Guncaster Vindicated 3.4.6

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Delinquent
Posts: 9
Joined: Mon Feb 18, 2019 7:17 pm

Re: Guncaster Vindicated 3.4.5

Post by Delinquent »

Was Sabbatha removed? Cause she's not showing up in the newest version of this mod. kind of a bummer if she was, but not the end of the world
Baskiabo
Posts: 2
Joined: Mon Dec 07, 2020 9:45 pm
Graphics Processor: nVidia (Modern GZDoom)

Re: Guncaster Vindicated 3.4.5

Post by Baskiabo »

hello

first off: awesome mod

well, having problems in heretic (works fine with hexen, doom, etc), getting this error, no matter what (gzdoom 471, but tested with various versions... weird thing is that was working sometime ago...)

anyway, this is the error:

Guncaster_Vindicated.pk3:zscript/zk-core/dictionary.txt, line 11: Class name Dictionary already exists
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Dinosaur_Nerd
Posts: 251
Joined: Wed Feb 21, 2018 5:31 pm
Graphics Processor: nVidia (Modern GZDoom)
Location: timelocked USA 1994

Re: Guncaster Vindicated 3.4.5

Post by Dinosaur_Nerd »

Baskiabo wrote:hello

first off: awesome mod

well, having problems in heretic (works fine with hexen, doom, etc), getting this error, no matter what (gzdoom 471, but tested with various versions... weird thing is that was working sometime ago...)

anyway, this is the error:

Guncaster_Vindicated.pk3:zscript/zk-core/dictionary.txt, line 11: Class name Dictionary already exists
update to the latest GCV
this mod hasn't used ZK core in a very long time.
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RKD
Posts: 118
Joined: Sat Mar 19, 2022 9:52 am
Location: Argentina

Re: Guncaster Vindicated 3.4.6

Post by RKD »

I've got a VM abort and nuclear birb went pichu~n.



I was playing H-Zone! with GCV and Angelic Aviary. Activated the Draugh item to see what it does and got the VM abort shortly after, in case that info is needed. Any idea if there is something I should consider to avoid the crash? First time it happens.
ArchVain12
Posts: 13
Joined: Mon May 30, 2022 12:21 am
Graphics Processor: Not Listed

Re: Guncaster Vindicated 3.4.6

Post by ArchVain12 »

There's a old version that compatible in LZDOOM?
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fakemai
Posts: 312
Joined: Mon Feb 12, 2018 12:26 am
Graphics Processor: Intel (Legacy GZDoom)
Location: Australia

Re: Guncaster Vindicated 3.4.6

Post by fakemai »

Yes but I couldn't tell which one and I don't have any of the older ones anymore. Rather than that see if you can run standard GZDoom with OpenGLES, but it may or may not work out depending on your OS and card, what are you actually on? You can set vid_rendermode=4 in the INI.
DarkkOne
Posts: 203
Joined: Mon Jun 06, 2016 11:26 pm

Re: Guncaster Vindicated 3.4.6

Post by DarkkOne »

This is the only mod I'm loading, with GZDoom 4.8.0, and get this lovely list of errors. I assume it's just not compatible with 4.8.0, but then I also assumed I'd find something about that in this thread, and couldn't, so... yeah, figured I'd ask.
Script error, "Guncaster_Vindicated.pk3:zscript/specialeffects/statusscreenoverride.txt" line 10:
Can't call play function get from ui context
Script error, "Guncaster_Vindicated.pk3:zscript/specialeffects/statusscreenoverride.txt" line 11:
Unknown identifier 'sgvars'
Script error, "Guncaster_Vindicated.pk3:zscript/specialeffects/statusscreenoverride.txt" line 73:
Can't call play function get from ui context
Script error, "Guncaster_Vindicated.pk3:zscript/specialeffects/statusscreenoverride.txt" line 75:
Unknown identifier 'sgvars'
Script error, "Guncaster_Vindicated.pk3:zscript/specialeffects/statusscreenoverride.txt" line 85:
Unknown identifier 'sgvars'
Script error, "Guncaster_Vindicated.pk3:zscript/specialeffects/statusscreenoverride.txt" line 100:
Left side of mFont is not a struct or class
Script error, "Guncaster_Vindicated.pk3:zscript/specialeffects/statusscreenoverride.txt" line 115:
Left side of mFont is not a struct or class
Script error, "Guncaster_Vindicated.pk3:zscript/specialeffects/statusscreenoverride.txt" line 173:
Can't call play function get from ui context
Script error, "Guncaster_Vindicated.pk3:zscript/specialeffects/statusscreenoverride.txt" line 174:
Unknown identifier 'sgvars'
Script error, "Guncaster_Vindicated.pk3:zscript/specialeffects/statusscreenoverride.txt" line 240:
Can't call play function get from ui context
Script error, "Guncaster_Vindicated.pk3:zscript/specialeffects/statusscreenoverride.txt" line 241:
Unknown identifier 'sgvars'
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fakemai
Posts: 312
Joined: Mon Feb 12, 2018 12:26 am
Graphics Processor: Intel (Legacy GZDoom)
Location: Australia

Re: Guncaster Vindicated 3.4.6

Post by fakemai »

No you aren't the only one, it's definitely been broken. Your only option at this point might be to stay on the older GZDoom until it's fixed, I don't think this is related to those UI cvars disappearing.
DarkkOne
Posts: 203
Joined: Mon Jun 06, 2016 11:26 pm

Re: Guncaster Vindicated 3.4.6

Post by DarkkOne »

Weirdly, regular Guncaster seems to work just fine.
Rodman909
Posts: 37
Joined: Thu May 07, 2020 2:28 pm

Re: Guncaster Vindicated 3.4.6

Post by Rodman909 »

I got the following error when playing with Brutal Doom Monsters.
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Dinosaur_Nerd
Posts: 251
Joined: Wed Feb 21, 2018 5:31 pm
Graphics Processor: nVidia (Modern GZDoom)
Location: timelocked USA 1994

Re: Guncaster Vindicated 3.4.6

Post by Dinosaur_Nerd »

Rodman909 wrote: Fri Aug 12, 2022 10:20 pm I got the following error when playing with Brutal Doom Monsters.
I'll look into that
fakemai wrote: Sat Jun 25, 2022 2:06 pm No you aren't the only one, it's definitely been broken. Your only option at this point might be to stay on the older GZDoom until it's fixed, I don't think this is related to those UI cvars disappearing.
The current working version is linked in the OP of this post, right under the download link for the actual mod.
You can get updates and report bugs much more easily on the discord server, which is also linked in the OP, directly below the GZD version compatible with the mod.

I've commented that this bug is with the status screen, and it seems at a quick glance to disable my ability to detect the current iwad/pwad being run by checking static thinkers. There might be a way around this as I haven't fiddled with it in a while, but it's extra work I shouldn't need to do, and it's frankly got me feeling pretty apathetic towards the whole thing.
I'll check on the problem GZD is causing when I get free time, but I'm strongly considering just freezing the GZD version at the current working version. If there is no workaround, I will absolutely be freezing.
I feel sorry for the players if they have to keep a separate GZD version just to run this, but any decisions they make upstream in the engine are out of my hands.

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