The Guncaster - 3.888b
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Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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.
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Re: The Guncaster - 3.777a
Noticed that when you're wearing the power armor and you take off Deadmaker, the sprites for taking off show Cyg's regular hands rather than the armor-clad hands he's supposed to have on. The same doesn't happen for putting the mask on.
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Re: The Guncaster - 3.777a
Just re-downladed the mod after a long time, but...
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Re: The Guncaster - 3.777a
Your lzdoom is too old for the mod...
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Re: The Guncaster - 3.777a
I have the latest LZDoom, 3.8.7C perhaps it doesnt work for the current LZDoomRowsol wrote:Your lzdoom is too old for the mod...
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Re: The Guncaster - 3.777a
For some reason it is identifying as 3.87 (with no letter) from October of last year.AstartesCitizen wrote:I have the latest LZDoom, 3.8.7C perhaps it doesnt work for the current LZDoomRowsol wrote:Your lzdoom is too old for the mod...
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Re: The Guncaster - 3.777a
I have a bug to report, running on GZDOOM 4.5.0; Guncaster v3.777a:
Upon running Guncaster, I use IDKFA to get everyrthing and then start to the shop. I run out of money so I go for IDKFA again, but this time it crashes and this is the result
Upon running Guncaster, I use IDKFA to get everyrthing and then start to the shop. I run out of money so I go for IDKFA again, but this time it crashes and this is the result
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Re: The Guncaster - 3.777a
The class causing this VM abort has been mostly rewritten for the next release of Guncaster and as a result this crash no longer seems to exist in the future. In the meantime, if you run out of money try opening the console and using
Code: Select all
give dosh 999999
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Re: The Guncaster - 3.777a
How does the alternate thotkeeper voice work? I load it with the mod but I don't see any difference.
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Re: The Guncaster - 3.888
You need to make sure it's loaded after addon, else it won't work.elCreyo wrote:How does the alternate thotkeeper voice work? I load it with the mod but I don't see any difference.
Eitherway! update time! Special praise to KeksDose for his part in the mod, and to Zhs2 and Dinosaur Nerd as well! Mostly tweaks and/or bugfixes, but some changes are nice, methinks. Addon here.
Spoiler: changelog
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Re: The Guncaster - 3.888
Yay, Update!
First bug report: If you are using Deadmaker with a weapon, you don't need to be tomed to use Rider of the Storm. And if you don't hold a weapon, you simply can't use Rider of the Storm at all with Deadmaker.
Edit: Corpse Blast no longer generating spirits, is this intended? Tested Normal, Tomed and Deadmaker in Doom 2 and Hexen.
Edit2: Strife is broken
First bug report: If you are using Deadmaker with a weapon, you don't need to be tomed to use Rider of the Storm. And if you don't hold a weapon, you simply can't use Rider of the Storm at all with Deadmaker.
Edit: Corpse Blast no longer generating spirits, is this intended? Tested Normal, Tomed and Deadmaker in Doom 2 and Hexen.
Edit2: Strife is broken
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Re: The Guncaster - 3.888
-Intentional. The latter however, isn't. I keep forgetting melee is a separate case.Fureyon wrote:Yay, Update!
First bug report: If you are using Deadmaker with a weapon, you don't need to be tomed to use Rider of the Storm. And if you don't hold a weapon, you simply can't use Rider of the Storm at all with Deadmaker.
Edit: Corpse Blast no longer generating spirits, is this intended? Tested Normal, Tomed and Deadmaker in Doom 2 and Hexen.
Edit2: Strife is broken
-Intentional; did some tweaks in behavior here, I hope I didn't forget to note it in changelog, lol. EDIT: of course I did. Well! I guess I'll fix that.
-...Not intentional.
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Re: The Guncaster - 3.888
Ah, in that case you might want to alter the shop text, it still says it generates spirits based on body health.PillowBlaster wrote: -Intentional; did some tweaks in behavior here, I hope I didn't forget to note it in changelog, lol. EDIT: of course I did. Well! I guess I'll fix that.
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Re: The Guncaster - 3.888
Yeah, I did fix that too, thank you. That's usually what I get for not checking things thoroughly, but eh - I sat upon this update for long enough, rofl.Fureyon wrote:Ah, in that case you might want to alter the shop text, it still says it generates spirits based on body health.
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Re: The Guncaster - 3.888
I wasn't aware you need the addon. Thanks for help.
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Re: The Guncaster - 3.888
So I'm almost done taking the update through a spin of regular Doom 2. I'm using all bits of the mod (addon and weapon shop) as well as DoomRLA Monsters with LegenDoom for some monster endurance and the odd curveball. Here's the feedback on the balance/mechanic changes so far:
Sandman: Might've gone a bit overboard here. This weapon feels a little too good now with the boost. It's always been awesome, and I agree the power boost makes it feel more like a chaingun BFG, but maybe consider amping up the initial ammo expenditure, with it gradually expending less ammo as you ramp up towards the final RoF boost. This would encourage people to use this as it was "intended" (Neverending dakka) and make the auto-cannon mode a little less good. It feels like in general the bullets hit about 50% harder, and I suggest upscaling the per-shot ammo cost to 4 or 5. That way it's more in-tune with the Pulverizer, with the caveat that this will dish out much higher DPS over the same amount of time.
Mourning Glory: A much needed buff to the Stratocaster, as now I feel like it's worth using this as an explosive shell dispenser. I've even started using this more against big enemies. Maybe add a slight stabilizing effect to the rapid-firing? I realize I could just toggle the weapon recoil effect, but it does feel a bit much on this gun's stratocaster in general. Maybe tone it down a little in normal mode too, not much tho as I feel this adds a lot of oomph to the feel of this glorious cannon.
Meteorfist: Feels so much better now, and far more consistent to boot. Great improvement overall!
Corpse Blast: Feels a little nerfed compared to how it was when it did the whole spirit thing, but is far less laggy now in general tho. Maybe increase the radius of the explosions a bit to compensate it not sending out homing bullets at monsters? I've always used this more to take down big enemies that come together with smaller enemies. Or mop up after an explosion doesn't kill all enemies in a ledge/tight space.
Firebreath: I'll be honest, I don't quite recall if this used to work the way it's working in this update in the past or not, but I do love the changes to this. It's always been a nice starting spell and feels even nicer now. Scourgebreath being fixed is also neat, I didn't know it was broken tho... guess I never used it so close to walls.
Apocalypse: Love the new effects, explosions are pretty and this adds more personality to the spell IMO.
Thunderstruck: I really appreciate that you can toggle Rider of Storm as well as manually aim the spell. This has always been a great spell IMO, but it's even better now.
Deadmaker Skullfire: A much needed boost. I thought this was the weakest spell in Deadmaker's arsenal by far, which was a shame because regular and tomed have such great uses. The casting method, mana usage and overall power did not help this before, but now that it's basically a napalm shower...
Flamewave: Previously I used this as the magic equivalent of a super shotgun, or when I knew enemies were close to walls as the remnant fire pits are really great at taking down enemies. Now I use this like a broom, to sweep away trash! Great improvement overall! Maybe tone down the size of the individual flames though as I had some trouble using this in tighter tunnels where the previous version worked just fine for that. Tomed version is regular version but better, and Deadmaker is an actual fire barrier. It used to move slowly back in the day, but the fact it doesn't now doesn't really take away from the spell.
Hammersmite: Welcome changes to the Deadmaker version in general, although I'll admit I'd gotten used to how it worked in the past. I don't really have people to play Guncaster MP with, so I can't attest to its healing power, and I'd just throw a berserk pack or medikit to heal myself personally.
(Tomed) Knives/Frostbite/Crows: Didn't notice much of a change all in all and I wouldn't use them differently from how I used them in the past, but it's nice they're both more effective now.
Pulverizer Ammo Pickup: Thank you!
Sandman: Might've gone a bit overboard here. This weapon feels a little too good now with the boost. It's always been awesome, and I agree the power boost makes it feel more like a chaingun BFG, but maybe consider amping up the initial ammo expenditure, with it gradually expending less ammo as you ramp up towards the final RoF boost. This would encourage people to use this as it was "intended" (Neverending dakka) and make the auto-cannon mode a little less good. It feels like in general the bullets hit about 50% harder, and I suggest upscaling the per-shot ammo cost to 4 or 5. That way it's more in-tune with the Pulverizer, with the caveat that this will dish out much higher DPS over the same amount of time.
Mourning Glory: A much needed buff to the Stratocaster, as now I feel like it's worth using this as an explosive shell dispenser. I've even started using this more against big enemies. Maybe add a slight stabilizing effect to the rapid-firing? I realize I could just toggle the weapon recoil effect, but it does feel a bit much on this gun's stratocaster in general. Maybe tone it down a little in normal mode too, not much tho as I feel this adds a lot of oomph to the feel of this glorious cannon.
Meteorfist: Feels so much better now, and far more consistent to boot. Great improvement overall!
Corpse Blast: Feels a little nerfed compared to how it was when it did the whole spirit thing, but is far less laggy now in general tho. Maybe increase the radius of the explosions a bit to compensate it not sending out homing bullets at monsters? I've always used this more to take down big enemies that come together with smaller enemies. Or mop up after an explosion doesn't kill all enemies in a ledge/tight space.
Firebreath: I'll be honest, I don't quite recall if this used to work the way it's working in this update in the past or not, but I do love the changes to this. It's always been a nice starting spell and feels even nicer now. Scourgebreath being fixed is also neat, I didn't know it was broken tho... guess I never used it so close to walls.
Apocalypse: Love the new effects, explosions are pretty and this adds more personality to the spell IMO.
Thunderstruck: I really appreciate that you can toggle Rider of Storm as well as manually aim the spell. This has always been a great spell IMO, but it's even better now.
Deadmaker Skullfire: A much needed boost. I thought this was the weakest spell in Deadmaker's arsenal by far, which was a shame because regular and tomed have such great uses. The casting method, mana usage and overall power did not help this before, but now that it's basically a napalm shower...
Flamewave: Previously I used this as the magic equivalent of a super shotgun, or when I knew enemies were close to walls as the remnant fire pits are really great at taking down enemies. Now I use this like a broom, to sweep away trash! Great improvement overall! Maybe tone down the size of the individual flames though as I had some trouble using this in tighter tunnels where the previous version worked just fine for that. Tomed version is regular version but better, and Deadmaker is an actual fire barrier. It used to move slowly back in the day, but the fact it doesn't now doesn't really take away from the spell.
Hammersmite: Welcome changes to the Deadmaker version in general, although I'll admit I'd gotten used to how it worked in the past. I don't really have people to play Guncaster MP with, so I can't attest to its healing power, and I'd just throw a berserk pack or medikit to heal myself personally.
(Tomed) Knives/Frostbite/Crows: Didn't notice much of a change all in all and I wouldn't use them differently from how I used them in the past, but it's nice they're both more effective now.
Pulverizer Ammo Pickup: Thank you!