I discovered a bug, apparently, the newer versions of GZ broke the health regen.
(not the one you get from equipping the "Bishop", but the one you can set up in the "Here Be Dragons" menu)
Not a big deal, but I thought I would mention it.
Re: The Guncaster - 3.888b
Posted: Sun Feb 26, 2023 1:52 am
by Tesculpture
A couple of bugs I've noticed:
-The Pulveriser's lead ball does not alert enemies when fired.
-In GZD 4.10, the Augur has a problem where it doesn't shoot where you are aiming. Depending on what angle you are facing relative to North, the shot will fired off to the right of your point of aim. It is most noticeable when aiming in a North-West direction.
Re: The Guncaster - 3.888b
Posted: Sat Mar 11, 2023 2:27 am
by Unregret
Hello, I found a bug when using this mod with Gearbox. You can't switch to last weapon after you climb any wall. I check Brutal Doom with similar feature, and seem to work nice with Gearbox.
Re: The Guncaster - 3.888b
Posted: Thu Mar 16, 2023 9:57 pm
by Zhs2
Guncaster provides previous weapon switching internally already, and for good reason: there are a number of weapons we don't want to switch back to after wallclimbing since they do undefined things (but we do want to switch back to real guns after playing those animations). Some examples being: the dynamite toss, the barrel toss, putting on an envirosuit or powersuit, the ledge grab animation... These are all weapons for the sake of showing specific psprites and shouldn't be replayed under other circumstances. Sorry if that breaks things elsewhere.
Re: The Guncaster - 3.888b
Posted: Sat Mar 18, 2023 3:53 pm
by KeksDose
JCGemX wrote: ↑Sun Feb 19, 2023 12:32 am
I discovered a bug, apparently, the newer versions of GZ broke the health regen.
(not the one you get from equipping the "Bishop", but the one you can set up in the "Here Be Dragons" menu)
Not a big deal, but I thought I would mention it.
I don't see a health regen option, but maybe you refer to autoheal? It's automatic medbag usage once your health drops below a certain threshold.
Tesculpture wrote: ↑Sun Feb 26, 2023 1:52 am-In GZD 4.10, the Augur has a problem where it doesn't shoot where you are aiming. Depending on what angle you are facing relative to North, the shot will fired off to the right of your point of aim. It is most noticeable when aiming in a North-West direction.
Seems to look OK here. Maybe a screenshot or a video clip could shed light on this.
JCGemX wrote: ↑Sun Feb 19, 2023 12:32 am
I discovered a bug, apparently, the newer versions of GZ broke the health regen.
(not the one you get from equipping the "Bishop", but the one you can set up in the "Here Be Dragons" menu)
Not a big deal, but I thought I would mention it.
I don't see a health regen option, but maybe you refer to autoheal? It's automatic medbag usage once your health drops below a certain threshold.
Tesculpture wrote: ↑Sun Feb 26, 2023 1:52 am-In GZD 4.10, the Augur has a problem where it doesn't shoot where you are aiming. Depending on what angle you are facing relative to North, the shot will fired off to the right of your point of aim. It is most noticeable when aiming in a North-West direction.
Seems to look OK here. Maybe a screenshot or a video clip could shed light on this.
At 06:56 is the actual footage that encounters this issue a couple of times on the map. It seems like it seldom happens in specific areas/sections. I have met this issue while playing Fractured Worlds before.
Re: The Guncaster - 3.888b
Posted: Mon Apr 03, 2023 10:18 am
by DemonbaneSol
Is there a quick and easy way to disable the mana pod/vial/potion/capsule drops? I tried commenting out the lines for them in the Mana.txt file, but that kicked errors about "unexpected {" and stuff, and GZ Doom wouldn't start because of it. At present I'm guessing I'd have to go through each txt file for each enemy and comment out the parts about them dropping those items...
Also, somehow the bug where the explosions and spirits from Corpse Blast can hurt you snuck back in. Not sure when it did, but after a little testing, it seems to happen more often when you have the Draugh Suit on, but it still happens without it. I haven't experimented enough to see if it can do so under all combinations of Draugh Suit, Power Suit, Mask, and Tome of Power, but I have encountered it with Power Suit + Mask, both with and without Draugh Suit.
Re: The Guncaster - 3.888b
Posted: Thu Apr 27, 2023 4:49 pm
by DoomKrakken
Picked up Guncaster after a very long break. I gotta say, the rebalancing (yes, even the pruning) was done quite nicely.
(I do miss the increased TNT ammo capacity though.)
All of it is quite nice.
Spoiler: Anyway, I have some bugs to report...
- While putting on the Draughsuit, you can freely toggle the Tome of the Draugh (as fast as you can press the buttons). If you toggle it so the tome icon shows up (instead of the draugh face icon), the Draughsuit will stay on permanently. Attempting to perform the transformation afterward will only summon forth the Draugh in all cases (btw, Entering "Remove Draughsuit" in the console to attempt to remedy the above problem will permanently increase the player's maximum mana capacity by 25, for some reason). This does not appear to be the case while taking off the suit normally, however.
- While the Draughsuit is equipped, the Draugh Tome registers as not being in the player's inventory. Thus, picking up a spare Draugh Tome will only give you a tome in your inventory, and not 20,000 gold.
- Not sure if this is intentional, but killing enemies while walking over them (as the Deadmaker) or by landing on them (as with the Powersuit) or both (as the Prophet-Deadmaker) will not turn enemies into gold statues while the Midas Touch is active.
- Prophet-Deadmaker's Tiberium gauntlets are semiautomatic for some reason. Shouldn't they be fully automatic like the Bishop's Tiberium cannons?
- The Sandman's Stratocaster mode automatically deactivates upon level transition. I've not yet confirmed if this also happens with the Mourning Glory.
- Several descriptions for weapons in the Weapon shop are outdated (for example, the Pulverizer's description still mentions that it can be upgraded to destroy projectiles with its bullets, and the Strucker's description still mentions that it can be upgraded to fire faster, even though neither are true now).
- When Propane is fully depleted, it doesn't disappear from your inventory. When browsing your inventory, you won't see the icon in the scroll bar, but one of them will be duplicated when you pass over where the Propane would appear. The Propane icon will show up in the currently selected portion of the status bar, though.
- Occasionally, the fireballs tossed by Deadmaker Cygnis will squash an enemy instead of turning the enemy into a gold statue if the Midas Touch is active.
- Meteorfist seems to have the capability of stacking with the Midas Touch (thanks to all the gold flames it spawns that turns others into statues), but killing an enemy directly with it doesn't appear to turn the punched enemy into a statue.
Spoiler: And here are some gripes/suggestions...
- While I love the fact that there's now a selectable weapon that'll allow you to return the Ironblast to your hands after it's been deployed with its Stratocaster effect, I still feel quad-wielding the Ironblasts remains clunky. I would suggest either doing away with the quad-wielding altogether (make the new "weapon" yet another state sequence for the Ironblast and possibly have it set itself so that its selection order comes after the Strucker while in this state) or have the Stratocaster effect simply manifest the auto-firing Ironblast clone without yours ever leaving your hands and toggle it on or off with the Reload key (as usual). If the latter is to be considered, I would also suggest doubling the Stratocaster casing cost.
- It'd be nice if there were quick-use buttons for toggling the Deadmaker's Mask, Powersuit, and Draugh Tome.
- Using the Draughsuit's Riftwalk capabilities is clunky. I would suggest holding the Use button would cause the ability to toggle, instead of requiring the button to be held for it to be sustained. It can be toggled off either by holding Use again in the same fashion, or automatically via you running out of Riftwalk "charge".
- The Sandman's non-strat firing mode is absolutely annoying to deal with. I feel the three-round burst it fires at the beginning is a waste. Thus, I like using the Stratocaster mode for the Sandman because it allows me to fire when I want with its consistent fire rate.
- Because the Golden Emperor doesn't seem to deal as much damage as the Old Dreadful without traveling for a certain time (I've still no idea how long), I would suggest reordering it so that the Old Dreadful is selected first.
- Considering the fact that Cygnis is perfectly capable of wielding each of his weapons with one hand, I don't see why some of the weapons allow for simultaneous operation with his spellslinging (such as the Pulverizer) while others don't (such as the Strucker). Here, I would suggest allowing simultaneous gunplay and magic for all weapons.
- In case a money overload happens (like on Slaughtermaps, especially if "Loadsemone Mode" is enabled and Corpseblast is in play, I request that money items picked up by the money magnet should not be put into a queue where each item is picked up one at a time... but rather have it so that they're picked up immediately upon spawning (if not after a second).
- I hate the long cooldown for the TNT quicktoss. I formally request its removal altogether (so, entirely dependent on the tossing animation itself).
I may have more to report later, in case I discover more or remember something I had currently forgotten. Thank you for continuing to expand upon and refine this mod, it's been an absolute blast from its inception to now.
Re: The Guncaster - 3.888b
Posted: Tue May 09, 2023 1:54 pm
by krimson painkekk
I guess only single-handed weapons like Longhorn and Pulverizer could do most of guncasting combos is because these weapons have mediocre damage output (slow rate of fire/low damage). It could be easily made up with guncasting with less limitations.
The player could still perforn guncasting with Two-handed weapons, but with 2 options of spells left such as Dragonshout and Firespit.
By access of Masters of Pain (a.k.a. the gauntlet) and taking advantage of its new feature added from v3.888b, the player could freely perform guncasting with two-handed weapons.
Fast weapon-swap is the way to solve most of your guncasting issues and create various guncasting combos for fun.
Re: The Guncaster - 3.888b
Posted: Mon May 22, 2023 6:12 pm
by ActionAlligator
guys, sorry if this question has been answered, but ive searched as well as i can think of and haven't found an answer; could someone pls give me a quick description of the differences in difficulty? is it basically the exact same as doom difficulties? i.e., ultra-violence -> wurm, nightmare -> dragon etc.? if so, then what's hydra?
Re: The Guncaster - 3.888b
Posted: Tue May 23, 2023 5:01 am
by DELTAtheDboi005
ActionAlligator wrote: ↑Mon May 22, 2023 6:12 pm
if so, then what's hydra?
THAT one's new to me... Might have to update GC to find out what it is
Re: The Guncaster - 3.888b
Posted: Tue May 23, 2023 9:00 am
by Zhs2
The first four difficulties correspond to original Doom difficulties. Dragon difficulty gives monsters 20% more health and nopain in lieu of traditional Nightmare respawning, plus fastmonsters. Hydra is ultra-violence but with multiplayer things enabled, and has a confirm message:
MustConfirm = "Wyrm difficulty level with spawning multiplayer stuff."
Re: The Guncaster - 3.888b
Posted: Tue May 23, 2023 8:38 pm
by ActionAlligator
ahhh ok, thx very much!
Re: The Guncaster - 3.888b
Posted: Wed May 31, 2023 12:02 am
by DoomKrakken
Basically, it's what many Doom players call "UV+".
Frankly, it's my favorite difficulty level.
Zhs2 wrote: ↑Tue May 23, 2023 9:00 am
Dragon difficulty gives monsters 20% more health and nopain in lieu of traditional Nightmare respawning, plus fastmonsters.
The NoPain in Dragon difficulty is honestly a major pain in the ass... it also means Guncaster-compatible monsters cannot suffer from most of the status effects otherwise granted by most of the stuff you cast (no burning, no electrocution, no bleeding, etc.), at least while the monster is alive.
I wish that would change. There are ways to inflict status effects without relying on custom monster states (trust me, I've done 'em), so if making sure monsters can't get stunlocked on Dragon difficulty is a must-have, we can still have both. If anyone on the team is interested, I can show how it can be done.
Re: The Guncaster - 3.888b
Posted: Mon Jun 19, 2023 9:31 pm
by Lazlo74
Does anybody know how to use the tomed versions of spells? For example, I want to use the time-stopping ability of the Threadcutter but even after I picked up a tome in the wilderness, I haven't been able to figure out how to use it