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.
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fakemai
- Posts: 417
- Joined: Mon Feb 12, 2018 12:26 am
- Location: Australia
Re: The Guncaster - 3.888b
You aren't giving us anything to go on. What kind of crashes, is GZDoom dying or is it a VM abort? Are you using other mods and in what order?
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BLSZDOOM
- Posts: 144
- Joined: Fri Jun 21, 2024 5:04 pm
Re: The Guncaster - 3.888b
hey there,i am happy the mod works with strife but,the objectives log is always empty.is there any other way that i am missing in wich i can keep track of objetives?or is there any key i can perss to see last messages from npcs?
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fakemai
- Posts: 417
- Joined: Mon Feb 12, 2018 12:26 am
- Location: Australia
Re: The Guncaster - 3.888b
4.1 came out recently. Guncaster / Addon / Video showing fun new things
How do these things even work? I might take a look at it later but the game's easy enough to follow without those, and you're just as likely to sequence break by accident with this mod.
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BLSZDOOM
- Posts: 144
- Joined: Fri Jun 21, 2024 5:04 pm
Re: The Guncaster - 3.888b
in the original strife,if you pressed the O key you could see the objective in the screen,but guncaster broke this feature.fakemai wrote: ↑Thu Mar 05, 2026 4:13 am 4.1 came out recently. Guncaster / Addon / Video showing fun new things
How do these things even work? I might take a look at it later but the game's easy enough to follow without those, and you're just as likely to sequence break by accident with this mod.
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fakemai
- Posts: 417
- Joined: Mon Feb 12, 2018 12:26 am
- Location: Australia
Re: The Guncaster - 3.888b
Heh, I meant how the objectives are modified, because I don't actually know how that part of the game works. Strife's a pain in the ass for mods to handle, there's a reason most don't even bother.
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Death Mage
- Posts: 59
- Joined: Fri Aug 29, 2003 3:16 am
Re: The Guncaster - 3.888b
I have been having issues getting 3.88b to load as well. I've tried the current builds of UZDoom, VKDoom, and GZDoom, and all are giving error messages.
UZDoom:
GZDoom:
And, well, VK Doom is the same as those. I've tried redownloading, I've tried using a dfiferent pwad, this is the only mod I am loading so it's not conflicting with something else. I am attempting to run it through DoomRunner 1.9.2/
UZDoom:
Code: Select all
OS: Windows 10 (NT 10.0) Build 19045
UZDoom version 4.14.3
W_Init: Init WADfiles.
adding E:/Doom Engines/UZDoom/uzdoom.pk3, 694 lumps
adding E:/Doom Engines/UZDoom/game_support.pk3, 3308 lumps
adding ./../../Wads/In Folders/Doom II - Hell on Earth/Doom II - Hell on Earth 1.9/doom2.wad, 2919 lumps
adding D:/Steam/steamapps/common/Ultimate Doom/rerelease/id24res.wad, 530 lumps
adding E:/Doom Engines/UZDoom/game_widescreen_gfx.pk3, 214 lumps
adding ../../GZDoom Mods/Guncaster/Guncaster.pk3, 6099 lumps
S_Init: Setting up sound.
I_InitSound: Initializing OpenAL
Opened device IOpenAL Soft on Speakers (Realtek High Definition Audio)
EFX enabled
Music "orb" not found
I_InitInput
I_StartupMouse
I_StartupKeyboard
I_StartupXInput
I_StartupRawPS2
I_StartupDirectInputJoystick
Vulkan device: INVIDIA GeForce RTX 3080
Vulkan device type: discrete gpu
Vulkan version: 1.4.329 (api) 596.144.0 (driver)
Max. texture size: 32768
Max. uniform buffer range: 65536
Min. uniform buffer offset alignment: 64
Resolution: 2560 x 1440
I_Init: Setting up machine state.
CPU speed: 3600 MHz
CPU Vendor ID: GenuineIntel
Name: Intel(R) Core(TM) i9-9900KF CPU @ 3.60GHz
Family 6, Model 158, Stepping 13
Features: SSE2 SSE3 SSSE3 SSE4.1 SSE4.2 AVX AVX2 F16C FMA3 BMI1 BMI2 HyperThreading
V_Init: allocate screen.
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.
GScript error, "Guncaster.pk3:moonspeak/shop/drawing/cache.txt" line 173:
GCannot convert SInt4 to TextureID
GScript error, "Guncaster.pk3:moonspeak/shop/drawing/cache.txt" line 174:
GCannot convert SInt4 to TextureID
GScript error, "Guncaster.pk3:moonspeak/shop/drawing/cache.txt" line 175:
GCannot convert SInt4 to TextureID
GScript error, "Guncaster.pk3:moonspeak/statusbar/powerups.txt" line 36:
GCannot convert SInt4 to TextureID
GScript error, "Guncaster.pk3:moonspeak/statusbar/inventory_bar.txt" line 104:
GCannot convert SInt4 to TextureID
GScript error, "Guncaster.pk3:moonspeak/statusbar/eyes.txt" line 105:
GCannot convert SInt4 to TextureID
GScript error, "Guncaster.pk3:zscript/gc_events.txt" line 795:
GCannot convert from Actor to Inventory: Incompatible class types
GScript error, "Guncaster.pk3:moonspeak/spell_equip.txt" line 186:
GCannot convert from Actor to SharedTome: Incompatible class types
GScript error, "Guncaster.pk3:moonspeak/shop/drawing/particle.txt" line 155:
GCannot convert SInt4 to TextureID
GScript error, "Guncaster.pk3:moonspeak/statusbar/ammo_bars.txt" line 126:
GCannot convert SInt4 to TextureID
GScript error, "Guncaster.pk3:moonspeak/statusbar/ammo_bars.txt" line 128:
GCannot convert SInt4 to TextureID
GScript error, "Guncaster.pk3:moonspeak/statusbar/keys.txt" line 34:
GCannot convert SInt4 to TextureID
GScript error, "Guncaster.pk3:moonspeak/statusbar/keys.txt" line 35:
GCannot convert SInt4 to TextureID
GScript error, "Guncaster.pk3:moonspeak/statusbar/keys.txt" line 100:
GCannot convert SInt4 to TextureID
GScript error, "Guncaster.pk3:moonspeak/statusbar/keys.txt" line 101:
GCannot convert SInt4 to TextureID
GScript error, "Guncaster.pk3:moonspeak/statusbar/spell_icons.txt" line 31:
GCannot convert SInt4 to TextureID
GScript error, "Guncaster.pk3:moonspeak/statusbar/eyes.txt" line 42:
GCannot convert SInt4 to TextureID
Execution could not continue.
17 errors while parsing scripts
Code: Select all
OS: Windows 10 (NT 10.0) Build 19045
GZDoom version g4.14.2
W_Init: Init WADfiles.
adding E:/Doom Engines/GZDoom/gzdoom.pk3, 692 lumps
adding E:/Doom Engines/GZDoom/game_support.pk3, 3308 lumps
adding ./../../Wads/In Folders/Doom II - Hell on Earth/Doom II - Hell on Earth 1.9/doom2.wad, 2919 lumps
adding D:/Steam/steamapps/common/Ultimate Doom/rerelease/id24res.wad, 530 lumps
adding E:/Doom Engines/GZDoom/game_widescreen_gfx.pk3, 214 lumps
adding ../../GZDoom Mods/Guncaster/Guncaster.pk3, 6099 lumps
S_Init: Setting up sound.
I_InitSound: Initializing OpenAL
Opened device IOpenAL Soft on Speakers (Realtek High Definition Audio)
EFX enabled
Music "orb" not found
I_InitInput
I_StartupMouse
I_StartupKeyboard
I_StartupXInput
I_StartupRawPS2
I_StartupDirectInputJoystick
Vulkan device: INVIDIA GeForce RTX 3080
Vulkan device type: discrete gpu
Vulkan version: 1.4.329 (api) 596.144.0 (driver)
Max. texture size: 32768
Max. uniform buffer range: 65536
Min. uniform buffer offset alignment: 64
Resolution: 2560 x 1440
I_Init: Setting up machine state.
CPU speed: 3600 MHz
CPU Vendor ID: GenuineIntel
Name: Intel(R) Core(TM) i9-9900KF CPU @ 3.60GHz
Family 6, Model 158, Stepping 13
Features: SSE2 SSE3 SSSE3 SSE4.1 SSE4.2 AVX AVX2 F16C FMA3 BMI1 BMI2 HyperThreading
V_Init: allocate screen.
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.
GScript error, "Guncaster.pk3:moonspeak/shop/drawing/cache.txt" line 173:
GCannot convert SInt4 to TextureID
GScript error, "Guncaster.pk3:moonspeak/shop/drawing/cache.txt" line 174:
GCannot convert SInt4 to TextureID
GScript error, "Guncaster.pk3:moonspeak/shop/drawing/cache.txt" line 175:
GCannot convert SInt4 to TextureID
GScript error, "Guncaster.pk3:moonspeak/statusbar/powerups.txt" line 36:
GCannot convert SInt4 to TextureID
GScript error, "Guncaster.pk3:moonspeak/statusbar/inventory_bar.txt" line 104:
GCannot convert SInt4 to TextureID
GScript error, "Guncaster.pk3:moonspeak/statusbar/eyes.txt" line 105:
GCannot convert SInt4 to TextureID
GScript error, "Guncaster.pk3:zscript/gc_events.txt" line 795:
GCannot convert from Actor to Inventory: Incompatible class types
GScript error, "Guncaster.pk3:moonspeak/spell_equip.txt" line 186:
GCannot convert from Actor to SharedTome: Incompatible class types
GScript error, "Guncaster.pk3:moonspeak/shop/drawing/particle.txt" line 155:
GCannot convert SInt4 to TextureID
GScript error, "Guncaster.pk3:moonspeak/statusbar/ammo_bars.txt" line 126:
GCannot convert SInt4 to TextureID
GScript error, "Guncaster.pk3:moonspeak/statusbar/ammo_bars.txt" line 128:
GCannot convert SInt4 to TextureID
GScript error, "Guncaster.pk3:moonspeak/statusbar/keys.txt" line 34:
GCannot convert SInt4 to TextureID
GScript error, "Guncaster.pk3:moonspeak/statusbar/keys.txt" line 35:
GCannot convert SInt4 to TextureID
GScript error, "Guncaster.pk3:moonspeak/statusbar/keys.txt" line 100:
GCannot convert SInt4 to TextureID
GScript error, "Guncaster.pk3:moonspeak/statusbar/keys.txt" line 101:
GCannot convert SInt4 to TextureID
GScript error, "Guncaster.pk3:moonspeak/statusbar/spell_icons.txt" line 31:
GCannot convert SInt4 to TextureID
GScript error, "Guncaster.pk3:moonspeak/statusbar/eyes.txt" line 42:
GCannot convert SInt4 to TextureID
Execution could not continue.
17 errors while parsing scripts
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m8f
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- Posts: 1499
- Joined: Fri Dec 29, 2017 4:15 am
- Preferred Pronouns: He/Him
- Location: Siberia (UTC+7)
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Death Mage
- Posts: 59
- Joined: Fri Aug 29, 2003 3:16 am
Re: The Guncaster - 3.888b
That works much better, thank you.
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Cryolator99
- Posts: 3
- Joined: Mon May 18, 2026 7:22 pm
- Operating System Version (Optional): Windows/MX-Linux
- Graphics Processor: nVidia (Modern GZDoom)
Re: The Guncaster - 3.888b
This mod is getting better and better with each new version. The 4.1 (the version downloaded from m8f's link) feels like i'm almost a god playing it.
I have only a small complaint - a dragon is supposed to be fireproof right? So why is the player still hurt by fire? Sometimes even his own fire. It's a small detail of course and we could argue not all dragons are fireproof so don't worry too much about it.
Personally i'd add immunity to fire and lava but extreme vulnerability to ice, frost and cold. I'd even add self-damage when the player uses ice-based spells. On counter balance i'd made the ice-based spells more powerful than they are now so the player will have to really think when to use them and judges the "risk-reward" because of the cost for his hit points versus the damages it does to the enemies.
Also, maybe toning down the green barrel cloud after they exploded - it lasts a bit too long for my taste. There is also some gore problems - floating blood particles suspended above the floor and mid-air even when the no-gore and toaster features are on. Could be a problem with GZDoom thought.
Lastly, could you make a merge with an alien/xeno mod(KombatKommando's xeno mod would be perfect)? This could made this mod really, really challenging! Anyways i'm glad this mod is still being developed after all these years. Keep up the good work man!
I have only a small complaint - a dragon is supposed to be fireproof right? So why is the player still hurt by fire? Sometimes even his own fire. It's a small detail of course and we could argue not all dragons are fireproof so don't worry too much about it.
Personally i'd add immunity to fire and lava but extreme vulnerability to ice, frost and cold. I'd even add self-damage when the player uses ice-based spells. On counter balance i'd made the ice-based spells more powerful than they are now so the player will have to really think when to use them and judges the "risk-reward" because of the cost for his hit points versus the damages it does to the enemies.
Also, maybe toning down the green barrel cloud after they exploded - it lasts a bit too long for my taste. There is also some gore problems - floating blood particles suspended above the floor and mid-air even when the no-gore and toaster features are on. Could be a problem with GZDoom thought.
Lastly, could you make a merge with an alien/xeno mod(KombatKommando's xeno mod would be perfect)? This could made this mod really, really challenging! Anyways i'm glad this mod is still being developed after all these years. Keep up the good work man!
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BLSZDOOM
- Posts: 144
- Joined: Fri Jun 21, 2024 5:04 pm
Re: The Guncaster - 3.888b
hey there,if you want a version of the mod that has enemies get guncaster vindicated.Cryolator99 wrote: ↑Tue May 19, 2026 7:16 pm This mod is getting better and better with each new version. The 4.1 (the version downloaded from m8f's link) feels like i'm almost a god playing it.
I have only a small complaint - a dragon is supposed to be fireproof right? So why is the player still hurt by fire? Sometimes even his own fire. It's a small detail of course and we could argue not all dragons are fireproof so don't worry too much about it.
Personally i'd add immunity to fire and lava but extreme vulnerability to ice, frost and cold. I'd even add self-damage when the player uses ice-based spells. On counter balance i'd made the ice-based spells more powerful than they are now so the player will have to really think when to use them and judges the "risk-reward" because of the cost for his hit points versus the damages it does to the enemies.
Also, maybe toning down the green barrel cloud after they exploded - it lasts a bit too long for my taste. There is also some gore problems - floating blood particles suspended above the floor and mid-air even when the no-gore and toaster features are on. Could be a problem with GZDoom thought.
Lastly, could you make a merge with an alien/xeno mod(KombatKommando's xeno mod would be perfect)? This could made this mod really, really challenging! Anyways i'm glad this mod is still being developed after all these years. Keep up the good work man!
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Cryolator99
- Posts: 3
- Joined: Mon May 18, 2026 7:22 pm
- Operating System Version (Optional): Windows/MX-Linux
- Graphics Processor: nVidia (Modern GZDoom)
Re: The Guncaster - 3.888b
@BLSZDOOM , thanks for the advice - i'll check it out!