Re: [v2.0.0] Eriguns - Viva la ZScript!

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Re: [v2.0.0] Eriguns - Viva la ZScript!

Postby Xaser » Sun Mar 29, 2015 11:31 pm

Image
It's Eriguns v2.0.0! Two mods!
Download stuff here!
It's also on GitHub too for some reason


v3.2.1 of GZDoom required. Older ones make the Irebolt crash. If you report this as a bug in this thread, then you are a wet noodle.


    what the is this
eriguns is a simple-ish weaponmoddy thing that takes ErianceAmuscaria's kickass Demon Eclipse weapon sprites and puts a xaseriffic code-y spin on 'em. it's basically just a thing i made once because i liked the sprites but then i released it and some other folks liked it too so das cool i guess

    okay cool, i've seen this though, what's new
there's two erigunses now! eriguns1.pk3 is the DE-EP1 weapons (with two weaponsets; Standard offers same behavior as Doom2's arsenal while Extended has some extra goodies), and there's a brand-new eriguns2.pk3 that has the E2 weaps with a bunch of cool new behaviors and a tome of power equivalent that replaces the blur sphere. check it; its tight

    anything else?
well, raven+strife is coming in v1.2 fosho; also, this is the first release of eriguns2 so it's probably got bugs/balance issues, so feedbackify dis thread so i can be mr.fix-it

    credits dammit
Eriance o' course, Kate for machinegun+supershotgun sounds in eriguns1, and prolly some other folk I'll list once my memory stops sucking

    are you going to make a real post with details and screenshots n' shit
at some point, yes -- but i'm braindead ATM and it's either post this now or wait for like three daysYEARS so I'm just gonna post it

tl;dr: Image is a thing. play it

    enjoy, biatchicles
Last edited by Xaser on Sat Nov 04, 2017 10:44 am, edited 8 times in total.
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Re: [v1.1] Eriguns 1&2

Postby Carbine Dioxide » Mon Mar 30, 2015 12:27 am

Awesome! A tribute to Eriance's masterpieces!
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Re: [v1.1] Eriguns 1&2

Postby Slax » Mon Mar 30, 2015 8:21 am

Image

Totally didn't misread that as DrugGuns. Nope.

Anyway, testing later.
Last edited by Slax on Mon Mar 30, 2015 8:51 am, edited 1 time in total.
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Re: [v1.1] Eriguns 1&2

Postby Hellser » Mon Mar 30, 2015 8:37 am

A quick test with the weapons: I'm going to have some fun later. Thanks for barfing this up, Xaser. Please, barf some more. :)
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Re: [v1.1] Eriguns 1&2

Postby blackfish » Mon Mar 30, 2015 9:53 am

What is the Slot 5 weapon in Eriguns 2 supposed to do? I'm trying the secondary fire and I get a Z_floorcheck is not an inventory error.
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Re: [v1.1] Eriguns 1&2

Postby Matsilagi » Mon Mar 30, 2015 10:58 am

Amazing. Really liked EriGuns 2. Probably gonna finish D1 with it instead of EriGuns.
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Re: [v1.1] Eriguns 1&2

Postby Xtyfe » Mon Mar 30, 2015 12:36 pm

Oh nice he actually finished the auto shotgun. Shame that he didn't do a railgun though
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Re: [v1.1] Eriguns 1&2

Postby Xaser » Mon Mar 30, 2015 2:08 pm

blackfish wrote:What is the Slot 5 weapon in Eriguns 2 supposed to do? I'm trying the secondary fire and I get a Z_floorcheck is not an inventory error.

Er, do you mean the Slot 6 weapon (Irebolt)? Slot 5 (Mauler) doesn't have a secondary fire.

Should've mentioned, the mod requires a recentish Devbuild of ZDoom. Trying again with the latest revision (pre-1312), I'm getting no issues with it.
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Re: [v1.1] Eriguns 1&2

Postby SAraisXenoQueen » Mon Mar 30, 2015 2:33 pm

Ah, good. hopefully these will become more widespread. Demonic-themed weapons are something there's a serious lack of in DOOM wads...

I was more partial to the organic/old styled weapons like the scourer, gorewyrm, and the like (most of which had to be cheated via summoning/give codes). but that's just me.
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Re: [v1.1] Eriguns 1&2

Postby blackfish » Mon Mar 30, 2015 2:50 pm

Xaser wrote:
blackfish wrote:What is the Slot 5 weapon in Eriguns 2 supposed to do? I'm trying the secondary fire and I get a Z_floorcheck is not an inventory error.

Er, do you mean the Slot 6 weapon (Irebolt)? Slot 5 (Mauler) doesn't have a secondary fire.

Should've mentioned, the mod requires a recentish Devbuild of ZDoom. Trying again with the latest revision (pre-1312), I'm getting no issues with it.


That explains it. It works with the latest ZDoom but not with the latest GZDoom (3-15-15 build)
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Re: [v1.1] Eriguns 1&2

Postby Xaser » Mon Mar 30, 2015 4:36 pm

Latest-Devbuild GZDoom works fine for me too. Can you be more specific about the error? Screenshots/crash dumps if it's crashing? Might also be an autoload problem, if you have any of those.
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Re: [v1.1] Eriguns 1&2

Postby Shadez12 » Mon Mar 30, 2015 4:41 pm

I got this error while loading eriguns2.pk3 with GZDoom 1.9pre-828
Spoiler:

eriguns1.pk3 works fine though.
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Re: [v1.1] Eriguns 1&2

Postby blackfish » Mon Mar 30, 2015 4:49 pm

Xaser wrote:Latest-Devbuild GZDoom works fine for me too. Can you be more specific about the error? Screenshots/crash dumps if it's crashing? Might also be an autoload problem, if you have any of those.

http://imgur.com/EnYgyob if that helps.

Edit: Found the culprit. It's a confliction with GZ-Qtilt. Thanks for the autoload idea. I keep forgetting it's even loaded.
Last edited by blackfish on Mon Mar 30, 2015 4:53 pm, edited 2 times in total.
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Re: [v1.1] Eriguns 1&2

Postby Princess Viscra Maelstrom » Mon Mar 30, 2015 4:50 pm

the Irebolt secondary fire (which explodes the bolts it fires, right?) works just fine for me too, and i'm using the latest development build of GZDoom, too.
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Re: [v1.1] Eriguns 1&2

Postby zrrion the insect » Mon Mar 30, 2015 5:00 pm

I found a bug: hold the altfire of the Tomed sword and when the tome runes out the altfire does not stop until you release the altfire.
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