The Guncaster - 3.888b

Projects that alter game functions but do not include new maps belong here.
Forum rules
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.
User avatar
cem26
Posts: 124
Joined: Wed Jan 07, 2015 3:34 pm
Location: i will ask somebody ''where i am?!''

Re: [Update] The Guncaster - Here comes that funny feeling a

Post by cem26 »

Image
User avatar
Rowsol
Posts: 995
Joined: Wed Mar 06, 2013 5:31 am
Contact:

Re: [Update] The Guncaster - Here comes that funny feeling a

Post by Rowsol »

Wow, it's almost like you have an old Gzdoom!
User avatar
TheLightBad96
Posts: 438
Joined: Tue May 08, 2012 12:59 am
Location: Jonathan Crimson pleased to make your acquaintance.

Re: [Update] The Guncaster - Here comes that funny feeling a

Post by TheLightBad96 »

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. :wub:
User avatar
PillowBlaster
Posts: 919
Joined: Sun Jan 24, 2010 2:55 pm
Contact:

Re: [Update] The Guncaster - Here comes that funny feeling a

Post by PillowBlaster »

Time for a first handful of answers, hmm.
chronoteeth wrote:hey is the plasma cannon not supposed to have a crosshair?
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.
Valherran wrote:
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
Up until the end of the month, then everybody will be flocking to the new Brutal Doom release if it comes out on time.
I don't care, anyone can play whatever the hell he wants.
MJ79 wrote:FSR Guncaster crashes randomly due to a 'divide by zero' coding error of some sort.
Odd. So far it worked anywhere else.
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!).
Nope, that just got fixed.

For once I nerfed the weapons, and I think I am okay with how it is now.
wolf00 wrote:pb:weapons in your videos are your custom dev. specials ?
Made by one and only DoomNukem!
xenoxols wrote:The pistol is now my absolute favorite fps weapon. And an always dual wield cvar would be cool.
I'll consider that that one. Tempting, but it might make the Gunzerk useless, even if it'd be a cheat-menu thing.
DoomKrakken wrote:DoomNukem... any word on the sword?
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. :P

And great thanks for all the warm comments, appreciate it!
User avatar
DoomKrakken
Posts: 3489
Joined: Sun Oct 19, 2014 6:45 pm
Location: Plahnit Urff
Contact:

Re: [Update] The Guncaster - Here comes that funny feeling a

Post by DoomKrakken »

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.
PillowBlaster wrote:
xenoxols wrote:The pistol is now my absolute favorite fps weapon. And an always dual wield cvar would be cool.
I'll consider that that one. Tempting, but it might make the Gunzerk useless, even if it'd be a cheat-menu thing.
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:For once I nerfed the weapons, and I think I am okay with how it is now
*LES GASPS*

I never thought I would live to see the day... XD
PillowBlaster wrote:
DoomKrakken wrote:Are Hammerspace Backpacks not supposed to give any ammo?
Nope, that just got fixed.
Would anyone be willing to tell me how to fix that? I don't want to re-download if I don't have to.
Last edited by DoomKrakken on Sat Apr 11, 2015 3:20 pm, edited 4 times in total.
User avatar
scroton
Posts: 148
Joined: Sat Apr 27, 2013 10:53 am

Re: [Update] The Guncaster - Here comes that funny feeling a

Post by scroton »

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?
This is a GZDoom svn-version specific bug. I forget which version. Either upgrade or downgrade whatever svn version you have.
TSP had the same issue until we figured out it was on GZDoom's end.
User avatar
PillowBlaster
Posts: 919
Joined: Sun Jan 24, 2010 2:55 pm
Contact:

Re: [Update] The Guncaster - Here comes that funny feeling a

Post by PillowBlaster »

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 didn't apply the fixes to the shared folder... Figures! That's fixed now, again.
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 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:*LES GASPS*

I never thought I would live to see the day... XD
I do this by a choice, not because I can't.
scroton wrote:
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?
This is a GZDoom svn-version specific bug. I forget which version. Either upgrade or downgrade whatever svn version you have.
TSP had the same issue until we figured out it was on GZDoom's end.
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.

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.
User avatar
DoomKrakken
Posts: 3489
Joined: Sun Oct 19, 2014 6:45 pm
Location: Plahnit Urff
Contact:

Re: [Update] The Guncaster - Here comes that funny feeling a

Post by DoomKrakken »

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.
Last edited by DoomKrakken on Sun Apr 12, 2015 6:02 am, edited 2 times in total.
User avatar
ajb1978
Posts: 18
Joined: Thu Jan 01, 2015 12:50 pm
Location: Wisconsin, USA

Re: [Update] The Guncaster - Here comes that funny feeling a

Post by ajb1978 »

scroton wrote:
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?
This is a GZDoom svn-version specific bug. I forget which version. Either upgrade or downgrade whatever svn version you have.
TSP had the same issue until we figured out it was on GZDoom's end.
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.

How d'ya like them apples?
User avatar
Triple S
Posts: 330
Joined: Sun Nov 02, 2008 11:52 am

Re: [Update] The Guncaster - Here comes that funny feeling a

Post by Triple S »

That or the noxious gas from the mushroom interacts with a dragon's body in a similar way to adrenaline/painkillers
User avatar
DoomKrakken
Posts: 3489
Joined: Sun Oct 19, 2014 6:45 pm
Location: Plahnit Urff
Contact:

Re: [Update] The Guncaster - Here comes that funny feeling a

Post by DoomKrakken »

ajb1978 wrote:
scroton wrote:
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?
This is a GZDoom svn-version specific bug. I forget which version. Either upgrade or downgrade whatever svn version you have.
TSP had the same issue until we figured out it was on GZDoom's end.
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.

How d'ya like them apples?
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.
ArchFiend156
Posts: 3
Joined: Fri Oct 24, 2014 1:43 pm

Re: [Update] The Guncaster - Here comes that funny feeling a

Post by ArchFiend156 »

It is possible to add hacx support? ,would be nice i never managed to finish it
User avatar
TerminusEst13
Posts: 1625
Joined: Mon Nov 09, 2009 3:08 pm
Contact:

Re: [Update] The Guncaster - Here comes that funny feeling a

Post by TerminusEst13 »

The obvious answer is just that Cygnis gets powers from mushrooms.

It's the only sensible explanation.
User avatar
Captain J
 
 
Posts: 16891
Joined: Tue Oct 02, 2012 2:20 am
Location: An ancient Escape Shuttle(No longer active here anymore)
Contact:

Re: [Update] The Guncaster - Here comes that funny feeling a

Post by Captain J »

Super Cygnis: Guncaster World Alpha Ver. confirmed with shrooms
Post Reply

Return to “Gameplay Mods”