Noticed that when you're wearing the power armor and you take off Deadmaker, the sprites for taking off show Cyg's regular hands rather than the armor-clad hands he's supposed to have on. The same doesn't happen for putting the mask on.
Re: The Guncaster - 3.777a
Posted: Tue Feb 02, 2021 5:13 pm
by AstartesCitizen
Just re-downladed the mod after a long time, but...
Re: The Guncaster - 3.777a
Posted: Tue Feb 02, 2021 5:38 pm
by Rowsol
Your lzdoom is too old for the mod...
Re: The Guncaster - 3.777a
Posted: Tue Feb 02, 2021 6:18 pm
by AstartesCitizen
Rowsol wrote:Your lzdoom is too old for the mod...
I have the latest LZDoom, 3.8.7C perhaps it doesnt work for the current LZDoom
Re: The Guncaster - 3.777a
Posted: Tue Feb 02, 2021 6:19 pm
by wildweasel
AstartesCitizen wrote:
Rowsol wrote:Your lzdoom is too old for the mod...
I have the latest LZDoom, 3.8.7C perhaps it doesnt work for the current LZDoom
For some reason it is identifying as 3.87 (with no letter) from October of last year.
Re: The Guncaster - 3.777a
Posted: Thu Feb 04, 2021 6:20 pm
by PhoxFyre007
I have a bug to report, running on GZDOOM 4.5.0; Guncaster v3.777a:
Upon running Guncaster, I use IDKFA to get everyrthing and then start to the shop. I run out of money so I go for IDKFA again, but this time it crashes and this is the result
Re: The Guncaster - 3.777a
Posted: Thu Feb 04, 2021 8:46 pm
by Zhs2
The class causing this VM abort has been mostly rewritten for the next release of Guncaster and as a result this crash no longer seems to exist in the future. In the meantime, if you run out of money try opening the console and using
How does the alternate thotkeeper voice work? I load it with the mod but I don't see any difference.
Re: The Guncaster - 3.888
Posted: Sat Feb 06, 2021 6:14 am
by PillowBlaster
elCreyo wrote:How does the alternate thotkeeper voice work? I load it with the mod but I don't see any difference.
You need to make sure it's loaded after addon, else it won't work.
Eitherway! update time! Special praise to KeksDose for his part in the mod, and to Zhs2 and Dinosaur Nerd as well! Mostly tweaks and/or bugfixes, but some changes are nice, methinks. Addon here.
Spoiler: changelog
3.888 TRIALS OF BECOMING MENSA MEMBER EDITION
-Fixed starting in maps that take away your guns abort the vm due to a piece in ledge climbing script. (Pillow)
-Since spells are harder to come by without chainsaws/gauntlets, which is a somewhat frequent case - I added a random spawner alongside in-map placed weapons to occasionally drop tomes too. (Pillow)
-Added a slight damage buff to Hitchcock's birds, especially Deadmaker variant. (Pillow)
-Added fire drops in Deadmaker's Skullfire meteors. (Pillow)
-Fixed Strife objectives displaying incorrectly. (Keks)
-Fixed Chillgrasp in multiplayer overriding everybody's HP viewer target. (Keks)
-Added GC_AutoUse menu entry (Convienience options\Auto-activate Consumables) back since I must've not re-add it by accident while taking new tip handling in. (Pillow)
-Fixed Meteorfist doing Mechasuit flight sound when you have just the Powersuit, without the Deadmaker. (Pillow)
-Fixed firing height (AttackZOffset) on powersuit since it wasn't lining up shots with the crosshair. (Pillow)
-Fixed Annihilation's looping sound, since it wasn't actually looping. (Pillow)
-Tweaked Deadmaker's Sigil projectile since I feel extra speed on it nerfed it too much, given it deals most damage by just flying by. (Pillow)
-Fixed brightmaps on Longhorn not aligning correctly. (Pillow)
-Added a new, separate sound for Deadmaker's mask idling so one can tell it apart from Draugh tome when it spawned nearby. (Pillow)
-Added damage type altercations for goomba\step damage in Deadmaker\Powersuit so they can benefit from berserk powerups. (Pillow)
-Added an extra death zone in the Dreadful Nuke blast as I felt I nerfed it a bit too much; anything within 1024 units of its impact radius should be hurt much more significantly now. (Pillow)
-Added more oomph back to Sandman since it didn't feel quite like a BFG minigun there. (Pillow)
-Added ability to heal a teammate in coop with medbag cuz why not. (Pillow)
-Added same mechanic in Mourning Glory as Sandman has where entering full throttle mode reduces ammo use. (Pillow)
-Fixed the Scourgebreath (again) not spawning near walls and gave it minimal damage boost on regular mode. (Pillow)
-Made the regular Firebreath not die upon colliding with walls like Deadmaker's breath. (Pretty sure that was default behavior before? Hmm... whatever. My memory is a swiss cheese at this point what was and wasn't a thing.) (Pillow)
-Added new Apocalypse effect to reminiscent its original counterpart more, and toned down effects on big blasts so its viable option on Deadmaker now. (Pillow)
-Fixed dual Longhorns blocking the gun switch if you click fire once you're out of ammo. (Pillow)
-Made the Flamewave more akin to its original counterpart (finally) and way more deadly/useful at that. (Pillow)
-Increased the amount of Traveler's Journals you can carry for way extended riftwalk. (Pillow)
-Added Hydra difficulty (Wyrm + spawn multiplayer stuff, since that's a thing you can do now, apparently). (Pillow)
-Hammersmite with Deadmaker on now spawns healing effect and circling hammers on the first impact rather than the last. (Pillow)
-Deadmaker's mask removal with Powersuit on showed Draughsuit hands; fixed that. (Pillow)
-Since it's probably still gonna take a while if the uni compat will be ever done at all, went through painstaking task of retooling the Corpseblast a little anyway. (Pillow)
-Made Pulverizers dropped by chaingunners give you 20 ammo again cuz just getting 10 was dumb. (Pillow)
-Decreased the ratio at which you lose the Gattling Obliteration after cancelling it with Berserk/climbing a tad more. (Pillow)
-Tweak to damage on Frostbite and Crows. By tweak I mean buff. (Pillow)
-Added some splash prevention here and there as with maps or in Heretic, too much of them tends to bog down the performance. (Pillow)
-Fixed typo in Prism Lazer's cyan decal, lol. (Pillow)
-Added a fix for Mourning Glory cooldown in addon Draugh, so it won't vm abort the game. (Pillow)
-Fixed Mechasuit Meteorfist's jet sound getting stuck while using it with melee. (Pillow)
-Improved the Meteorfist performance by making the fire nova not use sideways velocity boost, remove gravity on it, etc. (Pillow)
-Added Deadmaker/Mechasuit-specific stuff for Meteorfist. (Pillow)
-Hammersmite toss wasn't using proper fist swipe sound for Mechasuit toss, fixed. (Pillow)
-Also fixed Hammersmite toss with Mechasuit on melee not having that sound at all. (Pillow)
-Forgot to make Draugh voice lower when in Deadmaker mode as well (or rather, couldn't be done without some retooling of soundslots, which was a bit more work). (Pillow)
-Turned the absorbtion on Draugh despawn tome off as it leads to an exploit where you get to keep both the suit and the summoning book, lol. (Pillow)
-Added same kind of prompt like Midas tome has for trying to use the Draugh tome during cooldown, and a message when it's back up and charged. (Pillow)
-Fixed up attackzoffset on regular height as it was bothering me. (Pillow)
-Buffed Tomed Knives, Frostbite\Frozen Orb a little. (Pillow)
-Fixed explosive mode in shop causing desyncs in multiplayer due to stray clientsided evil random. (Keks)
-Slight A_SuperExplode adjustment to prevent some very slight very rare unnecessary calculations. (Keks)
-Fixed button bounding boxes not being scaled appropriately in my shop. (Keks)
-Did a lil' change in Keks' script with his help and made the Chillgrasp only stunlock the monster you are currently holding (also doesn't cause another player who's held in it chatter like crazy anymore!). (Pillow)
-Fixed tome icons on the Hud not being restored to their upgraded / alternate variants (Firebreath, Sigil) when reloading the game. (Keks)
-Fixed ammo bars in Doom, Heretic and Hexen not resetting properly when starting a new game. (Keks)
-Added convenience option to change the style of vm-aborts. You can select Utsuho / Seinfeld, Simon's Quest and Random. (Keks)
-Made tossed propane collide with sky instead of disappearing. (Pillow)
-Fixed the issue of propane persisting in your inventory while doing a Give All in Hexen or Heretic. (Pillow)
-Got carried away with rewriting the UniversalKey class by Dino for cleanliness and apparently removed some preemptive aborts in the process. (Zhs2)
-Added proper roll-offs in Mechasuit sounds as I forgot about that (it's attenuation stuff, you'd notice it mostly in multi). (Pillow)
-Changed the way the Tomed Thunderstruck works a little - to summon the Lightning Ball above your head or dispell it, hold crouch while casting. This way you can cast Spiral Storms wherever you point at, and have control over Ball mode in Deadmaker mode, too! (Pillow)
-Changed a bit the way Pulverizer's strat is handled. (Pillow)
Re: The Guncaster - 3.888
Posted: Sat Feb 06, 2021 7:26 pm
by Fureyon
Yay, Update!
First bug report: If you are using Deadmaker with a weapon, you don't need to be tomed to use Rider of the Storm. And if you don't hold a weapon, you simply can't use Rider of the Storm at all with Deadmaker.
Edit: Corpse Blast no longer generating spirits, is this intended? Tested Normal, Tomed and Deadmaker in Doom 2 and Hexen.
Edit2: Strife is broken
Re: The Guncaster - 3.888
Posted: Sun Feb 07, 2021 4:12 am
by PillowBlaster
Fureyon wrote:Yay, Update!
First bug report: If you are using Deadmaker with a weapon, you don't need to be tomed to use Rider of the Storm. And if you don't hold a weapon, you simply can't use Rider of the Storm at all with Deadmaker.
Edit: Corpse Blast no longer generating spirits, is this intended? Tested Normal, Tomed and Deadmaker in Doom 2 and Hexen.
Edit2: Strife is broken
-Intentional. The latter however, isn't. I keep forgetting melee is a separate case.
-Intentional; did some tweaks in behavior here, I hope I didn't forget to note it in changelog, lol. EDIT: of course I did. Well! I guess I'll fix that.
-...Not intentional.
Re: The Guncaster - 3.888
Posted: Sun Feb 07, 2021 6:25 am
by Fureyon
PillowBlaster wrote:
-Intentional; did some tweaks in behavior here, I hope I didn't forget to note it in changelog, lol. EDIT: of course I did. Well! I guess I'll fix that.
Ah, in that case you might want to alter the shop text, it still says it generates spirits based on body health.
Re: The Guncaster - 3.888
Posted: Sun Feb 07, 2021 10:40 am
by PillowBlaster
Fureyon wrote:Ah, in that case you might want to alter the shop text, it still says it generates spirits based on body health.
Yeah, I did fix that too, thank you. That's usually what I get for not checking things thoroughly, but eh - I sat upon this update for long enough, rofl.
Re: The Guncaster - 3.888
Posted: Sun Feb 07, 2021 1:37 pm
by elCreyo
I wasn't aware you need the addon. Thanks for help.
Re: The Guncaster - 3.888
Posted: Sun Feb 07, 2021 2:03 pm
by Fureyon
So I'm almost done taking the update through a spin of regular Doom 2. I'm using all bits of the mod (addon and weapon shop) as well as DoomRLA Monsters with LegenDoom for some monster endurance and the odd curveball. Here's the feedback on the balance/mechanic changes so far:
Sandman: Might've gone a bit overboard here. This weapon feels a little too good now with the boost. It's always been awesome, and I agree the power boost makes it feel more like a chaingun BFG, but maybe consider amping up the initial ammo expenditure, with it gradually expending less ammo as you ramp up towards the final RoF boost. This would encourage people to use this as it was "intended" (Neverending dakka) and make the auto-cannon mode a little less good. It feels like in general the bullets hit about 50% harder, and I suggest upscaling the per-shot ammo cost to 4 or 5. That way it's more in-tune with the Pulverizer, with the caveat that this will dish out much higher DPS over the same amount of time.
Mourning Glory: A much needed buff to the Stratocaster, as now I feel like it's worth using this as an explosive shell dispenser. I've even started using this more against big enemies. Maybe add a slight stabilizing effect to the rapid-firing? I realize I could just toggle the weapon recoil effect, but it does feel a bit much on this gun's stratocaster in general. Maybe tone it down a little in normal mode too, not much tho as I feel this adds a lot of oomph to the feel of this glorious cannon.
Meteorfist: Feels so much better now, and far more consistent to boot. Great improvement overall!
Corpse Blast: Feels a little nerfed compared to how it was when it did the whole spirit thing, but is far less laggy now in general tho. Maybe increase the radius of the explosions a bit to compensate it not sending out homing bullets at monsters? I've always used this more to take down big enemies that come together with smaller enemies. Or mop up after an explosion doesn't kill all enemies in a ledge/tight space.
Firebreath: I'll be honest, I don't quite recall if this used to work the way it's working in this update in the past or not, but I do love the changes to this. It's always been a nice starting spell and feels even nicer now. Scourgebreath being fixed is also neat, I didn't know it was broken tho... guess I never used it so close to walls.
Apocalypse: Love the new effects, explosions are pretty and this adds more personality to the spell IMO.
Thunderstruck: I really appreciate that you can toggle Rider of Storm as well as manually aim the spell. This has always been a great spell IMO, but it's even better now.
Deadmaker Skullfire: A much needed boost. I thought this was the weakest spell in Deadmaker's arsenal by far, which was a shame because regular and tomed have such great uses. The casting method, mana usage and overall power did not help this before, but now that it's basically a napalm shower...
Flamewave: Previously I used this as the magic equivalent of a super shotgun, or when I knew enemies were close to walls as the remnant fire pits are really great at taking down enemies. Now I use this like a broom, to sweep away trash! Great improvement overall! Maybe tone down the size of the individual flames though as I had some trouble using this in tighter tunnels where the previous version worked just fine for that. Tomed version is regular version but better, and Deadmaker is an actual fire barrier. It used to move slowly back in the day, but the fact it doesn't now doesn't really take away from the spell.
Hammersmite: Welcome changes to the Deadmaker version in general, although I'll admit I'd gotten used to how it worked in the past. I don't really have people to play Guncaster MP with, so I can't attest to its healing power, and I'd just throw a berserk pack or medikit to heal myself personally.
(Tomed) Knives/Frostbite/Crows: Didn't notice much of a change all in all and I wouldn't use them differently from how I used them in the past, but it's nice they're both more effective now.