The Guncaster - 3.888b

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Spaceman333
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Re: The Guncaster - 3.888b

Post by Spaceman333 »

Holy moly a big update 4.0! Among them I saw these goodies at a glance:

Code: Select all

Big, biiiig change - added universal monster support!
Cauterizer makes a grand return in a new form as an addon weapon.
And many more!
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fakemai
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Re: The Guncaster - 3.888b

Post by fakemai »

I'm definitely trying out some kind of monster mod after this initial Doom 2 rampage, probably Colourful Hell, and then the other IWADs, but there's a lot to check out. Immediately noticeable is that you can see your legs like in Vindicated, and also the Pulverizer, which, I am very much a fan of that even if I'll miss the original some. Also the destructible doors isn't limited to Prophet, or doors for that matter! Naturally it works on current GZDoom too.
fakemai wrote:Yes it is the same version that introduced Prophet but that only exists with the addon loaded and you do actually have to be directing the destruction so it's a lot more fun to whip out once in a while on a slaughtermap.
So much for that excuse. Yeah, Deadmaker is now in the main mod.

EDIT3: Snip, they've been busy fixing most of the Strife issues and it should be completable with current Git version if you want to try that. The robotic enemies still turn into meat when gibbed but that's true of some monster mods for Doom as well. Also the Cauterizer is proving a lot of fun on lower population maps as in that and Hexen. Being able to just say fuck-you to doors is probably the best part of the update, shame Hexen has so many polyobjects that can't be torn down in this way.
mpcomp
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Re: The Guncaster - 3.888b

Post by mpcomp »

Execution could not continue.
Script error, "the-guncaster-master-V4.0.PK3:decorate/enemies.txt" line 528:
Unexpected token ')'
----
Please Help getting this error with guncaster latest git build.....what am i doing wrong?!
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SanyaWaffles
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Re: The Guncaster - 3.888b

Post by SanyaWaffles »

Likely an error with the mod itself?
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fakemai
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Re: The Guncaster - 3.888b

Post by fakemai »

Take the parentheses away from the A_NoBlocking(); lines so it's just A_NoBlocking; instead. If you can't do that, for now just fetch the previous commit. I'm curious too why that makes a difference, no parens vs. empty.
EDIT: Also sometimes dialogue gives items in Strife, for instances where it has to give multiple it gives a CustomInventory that uses A_GiveInventory, like first meeting Macil gives a couple of plot items and gold around the "Fight for the Front and freedom!" line. However for some reason the quantity is ignored with the dosh items, it gives an emerald but you only get 1 gold. This doesn't apply to when dosh items are given out in the DIALOG## lump directly, like Rowan rewarding you an amber for the traitor ring.
EDIT2: Should be fixed now.
EDIT3: One of the other big changes is the Longhorn no longer has the wacky lightning shot altfire, it's now silenced with a delay to shoot instead, and that's now the item Rowan gives you at the start of Strife, pretty helpful since the only other silent weapons are melee and the fire breath. Also there is another addon weapon being teased, some kind of machine gun, I'm not sure if that can stack up to the new Pulverizer.
mpcomp
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Re: The Guncaster - 3.888b

Post by mpcomp »

Greetings

Thank you user @fakemai. your hotfix worked for the now old git version of the mod. as of current git version the issue has been addressed as per your edit 2.

I am using strife veteran edition and want to ask that has anyone been able to access the blue chalice quest at the commons hub given by npc named timothy. apparently when i go and talk to him the dialogue shows him only as peasant. is this a mod related issue or is guncaster supposed to be played with strife vanilla edition where this mission is not available by default. yes i watched civie11 video on strife so i know what i am talking about.

Peace
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fakemai
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Re: The Guncaster - 3.888b

Post by fakemai »

I don't actually have SVE to test with but Guncaster doesn't look to have any SVE-related support, while GZDoom supposedly only deals with a subset. It's probably possible at least. Actually can you do something? Load just sve.wad, no mods at all, open the console and do "mapchecksum map14". Is it giving "EFBF3805358AA81DF2251889BFC5DD78"?
mpcomp
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Re: The Guncaster - 3.888b

Post by mpcomp »

Greetings

user @fakemai

B60C0A9027557B2B982EAE60940ED95F // SVE.wad map14

the one you are displaying is for strife1.wad which is the non-veteran edition or the vanilla edition.

Peace
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fakemai
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Re: The Guncaster - 3.888b

Post by fakemai »

Drat. For now don't use SVE or at least don't break the slave-controling computer on MAP14, it won't work correctly. Up to you if you want to raise SVE generally up on Gitlab, I'll probably look into it in a week-ish though too since it was on my radar.
EDIT: SVE MAP14 is now modified correctly at least, but I don't make any assurances about SVE generally being completable. You do get a few new secret areas at least.
Last edited by fakemai on Mon Aug 18, 2025 11:48 pm, edited 1 time in total.
dudecool1
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Re: The Guncaster - 3.888b

Post by dudecool1 »

hey so I was playing through the new update and i noticed I was not able to do a ground pound. I check and there doesn't appear to be any keybind conflicts so if anyone can help me with this it would be very appreciated.
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fakemai
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Re: The Guncaster - 3.888b

Post by fakemai »

So the most recent commit makes a change to the universal monster stuff. The upshot is it should be much harder now to softlock from monster death triggers failing but it does need to be tested against different monster mods. For now Riftweaver and Corpseblast will still destroy enemies prematurely. There are a couple of trouble spots with enemies that change their RenderStyle and ones that have final attacks (beware Rusalka if you play Angelic Aviary!) but those are fortunately quite uncommon.
dudecool1 wrote: Sat Aug 16, 2025 10:06 am hey so I was playing through the new update and i noticed I was not able to do a ground pound. I check and there doesn't appear to be any keybind conflicts so if anyone can help me with this it would be very appreciated.
From the air you have to double-tap crouch now, which is reasonable since crouch jumping often does it when you don't want to. Make sure to try aerial kicking too, it's a double-kick of hell yes and the best way to play the opening stretch of Hexen is going full Dark Messiah on everything.
JPC
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Re: The Guncaster - 3.888b

Post by JPC »

This mod does not work in Wadfusion or HXDD. GZDoom crashes when trying to load the mod.

Edit: It turns out that I was using an old version of that mod, which is why it wasn't working for me in Doom Wadfusion or HXDD. I saw that they had posted a link to GitLab where they had the latest version, which was 4.0. I tried it, and it is working for me in HXDD for now.
Last edited by JPC on Tue Aug 26, 2025 5:45 am, edited 1 time in total.
Lopunny has shotgun
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Re: The Guncaster - 3.888b

Post by Lopunny has shotgun »

Question, will this work on Delta Touch GZ Doom 4.14.2?

If not, is there a earlier build that will work for this version of GZ Doom?

Update (3beta): it crashes citing 17 errors when praising the script.

This mod is as stable as a box of dynamite. No smoking.

Final update (for now): ithe 4.0 version works on 4.14.2. kinda sad the shopkeeper didn't offer us a "buy a skin" option. I wanna be a demoness dragon killing zombies with two revolvers.
JohnEldridge
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Re: The Guncaster - 3.888b

Post by JohnEldridge »

Why are there less spells and items in the shop? I think it's missing quite a few things with the latest version on Github
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