The Guncaster - 3.888b

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PillowBlaster
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Re: [Update] The Guncaster - Magic happens

Post by PillowBlaster »

Rowsol wrote: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...)
- That's the problem with Nash's script. I'm afraid I can't quite do anything about it, unless he did some changes which adresses that himself. If he did, I might as well go ahead and incorporate that.
- Odd, considering that when I have had checked it now, nothing suggests such behaviour. I do have a checker for that... unless I did fix that problem before it was mentioned. Should work fine with the next update, at any rate.
- It should work perfectly fine!... as long as you bind it yourself. Very odd, considering it's the same damn thing, but keyconf seems to screw it up. I came up with some dumb solution for that within the mana pots or the tome, but I guess I can blame the fact that I often work in two separate files because of reasons, and the version which didn't have it done overlapped the fixed one.
- Ironblast simply is a weapon without autofire. You click to shoot with it. That's why it has an alternate script for synthfiring as well.
Rowsol wrote:IThe 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.
- Simply wanted the guns to be seen more when not zerking. And I don't want to spread out the projectile offsets too much - it was a mistake I did in RO, and I guess I should watch on it here, too. I should actually tighten the offsets everywhere to a minimum, so at least it tries to go off the barrel, but you won't constantly hit the walls.... but I guess I like making sense more than usability. As of the Cauterizer - I noticed that myself, but that gun supposed to be changed ages ago, so I didn't bother. Maybe DN will finally make the replacement happen someday. I'll see about those offset issues, but that'd mean going over every single instance through which a projectile is being fired. Don't wanna do that now. If all else fails, I'll stick with the current formula, and see about your suggestions.
- NOAUTOFIRE was added before, because I couldn't figure out for my life how to stop the weapons from autoswitching when you run out of mana, and it was hella annoying. Since I figured out a better method... I already got rid of that, actually. It's just not updated yet.
- All of the monsters are replaced already, so we can't really talk about compatibility anyway. If you mean the eventual dehacked haxes, I couldn't care less.
- Again, that was intentional here. If I'll add refires, they will cease having their 'click-and-go' behaviour. Their firing times are long, so I wanted to give some better control over that. (Okay, BFG doesn't, but it just simply feels better to me, heh. Guess I'll make it all full-auto and leave it to the player, then.)
- I think we can blame gzdoom having a hard time rendering those stacks of kinda complex particles from close-up. I might as well tone their spawn rate even further since the last version, but then it's probably gonna start looking ugly. But whatever, performance comes first.
- Again, don't wanna spread out the offsets where I don't need to, and the foot has a timespan in which it connects now, so it should be more responsive. Adding that costed me a good portion of my sanity, though - it only sounds simple, heh.
- I have had put the projectile offset higher, because the shell's trail suggested that the projectile was going off below the barrel, so I tried to accomodate for that. But maybe my memory is wrong. It wasn't as big of a problem as a sideway offseting.

I am out of drive to do things, so forgive me for my mistakes.
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Rowsol
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Re: [Update] The Guncaster - Magic happens

Post by Rowsol »

Hey, didn't think of putting the projectile higher. I changed it from 2,-2 to 8,4 and changed the horz to 10,6 (12,8 horz 6,2 height, dual wield). Looks pretty good now.

Image
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DoomKrakken
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Re: [Update] The Guncaster - Magic happens

Post by DoomKrakken »

Will that new Strucker model be released in the next update?

Also, how about "Fist Of Trogdor" as the name for the meteor fist?

One more thing... is Guncaster compatible with Hexen II?
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ajb1978
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Re: [Update] The Guncaster - Magic happens

Post by ajb1978 »

DoomKrakken wrote:One more thing... is Guncaster compatible with Hexen II?
Hexen II was made using the Quake engine, which is a completely different engine than ZDoom, on which GZDoom is based. So unfortunately no, Guncaster is not compatible with Hexen II, and likely never will be, as that would require completely rewriting the thing from scratch to be Quake-engine compatible..
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DoomKrakken
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Re: [Update] The Guncaster - Magic happens

Post by DoomKrakken »

I see. Thank you. :)
DeWolf
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Re: [Update] The Guncaster - Magic happens

Post by DeWolf »

Would it be possible to make this mod mergeable with brutal doom or something?
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zrrion the insect
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Re: [Update] The Guncaster - Magic happens

Post by zrrion the insect »

Is it possible, yes.
Is PillowBlaster going to do it, no.
DeWolf
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Re: [Update] The Guncaster - Magic happens

Post by DeWolf »

zrrion the insect wrote:Is it possible, yes.
Is PillowBlaster going to do it, no.
Fair enough. It was just something that I thought this mod would be even better with. Although what was the hud used in the videos as if it was supposed to be part of the mod I can't seem to use it?
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Silentdarkness12
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Re: [Update] The Guncaster - Magic happens

Post by Silentdarkness12 »

Honestly, I don't think this mod needs Brutal Doom support, third-party patch or otherwise. It's already plenty blood-soaked enough. Not convinced? Try using the claws, any explosive weapon, or even Gumpop.

Heck, I think the only thing this needs is a triple merger between Droplets and Ketchup.
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PillowBlaster
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Re: [Update] The Guncaster - Magic happens

Post by PillowBlaster »

DeWolf wrote:
zrrion the insect wrote:Is it possible, yes.
Is PillowBlaster going to do it, no.
Fair enough. It was just something that I thought this mod would be even better with. Although what was the hud used in the videos as if it was supposed to be part of the mod I can't seem to use it?
Just use the minus or plus on your keyboard, or options -> display options -> screen size to adjust your hud. And Zrrion is right, I won't do it. And no one else will.

Just to make it 100% straight'n'clear, though - I am not against Brutal Doom. I am against the idea of making from it some kind of holy grail of doom modding. I dislike the idea that it must be slapped in with everything, especially with other gameplay mods. They represent themselves in their own way. That's why I used the ketchup with permission from the Mark himself, for which I am grateful, only for Corpseblasting or Gumpop - it serves to amplify gruesomeness of those spells. I might still add it to the XDeaths if they really don't feel good enough, but otherwise - the excessive violence is not the point of this mod. The complex gameplay mods are generally awfully hard to make work together nicely, so here's another reason. Also, one would have to also cover Heretic and Hexen here, which Brutal Doom says it in name - doesn't quite do so.

Otherwise, I am busy with work now, but I am slowly churning some things out. They come out together nicely, but I can't spoil much. Let's just say if the mod had any bits of seriousness left in it - I guess I killed them. My latest short should give you all an idea.

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jdredalert
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Re: [Update] The Guncaster - Magic happens

Post by jdredalert »

The sheep... exploded!? God, i lol'ed hard now. Good work!
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Captain J
 
 
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Re: [Update] The Guncaster - Magic happens

Post by Captain J »

jdredalert wrote:The sheep... exploded!?
good ol' classic and organic superweapon since worms series, hope i can see the homing sheep with an cloak.
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DoomKrakken
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Re: [Update] The Guncaster - Magic happens

Post by DoomKrakken »

Silentdarkness12 wrote:Honestly, I don't think this mod needs Brutal Doom support, third-party patch or otherwise. It's already plenty blood-soaked enough. Not convinced? Try using the claws, any explosive weapon, or even Gumpop.
Still not convinced. XD

You do realize that Brutal Doom isn't all about the blood, right? There are also fire, plasma burns, and disintegration animations that the monsters go through too. I have a Brutal Guncaster patch in the works (NOT FOR PUBLIC RELEASE UNTIL EXPLICIT PERMISSION BY PILLOWBLASTER IS GIVEN, SO DON'T ASK). I have utilized a lot of said death animations for the monsters (through the use of DeathTypes), with the Cauterizer projectiles, Old Dreadful projectiles, Thunderstruck lightning bolts, Hitchcock's birds, and Scourgebreath... just to name a few.

:D IT'S SO BEAUTIFUL.

Yes, of course this mod doesn't need Brutal Doom support, as it's already so FREAKIN' AWESOME. But it's always great when one can mash two or more of one's favorite mods together into a beautiful work of harmonious convergence. :)

BTW, while all the gore and extra death animations are great, I mainly developed the patch just so that I can play Beyond Hell And Earth with Guncaster... cuz it has great maps, but it's Brutal Doom exclusive.
PillowBlaster wrote:Just to make it 100% straight'n'clear, though - I am not against Brutal Doom. I am against the idea of making from it some kind of holy grail of doom modding. I dislike the idea that it must be slapped in with everything, especially with other gameplay mods. They represent themselves in their own way.
I do not entirely agree that Brutal Doom was a "holy grail" of Doom Modding (as a friend pointed out that the code was as much of a mess as a Brutal Doom session), though I do believe it plays an important role. If it hadn't been for Brutal Doom, I wouldn't even be here in the first place. I myself started out as a fanatical Brutal Doomer. Then, I discovered other awesome mods, such as this one, and awesome map packs. One thing led to another, and eventually I desired to edit and make mods of my own.

While I too believe that Brutal Doom does not have to be slapped with everything, I will also say that when two awesome gameplay mods collide... magic happens. Period.
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PillowBlaster
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Re: [Update] The Guncaster - Magic happens

Post by PillowBlaster »

Captain J wrote:good ol' classic and organic superweapon since worms series, hope i can see the homing sheep with an cloak.
*Nervous chuckle* Maybe.
DoomKrakken wrote:While I too believe that Brutal Doom does not have to be slapped with everything, I will also say that when two awesome gameplay mods collide... magic happens. Period.
I am not convinced either - this mod isn't awesome. :P

Otherwise, I just want my right as an author to say "No." to be respected, that's all.
DeWolf
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Re: [Update] The Guncaster - Magic happens

Post by DeWolf »

PillowBlaster wrote:
DeWolf wrote:
zrrion the insect wrote:Is it possible, yes.
Is PillowBlaster going to do it, no.
Fair enough. It was just something that I thought this mod would be even better with. Although what was the hud used in the videos as if it was supposed to be part of the mod I can't seem to use it?
Just use the minus or plus on your keyboard, or options -> display options -> screen size to adjust your hud. And Zrrion is right, I won't do it. And no one else will.

Just to make it 100% straight'n'clear, though - I am not against Brutal Doom. I am against the idea of making from it some kind of holy grail of doom modding. I dislike the idea that it must be slapped in with everything, especially with other gameplay mods. They represent themselves in their own way. That's why I used the ketchup with permission from the Mark himself, for which I am grateful, only for Corpseblasting or Gumpop - it serves to amplify gruesomeness of those spells. I might still add it to the XDeaths if they really don't feel good enough, but otherwise - the excessive violence is not the point of this mod. The complex gameplay mods are generally awfully hard to make work together nicely, so here's another reason. Also, one would have to also cover Heretic and Hexen here, which Brutal Doom says it in name - doesn't quite do so.

Otherwise, I am busy with work now, but I am slowly churning some things out. They come out together nicely, but I can't spoil much. Let's just say if the mod had any bits of seriousness left in it - I guess I killed them. My latest short should give you all an idea.
One thanks for the hud thing. Two sorry. Three once again fair enough (your mod not mine).
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