The Guncaster - 3.888b

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PillowBlaster
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Re: [Update] The Guncaster - Dem fixes'n'stuff

Post by PillowBlaster »

DoomKrakken wrote:NUUUU! (Oh well)

Yes, that minigun was supposed to be the Pulverizer... but it was my interpretation on how I felt it should look. Instead of it being simply hand-held, I also added extra straps (which you can barely see) which latch on to other parts of his arm (especially the forearm) for better support. I felt the original design of the Pulverizer would kill his wrist, even though he is a dragonoid.

As for his head, it looked about the right size. I made the pants really baggy, so that could make his head look small from certain angles...

After I submitted this thing to deviantART, I remembered that he had knee pads, and not pockets. I didn't pay much attention to what was on his knees whenever kicking, but they looked like cargo pockets from what my fuzzy memory could recall at the time. Still... he looks good with cargos. I'll be sure to add knee pads to the next fanart, unless I feel they're unnecessary (for whatever crazy reason).
Pulverizer is a compact, handheld-inside thing, not ye ole giantass rotary cannon - it wouldn't do whatever you imply it could with his wrist. Not too keen on baggy pants, either - it looks plain ridiculous. I wanted to go with ol' jeans (as two of the endpics actually suggest), but Dooms decided to tech it up on the graphic. Otherwise, he has the kneepads in the menu, the kicking isn't that short to not notice the thing, and I though that when you base something off someone's work, one uses refs, rather than memory?... Whatever. Maybe I am too much of a nut about being accurate.
DoomKrakken wrote:This looks like a nerfed Strucker... why only one shell at a time? Hmm...

DEM STRAP PHYSICS... this totally reminds me of some crazy discussion on account of Brutal Doom v20's shotgun strap physics... I just hope no one sees the same thing here. XD
For quite a good reason - it's DN's work, I like it, and I don't quite care whatever is going on with newest Brutal Doom now. If anyone wants to laugh at it - go ahead!

Otherwise, Strucker here is designed now as an over and under shotgun, so another barrel is mounted right below the first.
comet1337_old
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Re: [Update] The Guncaster - Dem fixes'n'stuff

Post by comet1337_old »

PillowBlaster wrote:
DoomKrakken wrote: Otherwise, some DuckNutt'em supposed to show off some newest thing he cooked up last night... and he didn't. I might as well take the justice, maybe he won't kill me instead.

Image

damn, this is some KF2 type shit right here
next there's going to be sight, barrel and stock jiggling

turn it down DN, how is anyone supposed to compete with this
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DoomKrakken
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Re: [Update] The Guncaster - Dem fixes'n'stuff

Post by DoomKrakken »

PillowBlaster wrote:
DoomKrakken wrote:NUUUU! (Oh well)

Yes, that minigun was supposed to be the Pulverizer... but it was my interpretation on how I felt it should look. Instead of it being simply hand-held, I also added extra straps (which you can barely see) which latch on to other parts of his arm (especially the forearm) for better support. I felt the original design of the Pulverizer would kill his wrist, even though he is a dragonoid.

As for his head, it looked about the right size. I made the pants really baggy, so that could make his head look small from certain angles...

After I submitted this thing to deviantART, I remembered that he had knee pads, and not pockets. I didn't pay much attention to what was on his knees whenever kicking, but they looked like cargo pockets from what my fuzzy memory could recall at the time. Still... he looks good with cargos. I'll be sure to add knee pads to the next fanart, unless I feel they're unnecessary (for whatever crazy reason).
Pulverizer is a compact, handheld-inside thing, not ye ole giantass rotary cannon - it wouldn't do whatever you imply it could with his wrist. Not too keen on baggy pants, either - it looks plain ridiculous. I wanted to go with ol' jeans (as two of the endpics actually suggest), but Dooms decided to tech it up on the graphic. Otherwise, he has the kneepads in the menu, the kicking isn't that short to not notice the thing, and I though that when you base something off someone's work, one uses refs, rather than memory?... Whatever. Maybe I am too much of a nut about being accurate.
It looked fairly big to me. Didn't look too compact. I would have drawn it bigger if it weren't hand-held.

Baggy pants are AWESOME. :D

That's how I found out. After I looked at the titlepic on the menu.

If I wanted to draw something totally accurate, I would have strictly used refs, such as the titlepic. But, I had wanted to redesign Cygnis and his armaments some. Soooooo... yeah.
PillowBlaster wrote:
DoomKrakken wrote:This looks like a nerfed Strucker... why only one shell at a time? Hmm...

DEM STRAP PHYSICS... this totally reminds me of some crazy discussion on account of Brutal Doom v20's shotgun strap physics... I just hope no one sees the same thing here. XD
For quite a good reason - it's DN's work, I like it, and I don't quite care whatever is going on with newest Brutal Doom now. If anyone wants to laugh at it - go ahead!

Otherwise, Strucker here is designed now as an over and under shotgun, so another barrel is mounted right below the first.
Still two barrels? Gotcha... but I like the current design more, since it looks more like something that would actually work. Making the barrels vertical is completely impractical. I wager it'll give the shotgun a much wider vertical spread than horizontal, which isn't good, considering a shotgun's effectiveness comes from its horizontal spread.
Last edited by DoomKrakken on Fri Jul 17, 2015 5:07 am, edited 2 times in total.
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PillowBlaster
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Re: [Update] The Guncaster - Magic happens

Post by PillowBlaster »



What says on the tin, twice. Starting from monday, I probably begin my intern. In the meantime, enjoy this little teaser of three spells I cooked up lately with some help and not. Basically, a flamewave, a meteor punch, and... a rather chilling take on the dark force.
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Trooper 077
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Re: [Update] The Guncaster - Magic happens

Post by Trooper 077 »

UPDATE YOUR SHIT HARLEY.
Last edited by Trooper 077 on Sun Jul 05, 2015 10:31 pm, edited 1 time in total.
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faslrn
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Re: [Update] The Guncaster - Magic happens

Post by faslrn »

Trooper 077 wrote:I need a bit of technical help. I'm getting a weird glitch after I fire my weapon, For about a frame, my entire character jumps to the top of the ceiling and comes directly back down. Very noticeable with the Chaingun

Any ideas?
Are you on the latest Dev GZDOOM? If not, uograde. If you are, downgrade to one version below and test again.

I had a similar problem and it was the GZDOOM version.
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Trooper 077
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Re: [Update] The Guncaster - Magic happens

Post by Trooper 077 »

Fixed it. Thank you Basedweasel
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Captain J
 
 
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Re: [Update] The Guncaster - Magic happens

Post by Captain J »

Always remember; try to check your gz or zdoom's version date.

Btw, i ain't Captainweasel J.
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Jeimuzu73
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Re: [Update] The Guncaster - Magic happens

Post by Jeimuzu73 »

You might wanna update the front page so that we can see what's new or changed.
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PillowBlaster
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Re: [Update] The Guncaster - Magic happens

Post by PillowBlaster »

MJ79 wrote:You might wanna update the front page so that we can see what's new or changed.
The thing is that nothing has changed... yet. And everything that changed since transition to v2 has been explained in the first post. This is a part of another, bigger update that hopefully will come in the future, and I couldn't resist to spoil a part of it.
Trooper 077 wrote:I need a bit of technical help. I'm getting a weird glitch after I fire my weapon, For about a frame, my entire character jumps to the top of the ceiling and comes directly back down. Very noticeable with the Chaingun

Any ideas?
Yep. That was a problem of a certain gzdoom revision (or maybe even a series, I didn't check) when quake function was causing silly things to the player's view.
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insightguy
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Re: [Update] The Guncaster - Magic happens

Post by insightguy »

PillowBlaster from the youtube comments wrote:Something new, you say? Then I shall make a mod with dancing gay unicorns in space who trive for!... I dunno, some space nation's fridge contents? Yeah, that should do it..
I'm holding you to this... :P
DINOSAURS
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Re: [Update] The Guncaster - Magic happens

Post by DINOSAURS »

This mod is great, I can't believe I hadn't heard of it until now. I used to run Real Guns Hardcore on Heretic to get my magic & bullets fix, but Guncaster is way more fleshed out. You've taken the grind out of fighting low tier enemies which took forever with the default Heretic wand. My only suggestion would be to lower the size of the Longhorn: it takes up more screen-space than the shotgun, I get the idea behind 'huge ass revolver' but its power is already emphasized by the kickback you have given it and sprites don't look so good when they are blown up that much; just my opinion though.

Great work and thanks for sharing it.
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Rowsol
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Re: [Update] The Guncaster - Magic happens

Post by Rowsol »

How the hell do I adjust the offset of the weapons? The sprite names don't match what's in the decorate. So confused right now.
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TheBadHustlex
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Re: [Update] The Guncaster - Magic happens

Post by TheBadHustlex »

Rowsol wrote:How the hell do I adjust the offset of the weapons? The sprite names don't match what's in the decorate. So confused right now.
Have you looked in TEXTURES or the Sprite-Folder?
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Rowsol
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Re: [Update] The Guncaster - Magic happens

Post by Rowsol »

Ahh, it's all the texture files. Okay, thanks.

I have 4 issues.

If I turn screen tilt on and shoot a gun, the game randomly jitters while I run around, whether I turn it off or not.
The dynamite quick toss won't let me throw a 2nd stick until the first explodes, but it will take 25 magic each time I press the button. (saw the code, not sure why you'd not have the check before the mana usage)
The quick buttons for gunzerk/berserk won't work unless I type "give all" in the console first. I have to manually use them with the activate item button. (ok, that's because it's only using the heretic versions)
Ironblast won't continually fire if dual wielding, even with +NOAUTOFIRE removed from the gun. (ok, turns out the clicky synth fire is what was causing that...)

Here's a list of things that bug me with the mod. (already mentioned some a couple months back)

The longhorn and ironblast are too high up on the hud until you gunzerk, when they lower. The cauterizer is too centered and should be moved to the right to match the offset of the projectile. Ironblast projectiles offset should be increased, especially when dual wielding (it's the same offset as normal, even though it's further to the right). I found 12,16 for normal, and 16,20 when dual wielding to be perfect (they barely show beside the gun now). The sovereign projectile offset is too high when it doesn't need to be (it's so fast you can't see it anyway).

+NOAUTOFIRE being on weapons makes no sense?
Strucker has +ALT_AMMO_OPTIONAL making it selectable with no ammo.
You probably shouldn't replace WolfensteinSS for compatibility purposes.
Ironblast and old dreadful need A_Refire to properly change when out of ammo.
The explosion from ironblast takes my fps from 1060 to 60 when I shoot at a guy or wall that's right in my face (obviously much lower than 60 when in combat and not staring at a wall, this is just an example). Whatever you did with the nuker blasts on RO needs to be done on this too. Those nukers used to lag me to single digits. Now my fps doesn't drop at all.
The foot impacts a little late, and the decal doesn't match where your foot is. I put the kickprojectile 2 tics sooner, and changed it's spawn height to 5, and spawn horz to -12.
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