon.heavymetalharry wrote:HI there PillowBlaster, Im having trouble with guncaster. when I boot it up with doom and doom 2 none of the enemys are dealt any damage and I'm not taking any damage either. Works fine for heritic, hexen and strife though.
BTW this is the mod that made me get into doom mods and I hope someday cyngis gets his own solo game
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heavymetalharry
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Re: The Guncaster - 3.666
Thanks that did help, one more stupid question though, whats the difference between this and guncaster vinticated?
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retronutcase
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Re: The Guncaster - 3.666
Vindicated is an offshoot by another modder that adds additional features, effectively trying to merge it and certain aspects of Brutal Doom like monsters/gore. At least that's what it looked like when I tried it. Assuming you just want the original Guncaster experience, stick with PB's original.
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rautamiekka
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Re: The Guncaster - 3.666
If something would spoil something, you could prefix the lines with something like "PillowBlaster wrote:I do have an internal changelog, but... if I'd link to it, then that'd spoil incoming stuff. I should probably make a separate file for OP that I'd just update after each, well, update.Tetsuryu wrote:Is there a changelog?
Spoiler: