The Guncaster - 3.888b

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SmisterMandSand
Posts: 5
Joined: Wed Apr 22, 2020 11:10 pm

Re: The Guncaster - 3.777

Post by SmisterMandSand »

Hexen does not want to launch the first level for me when run with the newest version of the mod. It will immediately abort to console when starting a new game. It works fine when I skip to the second level through console, though.

"Called from GC_UniversalKey.SetupKeyBullshit at Guncaster.pk3:zscript/items/keyz.txt, line 118
Called from GC_WorldEventHandler.WorldThingSpawned at Guncaster.pk3:zscript/gc_events.txt, line 323"

Strife also returns a fatal error on launch.
"Script error, "Guncaster.pk3:zmapinfo.txt" line 100:
Unknown actor class WyvernIdol

Execution could not continue.

1 unknown actor classes found"
AvzinElkein
Posts: 630
Joined: Wed Nov 17, 2010 6:35 pm

Re: The Guncaster - 3.777

Post by AvzinElkein »

Can more or less confirm:

Code: Select all

OS: Windows 10 (or higher) (NT 10.0) Build 18363
    
M_LoadDefaults: Load system defaults.
Using program directory for storage
W_Init: Init WADfiles.
 adding C:/gzdoom-4-5-0-Windows-64bit/gzdoom.pk3, 630 lumps
 adding C:/gzdoom-4-5-0-Windows-64bit/game_support.pk3, 2512 lumps
 adding ./HEXEN.WAD, 4270 lumps
 adding Guncaster.pk3, 5993 lumps
 adding GC_Addon.pk3, 970 lumps
 adding GC_WeaponShop.pk3, 4 lumps
 adding GCV_TOUHOU.pk3, 24 lumps
I_Init: Setting up machine state.
CPU speed: 3194 MHz
CPU Vendor ID: AuthenticAMD
  Name: AMD Ryzen 5 1600 Six-Core Processor 
  Family 23 (23), Model 1, Stepping 1
  Features: SSE2 SSE3 SSSE3 SSE4.1 SSE4.2 HyperThreading
V_Init: allocate screen.
S_Init: Setting up sound.
I_InitSound: Initializing OpenAL
  Opened device OpenAL Soft on Speakers (3- Logitech G430 Gaming Headset)
  EFX enabled
ST_Init: Init startup screen.
Checking cmd-line parameters...
S_InitData: Load sound definitions.
G_ParseMapInfo: Load map definitions.
Texman.Init: Init texture manager.
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
script parsing took 926.66 ms
Global Gunzerk ammo regen list created.
Global chest artifact list created.
Global Inventory Item list created.
Don't believe a word they say! They're just trying to make you buy expensive hardware every other month!
For you, I'll raise my cup 3 times.
Statusleiste auf Strang.
R_Init: Init Hexen refresh subsystem.
DecalLibrary: Load decals.
M_Init: Init menus.
P_Init: Init Playloop state.
ParseSBarInfo: Loading custom status bar definition.
In one dragon's quest for blood, gold, and vengeance,
many will fall in his name and ordnance.
Will he reach his true goal? Will he avenge his home?
That's up to you, my friend. Go forth and raise hell!
Oh, and spend some money while you're at it. I need a new chalice.
D_CheckNetGame: Checking network game status.
player 1 of 1 (1 nodes)
I_InitInput
I_StartupMouse
I_StartupKeyboard
I_StartupXInput
I_StartupRawPS2
I_StartupDirectInputJoystick
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce GTX 1070/PCIe/SSE2
GL_VERSION: 4.6.0 NVIDIA 432.00 (Core profile)
GL_SHADING_LANGUAGE_VERSION: 4.60 NVIDIA

Max. texture size: 32768
Max. texture units: 32
Max. varying: 124
Max. combined shader storage blocks: 96
Max. vertex shader storage blocks: 16
Resolution: 1920 x 1080

----------------------------------------

TITLEMAP - The Guncaster


----------------------------------------

MAP01 - Winnowing Hall

Line 1750's right edge is unconnected
All items unlocked!
VM execution aborted: tried to write to address zero.
Called from GC_UniversalKey.SetupKeyBullshit at Guncaster.pk3:zscript/items/keyz.txt, line 118
Called from GC_WorldEventHandler.WorldThingSpawned at Guncaster.pk3:zscript/gc_events.txt, line 323
Also, it won't work with Strife anymore:

Code: Select all

OS: Windows 10 (or higher) (NT 10.0) Build 18363
    
M_LoadDefaults: Load system defaults.
Using program directory for storage
Can't find './voices.wad'
W_Init: Init WADfiles.
 adding C:/gzdoom-4-5-0-Windows-64bit/gzdoom.pk3, 630 lumps
 adding C:/gzdoom-4-5-0-Windows-64bit/game_support.pk3, 2512 lumps
 adding ./strife1.wad, 3985 lumps
 adding ./SVE.wad, 1751 lumps
 adding Guncaster.pk3, 5993 lumps
 adding GC_Addon.pk3, 970 lumps
 adding GC_WeaponShop.pk3, 4 lumps
 adding GCV_TOUHOU.pk3, 24 lumps
I_Init: Setting up machine state.
CPU speed: 3194 MHz
CPU Vendor ID: AuthenticAMD
  Name: AMD Ryzen 5 1600 Six-Core Processor 
  Family 23 (23), Model 1, Stepping 1
  Features: SSE2 SSE3 SSSE3 SSE4.1 SSE4.2 HyperThreading
V_Init: allocate screen.
S_Init: Setting up sound.
I_InitSound: Initializing OpenAL
  Opened device OpenAL Soft on Speakers (3- Logitech G430 Gaming Headset)
  EFX enabled
ST_Init: Init startup screen.
Music "orb" not found
Checking cmd-line parameters...
S_InitData: Load sound definitions.
G_ParseMapInfo: Load map definitions.
Texman.Init: Init texture manager.
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
Attempt to get invalid state Death from actor AugurProjectile.
Attempt to get invalid state Death from actor AugurProjectile.
script parsing took 978.75 ms
Global Gunzerk ammo regen list created.
Global chest artifact list created.
Global Inventory Item list created.
WOOHOO
For you, I'll raise my cup 3 times.
Statusleiste auf Strang.
R_Init: Init Strife refresh subsystem.
DecalLibrary: Load decals.
M_Init: Init menus.
Script error, "Guncaster.pk3:zmapinfo.txt" line 100:
Unknown actor class WyvernIdol

Execution could not continue.

1 unknown actor classes found
Yelso
Posts: 34
Joined: Tue Jun 04, 2019 9:42 pm
Graphics Processor: nVidia with Vulkan support

Re: The Guncaster - 3.777

Post by Yelso »

Do the weapon shop and the Thotkeeper voice on the OP page still work?
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cubebert
Posts: 103
Joined: Sun Jun 14, 2020 3:37 pm
Graphics Processor: nVidia (Modern GZDoom)

Re: The Guncaster - 3.777

Post by cubebert »

I believe that the weapon shop still works with the latest version, but I don't know about the alternate voice for Sabbatha, since I rarely use her as the shopkeeper.
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baddude1337
Posts: 70
Joined: Wed Sep 09, 2015 1:37 pm

Re: The Guncaster - 3.777

Post by baddude1337 »

Now I've played a bunch of maps with it, boy is this update fun! Super congrats to everyone involved on another stellar release.

Here's my thoughts on some stuff:

Removed Bits:
Wyvern Idol - I can certainly see why they're gone, though I will miss them. If they ever do make a comeback, perhaps as a instant activation alternative to the invulnerability powerup?
Removed Molten Armor - Not too essential as the armour is powerful anyway. Would be nice if it worked a bit like hammerspace though - maybe every 10/15 armours you get you get a molten armour, or maybe even hammerspaces do?
Removed Strider's Lantern - Can't say I'm too fussed, I rarely noticed the projectile thing anyway as most things are dead by the time they shoot you.
Removed Gladius Barrel - Again, one that I don't notice gone.
-Removed Powersuit Autocannon - I must admit I do miss it and was a lot of fun to use. If it ever does come back, perhaps a bit like the ironblast, you have to sacrifice a weapon to equip it and it uses ammo, as if you are mounting it? Augur would be the most logical one, especially as it's description says it was mounted to tanks.
Removed Arbiter Module - No complaints. As cool as it was, I never used it as it lagged so hard.
Removed Splitter Shield - Nope, never noticed either, especially as Sandman trumps the regular minigun.
Removed rejuvenation items - No loss there either.

Mechamaker:
Absolutely insanely powerful, as it should be. Love the new sprites (especially that equip animation, damn!) and how the moveset is a fusion between both with the shoulder charge and magic powered guns. Only criticism really have is the missile launcher lags like nothing else.

New Mourning Glory:
I love it! Nice fast rate of fire, still keeps the radiated rounds at the cost of two shots. Ammo sharing is also great as RNG on the old rocket spawns usually meant you were short on 1 type of rocket. At present it is missing for purchase from the weapon shop though.

Voidwalker Changes:
Having it's own power regen bar is a great idea and much appreciated. I also noticed I crushed enemies less while riftwalking, and converting enemies seemed a bit easier.

Balance Changes:
I do like the changes overall (the health on Deadmaker was always kinda nuts), though I think in some cases you are starved of ammo a bit too much. In a few mapsets I hardly got any pistol or machinegun ammo, forcing me to pretty much just use the shotgun. Hammerspace in particular feels less useful as you barely get anything from it.
Gourry
Posts: 117
Joined: Tue Dec 05, 2017 4:25 pm
Graphics Processor: nVidia (Modern GZDoom)

Re: The Guncaster - 3.777

Post by Gourry »

A small bug of when loading from a save with draugh active; has the icon but nowhere in sight and shows the book inactive.
m_falcone
Posts: 20
Joined: Wed Jun 10, 2020 10:53 pm

Re: The Guncaster - 3.777

Post by m_falcone »

OK, new update seems good but also loses some of the good stuff it had before. For example, Why the backpack nerf, I used to love getting obscene amounts of ammo and going to town on slaughternaps. Now you get them per 3 backpacks? Backpacks aren't even that common. Removing the stuff like splitter shield and wyvern idol is meh. I didn't even notice that. But all in all good update and a hearty thanks to Keksdose for the camera guided emperor.
Yelso
Posts: 34
Joined: Tue Jun 04, 2019 9:42 pm
Graphics Processor: nVidia with Vulkan support

Re: The Guncaster - 3.777

Post by Yelso »

I just found something called explosive mode that is toggleable from the weapon shop menu, what does it do besides the particle effects on and off toggle of the closed fist and open hand with sparkles, this option has the hand with fire on it.
rhyrhygogo
Posts: 35
Joined: Sun Sep 06, 2020 8:09 am

Re: The Guncaster - 3.777

Post by rhyrhygogo »

My problem seems to have been fixed since I used a new launcher all I hope now is that my PC won't explode since I'm gonna be playing sunlust
I'll keep ya'll updated if I encounter trouble
Talon1024
 
 
Posts: 376
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Preferred Pronouns: He/Him
Graphics Processor: nVidia with Vulkan support
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Re: The Guncaster - 3.777

Post by Talon1024 »

Is it just me, or is Mana regeneration broken? Never mind, I just didn't notice the "Mana regeneration" option in the gameplay options menu right away.

Also, some keys in Adonis: Escape from Urania can be picked up, but they don't show up on the status bar.
Last edited by Talon1024 on Sun Nov 08, 2020 5:48 pm, edited 2 times in total.
cs89
Posts: 91
Joined: Wed Jan 05, 2011 3:42 am

Re: The Guncaster - 3.777

Post by cs89 »

Somewhere better, there are fewer activable items within this mod.
I don’t often use every item on the inventory, I use one or two of items just in case when it's very necessary.
The Wyvern Idol artifact which spawned the tiny wyvern was really a little too OP, especially when there were 2 of those creatures on the battlefield.
I will unleash the power and firearms of Cygnis when I find a compatible Heretic wad with new maps. :)
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Rowsol
Posts: 995
Joined: Wed Mar 06, 2013 5:31 am
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Re: The Guncaster - 3.777

Post by Rowsol »

Why not just limit active idols to one? I don't like their removal. It was a fun part of the game and could easily be nerfed if need be.
The shoulder mount for the powersuit was great and it was a unique part of the suit like the other suits have addons. Just make it use ammo and be done with it, why remove it?

It doesn't really matter what I think but as much as I like the mechasuit it's going to take a lot for me to update this mod now.
Last edited by Rowsol on Sun Nov 08, 2020 12:07 pm, edited 1 time in total.
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baddude1337
Posts: 70
Joined: Wed Sep 09, 2015 1:37 pm

Re: The Guncaster - 3.777

Post by baddude1337 »

While playing the Akeldama WAD, I ended up getting a VM abort on trying to load MAP15. Trying to change map in console to another map also causes the same VM abort:

VM execution aborted: tried to read from address zero.
Called from Seekers.All3d at Guncaster.pk3:moonspeak/seekers.txt, line 42
Called from Guncaster.HandleSeekers at Guncaster.pk3:zscript/guncaster.txt, line 2956
Called from Guncaster.Tick at Guncaster.pk3:zscript/guncaster.txt, line 1153
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Tesculpture
Posts: 199
Joined: Sun Feb 07, 2016 3:22 am

Re: The Guncaster - 3.777

Post by Tesculpture »

Sorry, but I have noticed a couple of bugs too:
-In the Guncaster section of the main "Customise Controls" menu (not the abridged "Mod Controls" accessible from the main menu), you can still bind a key for Rejuvenation items.

-The "Hard-on Mode" option still exists in "Gameplay Options", despite both things it affected (Wyvern Idol and Powersuit Autocannon) being removed.

-In Heretic, the Healing Pot and Healing Vial jitter up and down slightly, as if a frame of their animation has been offset upwards by a single pixel. This doesn't seem to occur in Hexen though.
Fureyon
Posts: 83
Joined: Thu Jun 28, 2018 9:05 am

Re: The Guncaster - 3.777

Post by Fureyon »

People have already addressed the bugs with Hexen and Strife, but I can confirm I'm getting the same problems (GZDoom 4.5.0)

I'm probably one of the very few people that actually use this, but Mourning Glory's icon on the weapon wheel is invisible. I wager that's because it was changed and doesn't have its own custom ammo anymore.

EDIT: Noticed that Mourning Glory is also missing from the weapon shop.
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