High Noon Drifter v1.2 - Between God, the Devil, and a .500

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Gollgagh
Posts: 207
Joined: Thu Apr 16, 2015 8:24 am

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

Post 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)).
ToastedBogeyman
Posts: 1
Joined: Thu Jul 20, 2017 10:59 pm

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

Post 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 :(
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Captain J
 
 
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Location: An ancient Escape Shuttle(No longer active here anymore)

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

Post by Captain J »

Update your Gzdoom, maybe?
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Overlord
Posts: 89
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Re: High Noon Drifter v1 - Oops, I slipped.

Post 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
rangerfour
Posts: 1
Joined: Fri Jul 21, 2017 2:44 am

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

Post 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
Last edited by rangerfour on Fri Jul 21, 2017 6:01 am, edited 1 time in total.
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Slax
... in rememberance ...
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Re: High Noon Drifter v1 - Oops, I slipped.

Post by Slax »

Get your GZDoom supplies right here, parrrdner.
panzerfaustmna
Posts: 13
Joined: Fri Jul 21, 2017 9:19 am

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

Post 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 =)
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xenoxols
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Re: High Noon Drifter v1 - Oops, I slipped.

Post by xenoxols »

Love how you can reload the double barrel twice.
Ardeshir
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Joined: Mon Jan 26, 2015 8:16 am

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

Post by Ardeshir »

Hello ! Very nice mod ! Is there a way to use only the monsters from Gunslinger with the weapons of your mod ? :D
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dljosef
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Re: High Noon Drifter v1 - Oops, I slipped.

Post 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.
Captain Finnagan
Posts: 1
Joined: Fri Jul 21, 2017 11:50 am

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

Post by Captain Finnagan »

The only way this would be even cooler is if I could holster my weapon. :D
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chronoteeth
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Re: High Noon Drifter v1 - Oops, I slipped.

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

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

Post by Dr_Cosmobyte »

And somehow, my works are in this game! I am glad, very very glad! Can't wait to get home tonight.
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LossForWords
Posts: 692
Joined: Fri Jan 13, 2017 9:08 pm

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

Post by LossForWords »

thank you, terminus.
this mod has made me very moist

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