The Guncaster - 3.888b

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DoomKrakken
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Re: [Update] The Guncaster - Magic happens

Post by DoomKrakken »

PillowBlaster wrote:
DoomKrakken wrote:While I too believe that Brutal Doom does not have to be slapped with everything, I will also say that when two awesome gameplay mods collide... magic happens. Period.
I am not convinced either - this mod isn't awesome. :P
XD
PillowBlaster wrote:Otherwise, I just want my right as an author to say "No." to be respected, that's all.
That's fine. I will not impede on that right. :)
DeWolf
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Re: [Update] The Guncaster - Magic happens

Post by DeWolf »

Am I to assume that if the strucker only appears when you fire it is to just restart the game or should I do something else?
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DoomKrakken
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Re: [Update] The Guncaster - Magic happens

Post by DoomKrakken »

I have a bug to report...

I'm not sure how or why it happens, and I cannot duplicate it, but sometimes, one shell is used up from my shell ammo stock, without using Gunzerk, which turns it into an odd quantity. It doesn't seem to be from firing any of the weapons, since both shotguns only use an even amount of shells, so I have no clue whatsoever how the amount of shells in my inventory becomes an odd quantity without Gunzerk.
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amv2k9
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Re: [Update] The Guncaster - Magic happens

Post by amv2k9 »

DoomKrakken wrote:I have a bug to report...

I'm not sure how or why it happens, and I cannot duplicate it, but sometimes, one shell is used up from my shell ammo stock, without using Gunzerk, which turns it into an odd quantity. It doesn't seem to be from firing any of the weapons, since both shotguns only use an even amount of shells, so I have no clue whatsoever how the amount of shells in my inventory becomes an odd quantity without Gunzerk.
Are you playing Heretic when this happens? If I remember correctly (don't have access to SLADE3 at the moment) Heretic's easiest and hardest difficulties have their AmmoFactor multiplier set to 1.5 by default. As a result, you sometimes gain an extra shell. So all that needs to be done is set it to 2.0 and then adjust drop rates on enemies to balance out the ammo pickups giving more ammo.
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DoomKrakken
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Re: [Update] The Guncaster - Magic happens

Post by DoomKrakken »

Thanks!

Yes, that's what had happened...

How do I sometimes gain an extra shell? If it's at 1.5, then I'd get 6 shells from a pickup, rather than 4... right?

Also, this glitch has happened in Doom as well.
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Re: [Update] The Guncaster - Magic happens

Post by Zhs2 »

You guys are aware that Guncaster's skills don't have any ammofactor definitions, right?
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DoomKrakken
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Re: [Update] The Guncaster - Magic happens

Post by DoomKrakken »

Nope. Didn't bother to check. Thanks!

Would you happen to know anything about the shell glitch I encountered?
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DoomKrakken
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Re: [Update] The Guncaster - Dem fixes'n'stuff

Post by DoomKrakken »

Sgt. Shivers wrote:Image
One for each gun shouldn't be too difficult.
Reviving this from way back there...

If an explosive hits something really hard, it will explode on impact. Therefore, I do not believe this thing will have time to split into individual sticks, as it will already have blown up.
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mentha
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Re: [Update] The Guncaster - Dem fixes'n'stuff

Post by mentha »

DoomKrakken wrote:If an explosive hits something really hard, it will explode on impact. Therefore, I do not believe this thing will have time to split into individual sticks, as it will already have blown up.
I am okay with the occasional break from reality if it means more boom for the boom god.
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Captain J
 
 
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Re: [Update] The Guncaster - Magic happens

Post by Captain J »

Besides, a single explosion for explosive weapons seems overused for doom mods.
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DoomKrakken
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Re: [Update] The Guncaster - Dem fixes'n'stuff

Post by DoomKrakken »

adun87 wrote:
DoomKrakken wrote:If an explosive hits something really hard, it will explode on impact. Therefore, I do not believe this thing will have time to split into individual sticks, as it will already have blown up.
I am okay with the occasional break from reality if it means more boom for the boom god.
Then I suggest he instead loads a cluster bomb into the Sovereign.

I actually like the idea of the TNT blowing up in a single spot, with a large blast radius... pretty much like a way more powerful Sovereign shot. Plus, I think it'll be easier to code.
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CaPrIcIoUsRaGe
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Re: [Update] The Guncaster - Magic happens

Post by CaPrIcIoUsRaGe »

Well first off awesome mod/wad/thing (new to the whole doom modding community so dont really know what to call this) super kick ass but thats not the reason for this for some reason when i play this with the hexen patch it plays music from the cd i have in my laptop and i dont know why (not that its a bad thing cause i usually put my own music anyways but it really is kind weird) now ive play some other mods and it doesnt happen but i havent tried guncaster by itself or with the doom patch so i dont know if it happens with them too sob yeah anyhoot keep up the kickass work
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Re: [Update] The Guncaster - Magic happens

Post by wildweasel »

CaPrIcIoUsRaGe wrote:Well first off awesome mod/wad/thing (new to the whole doom modding community so dont really know what to call this) super kick ass but thats not the reason for this for some reason when i play this with the hexen patch it plays music from the cd i have in my laptop and i dont know why (not that its a bad thing cause i usually put my own music anyways but it really is kind weird) now ive play some other mods and it doesnt happen but i havent tried guncaster by itself or with the doom patch so i dont know if it happens with them too sob yeah anyhoot keep up the kickass work
That's actually because you're playing Hexen, which had optional CD audio on the game disc (it's just the MIDI music played back on some kind of wavetable MIDI device, though, it doesn't really sound that good).
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CaPrIcIoUsRaGe
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Re: [Update] The Guncaster - Magic happens

Post by CaPrIcIoUsRaGe »

wildweasel wrote:
CaPrIcIoUsRaGe wrote:Well first off awesome mod/wad/thing (new to the whole doom modding community so dont really know what to call this) super kick ass but thats not the reason for this for some reason when i play this with the hexen patch it plays music from the cd i have in my laptop and i dont know why (not that its a bad thing cause i usually put my own music anyways but it really is kind weird) now ive play some other mods and it doesnt happen but i havent tried guncaster by itself or with the doom patch so i dont know if it happens with them too sob yeah anyhoot keep up the kickass work
That's actually because you're playing Hexen, which had optional CD audio on the game disc (it's just the MIDI music played back on some kind of wavetable MIDI device, though, it doesn't really sound that good).
so any music cd i have in my laptop at the moment hexen will use the songs from it huh, you learn something everyday cool
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DoomKrakken
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Re: [Update] The Guncaster - Magic happens

Post by DoomKrakken »

CaPrIcIoUsRaGe wrote:
wildweasel wrote:
CaPrIcIoUsRaGe wrote:Well first off awesome mod/wad/thing (new to the whole doom modding community so dont really know what to call this) super kick ass but thats not the reason for this for some reason when i play this with the hexen patch it plays music from the cd i have in my laptop and i dont know why (not that its a bad thing cause i usually put my own music anyways but it really is kind weird) now ive play some other mods and it doesnt happen but i havent tried guncaster by itself or with the doom patch so i dont know if it happens with them too sob yeah anyhoot keep up the kickass work
That's actually because you're playing Hexen, which had optional CD audio on the game disc (it's just the MIDI music played back on some kind of wavetable MIDI device, though, it doesn't really sound that good).
so any music cd i have in my laptop at the moment hexen will use the songs from it huh, you learn something everyday cool
No, I don't believe that's what WildWeasel meant...

It's that Hexen comes with optional music from the CD itself. But it comes from that CD itself. It won't play music from other CDs.
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