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Re: High Noon Drifter v1 - Oops, I slipped.

Posted: Thu Jul 20, 2017 10:41 pm
by Gollgagh
Your lifegem is sliding on its rope a bit, if you change your chainsize from 16 to 7 (width of the tile minus 1), that'll keep it right in place. Also, a bit of interpolation helps wiggle (I suggest interpolate(8)).

Re: High Noon Drifter v1 - Oops, I slipped.

Posted: Thu Jul 20, 2017 11:05 pm
by ToastedBogeyman
I've been really looking forward to this mod and i'm super excited it got released early......but I can't play it. everytime I launch it I get this error with the bow, here's the full error:

"Script error, "HighNoonDrifter-v1.pk3:zscript.txt" line 1:
Unexpected identifier
Expecting end of file or 'include' or 'extend' or 'class' or 'struct' or 'const' or 'enum'


Execution could not continue.

1 errors while parsing HighNoonDrifter-v1.pk3:zactors/wep0-bow.zsc"

it doesn't matter if its GZ or Zandronum I get the same error every time, I can't even play it :(

Re: High Noon Drifter v1 - Oops, I slipped.

Posted: Fri Jul 21, 2017 1:00 am
by Captain J
Update your Gzdoom, maybe?

Re: High Noon Drifter v1 - Oops, I slipped.

Posted: Fri Jul 21, 2017 1:44 am
by Overlord
ToastedBogeyman wrote:I've been really looking forward to this mod and i'm super excited it got released early......but I can't play it. everytime I launch it I get this error with the bow, here's the full error:

"Script error, "HighNoonDrifter-v1.pk3:zscript.txt" line 1:
Unexpected identifier
Expecting end of file or 'include' or 'extend' or 'class' or 'struct' or 'const' or 'enum'


Execution could not continue.

1 errors while parsing HighNoonDrifter-v1.pk3:zactors/wep0-bow.zsc"

it doesn't matter if its GZ or Zandronum I get the same error every time, I can't even play it :(
update gzdoom, over 2.5.0

Re: High Noon Drifter v1 - Oops, I slipped.

Posted: Fri Jul 21, 2017 3:16 am
by rangerfour
Awesome work Term - weapon feedback is topnotch as expected and the gameplay is kickass.
Couple of observations:

Montaraz reload can't be canceled out as easily as other weapons - whether that's by design; could be based off the clearing power, but after the first double-barrel reload starts you're "locked in" and can't switch out until the animation completes (where as with most other weapons the animation is short enough to flow through or can be canceled out - this can be seen well with the Sierras)

Grenades feel slightly floaty outside of cooking until release - probably more subjective, need to play around with them a bit more.

Otherwise bloody fantastic :D

Re: High Noon Drifter v1 - Oops, I slipped.

Posted: Fri Jul 21, 2017 3:39 am
by Slax
Get your GZDoom supplies right here, parrrdner.

Re: High Noon Drifter v1 - Oops, I slipped.

Posted: Fri Jul 21, 2017 9:21 am
by panzerfaustmna
Hey guys, ive got some gameplay here, check it out
https://www.youtube.com/watch?v=ey9ZMwv ... e=youtu.be
i hope u enjoy =)

Re: High Noon Drifter v1 - Oops, I slipped.

Posted: Fri Jul 21, 2017 9:59 am
by xenoxols
Love how you can reload the double barrel twice.

Re: High Noon Drifter v1 - Oops, I slipped.

Posted: Fri Jul 21, 2017 10:23 am
by Ardeshir
Hello ! Very nice mod ! Is there a way to use only the monsters from Gunslinger with the weapons of your mod ? :D

Re: High Noon Drifter v1 - Oops, I slipped.

Posted: Fri Jul 21, 2017 11:46 am
by dljosef
I've been playing with plenty of this with Colourful Hell and Epic 2. The skull's ground-hugging flame wave altfire pretty much wrecks hordes of ground-based enemies. The mask summoning, well, that's a godsend for those big bad-ass black and white-tier bosses.

A whole lot of the rest of the weapons are really good, too. Especially the dual machine guns for stunlocking. The bow's great, too.

Re: High Noon Drifter v1 - Oops, I slipped.

Posted: Fri Jul 21, 2017 11:56 am
by Captain Finnagan
The only way this would be even cooler is if I could holster my weapon. :D

Re: High Noon Drifter v1 - Oops, I slipped.

Posted: Fri Jul 21, 2017 12:04 pm
by chronoteeth
theres a lot to like about this mod, and out of all yours it might be the most consistently solid creations, but theres still a few lil naggling bits that could be attributed to more personal tastes, but honestly push it back from reaching the limelight

Re: High Noon Drifter v1 - Oops, I slipped.

Posted: Fri Jul 21, 2017 12:05 pm
by xenoxols
Ardeshir wrote:Hello ! Very nice mod ! Is there a way to use only the monsters from Gunslinger with the weapons of your mod ? :D
I'm planning to separate the monsters and weapons into 2 files, so soon you will be able to.

Re: High Noon Drifter v1 - Oops, I slipped.

Posted: Fri Jul 21, 2017 12:52 pm
by Dr_Cosmobyte
And somehow, my works are in this game! I am glad, very very glad! Can't wait to get home tonight.

Re: High Noon Drifter v1 - Oops, I slipped.

Posted: Fri Jul 21, 2017 1:49 pm
by LossForWords
thank you, terminus.
this mod has made me very moist