
The Guncaster - 3.888b
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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.
Re: [Update] The Guncaster - Here comes that funny feeling a
Wow, it's almost like you have an old Gzdoom!
- TheLightBad96
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Re: [Update] The Guncaster - Here comes that funny feeling a
I can see your problem cem26, You're using an GZdoom version thats 2 years old. I would recommend as soon as humanly possible for you to get the latest dev version. 

- PillowBlaster
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Re: [Update] The Guncaster - Here comes that funny feeling a
Time for a first handful of answers, hmm.
For once I nerfed the weapons, and I think I am okay with how it is now.

And great thanks for all the warm comments, appreciate it!
Nope. It just doesn't have it's own. I didn't bother to add it, because I did want to add a one once the gun would be done. It uses the default one, so you should just get any stock crosshair on.chronoteeth wrote:hey is the plasma cannon not supposed to have a crosshair?
I don't care, anyone can play whatever the hell he wants.Valherran wrote:Up until the end of the month, then everybody will be flocking to the new Brutal Doom release if it comes out on time.comet1337 wrote:good thing you didn't push the release further
because once that KF2 early access hits the shelves, forum (and dooming) activity is propably going to take a hit
Odd. So far it worked anywhere else.MJ79 wrote:FSR Guncaster crashes randomly due to a 'divide by zero' coding error of some sort.
Nope, that just got fixed.DoomKrakken wrote:Are Hammerspace Backpacks not supposed to give any ammo?
Also, though the Strucker uses more ammo, it seems to do the same amount of damage as its older counterpart. Which doesn't make much sense...
EDIT (4/9/15): ... sooooo, what I did to remedy this was to revert the damage of each pellet back to those of the old Strucker (so, from 4 to 3) and double the amount of pellets the old Strucker used to fire, since the new Strucker uses 2 shells per shot (old Strucker shoots 12 pellets, new Strucker now shoots 24). While you may think it's overpowered, once I tried it on the Doom II maps, it really wasn't that much more powerful.
Also, I doubled the amount of damage dealt by each Ironblast projectile. Now they can kill Barons with one shot again (yaaaay!).
For once I nerfed the weapons, and I think I am okay with how it is now.
Made by one and only DoomNukem!wolf00 wrote:pb:weapons in your videos are your custom dev. specials ?
I'll consider that that one. Tempting, but it might make the Gunzerk useless, even if it'd be a cheat-menu thing.xenoxols wrote:The pistol is now my absolute favorite fps weapon. And an always dual wield cvar would be cool.
The fact I told you to hold your curiousity off me doesn't automatically mean you can start bickering DN instead. Let's just say he's busy.DoomKrakken wrote:DoomNukem... any word on the sword?

And great thanks for all the warm comments, appreciate it!
- DoomKrakken
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Re: [Update] The Guncaster - Here comes that funny feeling a
I now found a glitch. If you are dual-wielding Old Dreadfuls, core-powered or not, and you fire either one of them once out of ammo, then the game crashes.
Also, when you kick while dual-wielding core-powered Old Dreadfuls, the one on the right will turn green, and will shoot the standard green Old Dreadful blasts. The one on the left is unaffected. However, it'll go back to normal once the dual-wielding is over.
I never thought I would live to see the day... XD
Also, when you kick while dual-wielding core-powered Old Dreadfuls, the one on the right will turn green, and will shoot the standard green Old Dreadful blasts. The one on the left is unaffected. However, it'll go back to normal once the dual-wielding is over.
It would most definitely make the Gunzerk pack useless. But I think it's a great idea. I had also expressed before that it would be cool to be able to dual-wield at any time (so long as he had the weapons). What would be great is if there was a control we could bind to that, where he can take out or put away the other weapon.PillowBlaster wrote:I'll consider that that one. Tempting, but it might make the Gunzerk useless, even if it'd be a cheat-menu thing.xenoxols wrote:The pistol is now my absolute favorite fps weapon. And an always dual wield cvar would be cool.
*LES GASPS*PillowBlaster wrote:For once I nerfed the weapons, and I think I am okay with how it is now
I never thought I would live to see the day... XD
Would anyone be willing to tell me how to fix that? I don't want to re-download if I don't have to.PillowBlaster wrote:Nope, that just got fixed.DoomKrakken wrote:Are Hammerspace Backpacks not supposed to give any ammo?
Last edited by DoomKrakken on Sat Apr 11, 2015 3:20 pm, edited 4 times in total.
Re: [Update] The Guncaster - Here comes that funny feeling a
This is a GZDoom svn-version specific bug. I forget which version. Either upgrade or downgrade whatever svn version you have.ajb1978 wrote:Oh, I don't normally double-post, but...
Is it intentional that, when playing Hexen and you stand in a cloud of poison fog, your armor shoots up like a rocket until it maxes out at 999? Or is that a glitch?
TSP had the same issue until we figured out it was on GZDoom's end.
- PillowBlaster
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Re: [Update] The Guncaster - Here comes that funny feeling a
I didn't apply the fixes to the shared folder... Figures! That's fixed now, again.DoomKrakken wrote:I now found a glitch. If you are dual-wielding Old Dreadfuls, core-powered or not, and you fire either one of them once out of ammo, then the game crashes.
Also, when you kick while dual-wielding core-powered Old Dreadfuls, the one on the right will turn green, and will shoot the standard green Old Dreadful blasts. The one on the left is unaffected. However, it'll go back to normal once the dual-wielding is over.
I am still skeptic about it. Maybe I could add it as a cvar, if so. But as a button toggle - definitely not. Enough buttons for me.DoomKrakken wrote:It would most definitely make the Gunzerk pack useless. But I think it's a great idea. I had also expressed before that it would be cool to be able to dual-wield at any time (so long as he had the weapons). What would be great is if there was a control we could bind to that, where he can take out or put away the other weapon.
I do this by a choice, not because I can't.DoomKrakken wrote:*LES GASPS*
I never thought I would live to see the day... XD
Interesting. I have another bug on top of that - when you try to use pound attack in Hexen in newer gzdoom versions, you will most likely crush yourself. Guess I should report that, somehow.scroton wrote:This is a GZDoom svn-version specific bug. I forget which version. Either upgrade or downgrade whatever svn version you have.ajb1978 wrote:Oh, I don't normally double-post, but...
Is it intentional that, when playing Hexen and you stand in a cloud of poison fog, your armor shoots up like a rocket until it maxes out at 999? Or is that a glitch?
TSP had the same issue until we figured out it was on GZDoom's end.
EDIT: And take note that while I say it's fixed, it doesn't automatically mean I immediately update the files. It will get updated when I'll feel like it's enough changes/fixes on my side.
- DoomKrakken
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Re: [Update] The Guncaster - Here comes that funny feeling a
That's the point. You chose to nerf it. That's what makes it unbelievable (just kidding, though... everyone changes, some time or another).
Here's another glitch... you can only purchase 16 Tiberium charges in the shop, when you can have more from the Hammerspace Backpacks.
Also, here's an idea... rather than making Firebreath an ability in the player's book of arcane knowledge, why not create a separate button to trigger it, since he can do it by default? You know... like how he's able to kick.
Here's another glitch... you can only purchase 16 Tiberium charges in the shop, when you can have more from the Hammerspace Backpacks.
Also, here's an idea... rather than making Firebreath an ability in the player's book of arcane knowledge, why not create a separate button to trigger it, since he can do it by default? You know... like how he's able to kick.
Last edited by DoomKrakken on Sun Apr 12, 2015 6:02 am, edited 2 times in total.
Re: [Update] The Guncaster - Here comes that funny feeling a
Psh screw that. I'm going to fan retcon this into legitimacy. See, dragon body armor is reinforced with a force field, that is powered by enriched uranium. In the Hexen universe, certain toxic mushrooms release clouds of gas that draw their toxicity from naturally occurring uranium deposits. Thus, while standing in these clouds may be hazardous to a dragon's health, it does supercharge the armor's power core.scroton wrote:This is a GZDoom svn-version specific bug. I forget which version. Either upgrade or downgrade whatever svn version you have.ajb1978 wrote:Oh, I don't normally double-post, but...
Is it intentional that, when playing Hexen and you stand in a cloud of poison fog, your armor shoots up like a rocket until it maxes out at 999? Or is that a glitch?
TSP had the same issue until we figured out it was on GZDoom's end.
How d'ya like them apples?
Re: [Update] The Guncaster - Here comes that funny feeling a
That or the noxious gas from the mushroom interacts with a dragon's body in a similar way to adrenaline/painkillers
- DoomKrakken
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Re: [Update] The Guncaster - Here comes that funny feeling a
Sounds too complicated. I do like complicated sci-fi ideas, but the armor seems to be much more simple than you guys are making it out to be. Rather, how about the armor is almost like some strange alloy? One that just gets harder from all of that acidic poison, rather than from physical stress. It could be a chemical change, rather than something purely technological or physical.ajb1978 wrote:Psh screw that. I'm going to fan retcon this into legitimacy. See, dragon body armor is reinforced with a force field, that is powered by enriched uranium. In the Hexen universe, certain toxic mushrooms release clouds of gas that draw their toxicity from naturally occurring uranium deposits. Thus, while standing in these clouds may be hazardous to a dragon's health, it does supercharge the armor's power core.scroton wrote:This is a GZDoom svn-version specific bug. I forget which version. Either upgrade or downgrade whatever svn version you have.ajb1978 wrote:Oh, I don't normally double-post, but...
Is it intentional that, when playing Hexen and you stand in a cloud of poison fog, your armor shoots up like a rocket until it maxes out at 999? Or is that a glitch?
TSP had the same issue until we figured out it was on GZDoom's end.
How d'ya like them apples?
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Re: [Update] The Guncaster - Here comes that funny feeling a
It is possible to add hacx support? ,would be nice i never managed to finish it
- TerminusEst13
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Re: [Update] The Guncaster - Here comes that funny feeling a
The obvious answer is just that Cygnis gets powers from mushrooms.
It's the only sensible explanation.
It's the only sensible explanation.
- PillowBlaster
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- Captain J
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Re: [Update] The Guncaster - Here comes that funny feeling a
Super Cygnis: Guncaster World Alpha Ver. confirmed with shrooms