The Guncaster - 3.888b
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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.
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 - 3.888a
Guncaster is an amazing mod, and if it gains a big 4.0 release, so be it, but I have enjoyed the whole experience since 3.555, and I look forward to if there are new updates eagerly, but if there are not I love the quality of each release we have gotten to where the quality of this mod I see as one of the highest gameplay mods in the ZDoom community. Cheers to all of the developers and collaborators to this project, thank you for the years and dedication to this project, I enjoy it thoroughly.
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Re: The Guncaster - 3.888a
SO I ran this in ZDL with dark tartarus when the game starts it does not show the option to play dark tartarus just starts doom 2 map 1. I am using the updated version of gzdoom and guncaster. Is there a specific load order for this mod?
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Re: The Guncaster - 3.888a
So I made an account just to ask: why change the strucker strat? It seemed fine before, at least to my small brain. Maybe instead of inverting the strat order, make both modes available to start and make the strat something else, like reducing spread, pellet count, and reload speed but increasing damage and penetration/piercing. Keep in mind I'm writing this at 3am, so if anything seems misspelled or janky as hell, that's why.
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Re: The Guncaster - 3.888a
For those who are stuck on LZDoom and older versions of this mod, see if GZDoom-GLES works out. Because yeah, I'm finally seeing Prophet, and it's absurd but never gets old much like the forms before it. That big change aside, what was removed I generally agree with as well. Unsure thoughts about the changed weapons since I typically find myself using all of them at least, but there is a clear upgrade in Sandman and Mourning Glory and now I'm far more inclined to want the add-on. Also I typically leave the shop fully unlocked since what's there is a lot sparser now and many items are not upgradeable, and there's no gradual unlock system.
Short version: Load the mapset first and then Guncaster. Long version: The general rule is mapsets first, then weapon mods, then monster mods, but it's actually mod-dependent. For Guncaster, it's the mapset, then the main mod, then the 3 add-ons as desired in order of download links. Then if you want to use monster mods that aren't DoomRL Monsters or others that support it directly, add the universal add-on, and then the monster mod. I don't know where helper mods fall into this (Episodic, Universal Gibs, LegenDoom Lite, etc.) but if in auto-load they'll be first. I usually load them manually after mapsets and before other stuff.Moe_ wrote:SO I ran this in ZDL with dark tartarus when the game starts it does not show the option to play dark tartarus just starts doom 2 map 1. I am using the updated version of gzdoom and guncaster. Is there a specific load order for this mod?
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Re: The Guncaster - 3.888a
Having an issue in which the game crashes on boot when loaded with Hexen.
Load Order:
Guncaster.pk3
GC_Addon.pk3
GC_WeaponShop.pk3
Error:
Tested on a fresh install of the latest version of GZDoom.
Load Order:
Guncaster.pk3
GC_Addon.pk3
GC_WeaponShop.pk3
Error:
Code: Select all
Guncaster.pk3:zscript/artifacts/manashield.txt, line 188: Class name PowerManaShield already exists
Guncaster.pk3:zscript/artifacts/manashield.txt, line 188: PowerManaShield already has defaults
Execution could not continue.
2 errors, 0 warnings while compiling Guncaster.pk3:zscript.txt
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Re: The Guncaster - 3.888a
Can you post the complete console log?
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Re: The Guncaster - 3.888a
Code: Select all
OS: Windows 10 (or higher) (NT 10.0) Build 19041
M_LoadDefaults: Load system defaults.
Using program directory for storage
W_Init: Init WADfiles.
adding C:/Users/NAME/Desktop/Doom Stuff/GZDoom/gzdoom.pk3, 630 lumps
adding C:/Users/NAME/Desktop/Doom Stuff/GZDoom/game_support.pk3, 2512 lumps
adding C:/Users/NAME/Desktop/Doom Stuff/IWADs/HEXEN.WAD, 4270 lumps
adding game_widescreen_gfx.pk3, 38 lumps
adding C:/Users/NAME/Desktop/Doom Stuff/Weapons/Hearts of Demons Baron.pk3, 1674 lumps
adding C:/Users/NAME/Desktop/Doom Stuff/Guncaster/Guncaster.pk3, 6082 lumps
adding C:/Users/NAME/Desktop/Doom Stuff/Guncaster/GC_Addon.pk3, 978 lumps
adding C:/Users/NAME/Desktop/Doom Stuff/Guncaster/GC_WeaponShop.pk3, 4 lumps
I_Init: Setting up machine state.
CPU speed: 3504 MHz
CPU Vendor ID: GenuineIntel
Name: Intel(R) Core(TM) i5-6600K CPU @ 3.50GHz
Family 6, Model 94, Stepping 3
Features: SSE2 SSE3 SSSE3 SSE4.1 SSE4.2 HyperThreading
V_Init: allocate screen.
S_Init: Setting up sound.
I_InitSound: Initializing OpenAL
Opened device OpenAL Soft on Speakers (High Definition Audio Device)
EFX enabled
ST_Init: Init startup screen.
Checking cmd-line parameters...
S_InitData: Load sound definitions.
G_ParseMapInfo: Load map definitions.
Texman.Init: Init texture manager.
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
Guncaster.pk3:zscript/artifacts/manashield.txt, line 188: Class name PowerManaShield already exists
Guncaster.pk3:zscript/artifacts/manashield.txt, line 188: PowerManaShield already has defaults
Execution could not continue.
2 errors, 0 warnings while compiling Guncaster.pk3:zscript.txt
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Re: The Guncaster - 3.888a
You appear to be loading Hearts of Demons Baron alongside the Guncaster stuff; I imagine that's going to result in some duplicate class names by pure coincidence. Is it in an autoload section?
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Re: The Guncaster - 3.888a
I have no idea why Hearts of Demons is set in the Autoload for Hexen, but it was. Fixed. Much appreciated, my dude.
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Re: The Guncaster - 3.888a
With Deadmaker mask and melee equipped I can pick up green barrels in Strife without removing them. May also affect Prophet but I can't test that. Yet.
Also there's an issue with the Medipods in Strife. If you have 15 of them and then try to pick up another, VM abort. EDIT4: That's with auto-pickup at 1. With 2, it just straight up VM aborts on touching any. EDIT5: Does the conditional "Health < PlayerPawn(self).MaxHealth" work instead of its original "invoker.owner.Health < PlayerPawn(invoker.owner).MaxHealth"? That was borrowed from the rejuv pots. It's also applicable to the other two health items which have the same issue.
Very minor things, the Draugr tome fragments in Hexen become useless when you have one, while the other two at least give ammo. Unsure how the extras are affected. Also double-tap dashing triggers in the snake mini-game, at least for Prophet. EDIT3: Also Strife Loremaster sprite conflict? His grapple shot has a giant Prophet fist! It looks so ridiculous, and fitting.
EDIT "I'm losing track": Another VM abort that occasionally happens when acquiring the keys in the prison, either the ID from the doorman or the prison key from the warden. NO idea why this is happening but it's happened more than once.
Also there's an issue with the Medipods in Strife. If you have 15 of them and then try to pick up another, VM abort. EDIT4: That's with auto-pickup at 1. With 2, it just straight up VM aborts on touching any. EDIT5: Does the conditional "Health < PlayerPawn(self).MaxHealth" work instead of its original "invoker.owner.Health < PlayerPawn(invoker.owner).MaxHealth"? That was borrowed from the rejuv pots. It's also applicable to the other two health items which have the same issue.
Code: Select all
VM execution aborted: tried to read from address zero.
Called from GCS_MedipodGiver.StateFunction.4 at gc.pk3:zscript/items/strifehealth.txt, line 113
Called from CustomInventory.TryPickup at gzdoom.pk3:zscript/actors/inventory/stateprovider.zs, line 501
Called from Inventory.CallTryPickup at gzdoom.pk3:zscript/actors/inventory/inventory.zs, line 603
Called from Inventory.Touch at gzdoom.pk3:zscript/actors/inventory/inventory.zs, line 775
Called from PlayerPawn.Tick at gzdoom.pk3:zscript/actors/player/player.zs, line 157
Called from Guncaster.Tick at gc.pk3:zscript/guncaster.txt, line 1227
Called from state GCS_MedipodGiver.4 in inventory state chain in GCS_MedipodGiver
Called from Thinker.Tick [Native]
EDIT "I'm losing track": Another VM abort that occasionally happens when acquiring the keys in the prison, either the ID from the doorman or the prison key from the warden. NO idea why this is happening but it's happened more than once.
Spoiler:
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Re: The Guncaster - 3.888a
-I've added ammo giving to Draugh Tome and Deadmaker pieces; I probably had a reason to "not" do that, but whatever, I'll remind myself why later upon some silly circumstance as usual (also ommitted Golden Emperor cause it runs on its own ammo and I am lazy).
-Yeah, that conditional will fix it for now. I probably had a reason here too but I can't remember it now, so if that works... Might as well do replace it.
-Fixed the loreshot conflict on my side. I don't think I wanna rename the frames in-mod, so I'll just mess with replacing loreshot and its frames instead.
-Couldn't reproduce the barrel problem, they seem to be removed as usual here, hmmmm. Maybe I've fixed it already.
-I'm afraid I can't do much about the keys, couldn't reproduce it either. Would have to refer it to Dino or Zhs2, anyway.
-Yeah, that conditional will fix it for now. I probably had a reason here too but I can't remember it now, so if that works... Might as well do replace it.
-Fixed the loreshot conflict on my side. I don't think I wanna rename the frames in-mod, so I'll just mess with replacing loreshot and its frames instead.
-Couldn't reproduce the barrel problem, they seem to be removed as usual here, hmmmm. Maybe I've fixed it already.
-I'm afraid I can't do much about the keys, couldn't reproduce it either. Would have to refer it to Dino or Zhs2, anyway.
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Re: The Guncaster - 3.888a
Have some bugs to report:
-Grabbing the Powersuit or the Deadmaker Mask for the first time always puts it on, even if "Auto-activate Artifacts" is set to No. Also, the Powersuit doesn't seem to display its item tips on first use, even when "Special item tips" is set to On.
-When wearing the Powersuit, if you start a new game or load a game where you aren't wearing the Powersuit, the HUD icon for the Fire Breath spell remains the green "Tiberium Breath" version instead of changing to the regular orange one. This persists no matter how many times you start new games/load games; the only way to change the icon back is to have the Powersuit on and "take it off".
-The "Button-Based" Armor Restriction applies to Armor bought from the shop as well - if you don't hold down the "use" key as you click the button to complete the purchase, you still expend the money but don't receive the armor.
-The "Shop Ring opacity %" Option does not actually adjust the opacity - it also changes the Shop Sprite scale instead.
-The projectiles of the Flamewave spell use sprites from the Guncaster Addon - if you load Guncaster without the Addon, Flamewave has no sprites save the embers/explosions.
-Grabbing the Powersuit or the Deadmaker Mask for the first time always puts it on, even if "Auto-activate Artifacts" is set to No. Also, the Powersuit doesn't seem to display its item tips on first use, even when "Special item tips" is set to On.
-When wearing the Powersuit, if you start a new game or load a game where you aren't wearing the Powersuit, the HUD icon for the Fire Breath spell remains the green "Tiberium Breath" version instead of changing to the regular orange one. This persists no matter how many times you start new games/load games; the only way to change the icon back is to have the Powersuit on and "take it off".
-The "Button-Based" Armor Restriction applies to Armor bought from the shop as well - if you don't hold down the "use" key as you click the button to complete the purchase, you still expend the money but don't receive the armor.
-The "Shop Ring opacity %" Option does not actually adjust the opacity - it also changes the Shop Sprite scale instead.
-The projectiles of the Flamewave spell use sprites from the Guncaster Addon - if you load Guncaster without the Addon, Flamewave has no sprites save the embers/explosions.
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Re: The Guncaster - 3.888a
-First part is intentional, given they are a special case, while the latter is not. Dunno what's going on there, so I'll have to relay it to Zhs2.Tesculpture wrote:Have some bugs to report:
-Grabbing the Powersuit or the Deadmaker Mask for the first time always puts it on, even if "Auto-activate Artifacts" is set to No. Also, the Powersuit doesn't seem to display its item tips on first use, even when "Special item tips" is set to On.
-When wearing the Powersuit, if you start a new game or load a game where you aren't wearing the Powersuit, the HUD icon for the Fire Breath spell remains the green "Tiberium Breath" version instead of changing to the regular orange one. This persists no matter how many times you start new games/load games; the only way to change the icon back is to have the Powersuit on and "take it off".
-The "Button-Based" Armor Restriction applies to Armor bought from the shop as well - if you don't hold down the "use" key as you click the button to complete the purchase, you still expend the money but don't receive the armor.
-The "Shop Ring opacity %" Option does not actually adjust the opacity - it also changes the Shop Sprite scale instead.
-The projectiles of the Flamewave spell use sprites from the Guncaster Addon - if you load Guncaster without the Addon, Flamewave has no sprites save the embers/explosions.
-Whoops, that'll require administering a fix by KeksDose.
-Administered a fix for that myself.
-Sounds like it could be reading wrong cvar, or its attached under wrong name, but I'll leave it to KeksDose.
-Whoops, that's on me, fixed on my side.
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Re: The Guncaster - 3.888a
I might take a look at the auto-activation things in Strife later since that presently only applies to health items, and not things like Quad Damage. Also auto-activation for Deadmaker is hilarious since there's an NPC that sells it in that game, and you proceed to alert everyone when doing that, as well as likely gutting the seller.
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Re: The Guncaster - 3.888a
Oh.... That's bad. I should probably put just the item, not the bringer there (technical jargon, do not worry about that). In fact, that's what is used for Powersuit, so I should definitely do that, thanks for heads up.