[mini-mod] Universal Guncaster Adapter 1.8
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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: Universal Guncaster Adapter 1.7 [mini-mod]
That almost did it! Now instead of summoning nothing, it summons a random GC weapon. Functional, but already breaks the little balance that was present in Guncaster! I went back and replaced my modified GUNS file with the original, followed your suggestion of canceling out the replaces X commands, and now it spawns a random weapon. I looked through the code and noticed that many guns had "sister weapons" called TargeterX (X being the applicable gun.) Deleting those didn't seem to do anything, so I went back and restored them just in case it broke anything.
Another thing I noticed with a mostly restored GUNS file is that ammo doesn't seem to work properly, either. They, too, spawn a random ammo item, though I did notice a lack of certain ammo types like Auger shells and tiberium canisters. Deleting the Mutiny ammo code fixes that, although cells don't spawn because they rely on a custom cell2 actor, which with GC is swiftly replaced with a random piece of ammo. Deleting cell2 in Mutiny just keeps anything from spawning from cells. Not quite sure why this is. I'm looking all throughout the code and haven't gotten much headway.
I'm having to load Guncaster first before I run the modded Mutiny because doing it the other way around just replaces the monsters with Guncaster monsters. Changing the universal settings does nothing.
In case its important, I've been testing it on multiple machines using both the latest version of GZDoom and LZDoom, and I've primarily been using GC Vindicated, but I get the same results between that and standard Guncaster w/the universal adapter.
Apologies for blowing this thread up with my problems, y'all! If I should move this to a separate thread, lemme know!
Another thing I noticed with a mostly restored GUNS file is that ammo doesn't seem to work properly, either. They, too, spawn a random ammo item, though I did notice a lack of certain ammo types like Auger shells and tiberium canisters. Deleting the Mutiny ammo code fixes that, although cells don't spawn because they rely on a custom cell2 actor, which with GC is swiftly replaced with a random piece of ammo. Deleting cell2 in Mutiny just keeps anything from spawning from cells. Not quite sure why this is. I'm looking all throughout the code and haven't gotten much headway.
I'm having to load Guncaster first before I run the modded Mutiny because doing it the other way around just replaces the monsters with Guncaster monsters. Changing the universal settings does nothing.
In case its important, I've been testing it on multiple machines using both the latest version of GZDoom and LZDoom, and I've primarily been using GC Vindicated, but I get the same results between that and standard Guncaster w/the universal adapter.
Apologies for blowing this thread up with my problems, y'all! If I should move this to a separate thread, lemme know!
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Re: Universal Guncaster Adapter 1.7 [mini-mod]
Vindicated has the adapter built in. You know, it's great you're learning the ins and outs of modding but trying to combine two complete mods together isn't the best idea. If you want different monsters there are two mods that have GC compatibility built in, with no need for the adapter, and truth be told there are still some things the adapter can't do, like monster resists and some other stuff I can't think of off the top of my head.
viewtopic.php?f=43&t=62911&hilit=monster+randomizer
viewtopic.php?f=43&t=67193
I found Mutiny 2.0. Is that the one you're using or the newer 2.0.2?
viewtopic.php?f=43&t=62911&hilit=monster+randomizer
viewtopic.php?f=43&t=67193
I found Mutiny 2.0. Is that the one you're using or the newer 2.0.2?
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Re: Universal Guncaster Adapter 1.7 [mini-mod]
If you need further assistance with monster code, join the discord server hereCaptainNurbles wrote:Stuff about modding in different monsters to GCV
Making a proper monster pack for GCV is very tricky, making one for GC official is less difficult as the AI is typically super simple, and you won't have to account for the built-in adapter.
GCV is also compatible with Pirate Doom, which changes the monsters up a bit, mostly cosmetic and comedy value, but there are some minor differences in AIRowsol wrote: If you want different monsters there are two mods that have GC compatibility built in, with no need for the adapter, and truth be told there are still some things the adapter can't do, like monster resists and some other stuff I can't think of off the top of my head.
viewtopic.php?f=43&t=62911&hilit=monster+randomizer
viewtopic.php?f=43&t=67193
I found Mutiny 2.0. Is that the one you're using or the newer 2.0.2?
This also allows using pirate monsters in whatever map pack you desire.
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Re: Universal Guncaster Adapter 1.7 [mini-mod]
The Doomrl Monster pack also works natively with Guncaster and Has a custom menu as well.
"Welcome to Armmageddon Fool!"
Best Difficulty name ever! Love the shock troops.
"Welcome to Armmageddon Fool!"
Best Difficulty name ever! Love the shock troops.
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Re: Universal Guncaster Adapter 1.7 [mini-mod]
The in-game menu doesn't seem to appear for this addon any more (I'm guessing because it had an update in the latest Guncaster). Is there any chance of it being updated? This is a super great mod to have!
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Re: Universal Guncaster Adapter 1.8 [mini-mod]
As a fresh Guncaster convert, I have to say your work is priceless, Dino. Thank you so much for the Adapter and GCV. (Also for your work on The Guncaster itself).
That said, I have a question regarding the Adapter. What's the optimal load order when I'm using additional monster mutators along a "main" monster mod? Namely Mikk's Champions and LegenDoom Lite.
My load order is atm:
Guncaster
GC_Addon
GC_Weaponshop
[main monster mod]
Mikk's Champions
LegenDoom Lite
Universal GC Adapter
Is this the right order? Or maybe Champions and LDL should be moved below the Adapter?
That said, I have a question regarding the Adapter. What's the optimal load order when I'm using additional monster mutators along a "main" monster mod? Namely Mikk's Champions and LegenDoom Lite.
My load order is atm:
Guncaster
GC_Addon
GC_Weaponshop
[main monster mod]
Mikk's Champions
LegenDoom Lite
Universal GC Adapter
Is this the right order? Or maybe Champions and LDL should be moved below the Adapter?
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Re: Universal Guncaster Adapter 1.8 [mini-mod]
Does this work with the newest version of Guncaster? 3.666?
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Re: Universal Guncaster Adapter 1.8 [mini-mod]
If I remember right, the adapter goes last. The names of all the classes within should be unique enough to avoid interference with other stuff, however, if you're super paranoid you can just load it after all the GC stuff, shouldn't matter though, long as it follows the core GC mod.Yebudoom wrote:As a fresh Guncaster convert, I have to say your work is priceless, Dino. Thank you so much for the Adapter and GCV. (Also for your work on The Guncaster itself).
That said, I have a question regarding the Adapter. What's the optimal load order when I'm using additional monster mutators along a "main" monster mod? Namely Mikk's Champions and LegenDoom Lite.
My load order is atm:
Guncaster
GC_Addon
GC_Weaponshop
[main monster mod]
Mikk's Champions
LegenDoom Lite
Universal GC Adapter
Is this the right order? Or maybe Champions and LDL should be moved below the Adapter?
As for additional monster behavior addons, no clue. The adapter deploys its payload on spawn, and then on every single game tick, waiting for things like damage or death to deploy various special effects.
As for menu options, I'll probably just need to update the menu some day. GC has a new menu system and I just never got around to updating this one, though I may just redesign the entire damn thing some day (because frankly this thing is a mess... it works, but it's a mess, heh), and combine both into the core mod. We'll see what the future brings.
It should work, I don't see any reason why it wouldn't.LaughingMan008 wrote:Does this work with the newest version of Guncaster? 3.666?
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Re: Universal Guncaster Adapter 1.8 [mini-mod]
Ok if im understanding this correctly i need to load the guncaster + addons then the monster pack of my pack of choice then the adapter?
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Re: Universal Guncaster Adapter 1.8 [mini-mod]
tried to load adapter but got this error message
Execution could not continue.
Script error, "Universal_Guncaster_Adapter.pk3:menudef.txt" line 22:
Unknown menu class 'gc_tipmenu'
this was the load order
sf2012
coulouful hell
guncaster 3.666
adapter
used zdl and gzdoom 4.4.2
Execution could not continue.
Script error, "Universal_Guncaster_Adapter.pk3:menudef.txt" line 22:
Unknown menu class 'gc_tipmenu'
this was the load order
sf2012
coulouful hell
guncaster 3.666
adapter
used zdl and gzdoom 4.4.2
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Re: Universal Guncaster Adapter 1.8 [mini-mod]
That will work. The adapter just needs to be loaded after the main core GC mod.armymen12002003 wrote:Ok if im understanding this correctly i need to load the guncaster + addons then the monster pack of my pack of choice then the adapter?
Update to the current working version of GC, and the current working version of the adapter.sonoda wrote:tried to load adapter but got this error message
Execution could not continue.
Script error, "Universal_Guncaster_Adapter.pk3:menudef.txt" line 22:
Unknown menu class 'gc_tipmenu'
this was the load order
sf2012
coulouful hell
guncaster 3.666
adapter
used zdl and gzdoom 4.4.2
This error means the adapter can't find a critical part of the GC menu, a class called gc_tipmenu, which is definitely present in GC vesrion 3.666
If that load order you posted above is correct, you need to have the gameplay mod loaded on the bottom of the list if you're using ZDL.
Things will probably be more reliable if you load this stuff using the command line of your native OS.
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Re: [mini-mod] Universal Guncaster Adapter 1.8
Hi,sorry for the bump but it seems this thread is the place to ask this
Does the universal adapter work with latest Guncaster version (3.888) ?
One more question , I heard that GC Vindicated includes the adapter as well , does that mean I can load monster mods after GC:V and then adjust the settings in the options menu ?
Thanks and best regards,
Does the universal adapter work with latest Guncaster version (3.888) ?
One more question , I heard that GC Vindicated includes the adapter as well , does that mean I can load monster mods after GC:V and then adjust the settings in the options menu ?
Thanks and best regards,
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Re: [mini-mod] Universal Guncaster Adapter 1.8
I tried with Guncaster 3.888b and Brutal Doom Monsters and it works just fine.ClessxAlghazanth wrote:Hi,sorry for the bump but it seems this thread is the place to ask this
Does the universal adapter work with latest Guncaster version (3.888) ?
One more question , I heard that GC Vindicated includes the adapter as well , does that mean I can load monster mods after GC:V and then adjust the settings in the options menu ?
Thanks and best regards,
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Re: [mini-mod] Universal Guncaster Adapter 1.8
I'm running into the issue that I can load this all find and dandy with GC 3.888b, but it won't use the monsters from the monster mod I'm loading it with.
The menu options of this adapter all show up, but no matter what replacer option I select, nor in what order I load the monster mod and adapter in, I keep getting vanilla Doom monsters.
Load order currently is as follows:
- Guncaster.pk3
- DoomKrakken's Monster Randomizer (Base) v5_1.pk3
- nashgore.pk3
- CorruptionCards-v3.2.pk3
- mk-champions[20210309].pk3
- LegenDoomLite_4.1.pk3
- Universal_Guncaster_Adapter.pk3
DoomKrakken's Monster Randomizer is the monster mod.
I've tried loading:
- the adapter directly after GC, but before the monster mod
- the adapter directly after GC and the monster mod
- loading the monster mod before both GC and the adapter
I've normally been able to get monster mods to work by loading them directly after the main gameplay mod (GC, Trailblazer, SWWM GZ, etc), but with this adapter it seems it doesn't want to load?
I've been able to run the monster mod with GC before, but then I had an additional GC specific replacer loaded afterwards to convert all the custom monster to GC style monsters. As this is a hassle to keep up to date, I hoped this adaptor would resolve that for me.
EDIT:
Alright, I've been doing some debugging (by cracking open the adapter and running some console.printf's in GenericGuncasterAdapter), and I found an oddity I can't really explain. At first I thought there was an issue with the WorldThingSpawned not getting triggered properly in ZScript, but after some trial and error I found it to have a different cause.
If I load the ZScript version of the monster mod, all the vanilla Doom monsters get replaced by their GC replacer (all monster entities are prefixed with "Guncast"). If I load the Decorate version of the monster mod, the vanilla Doom monsters get replaced with the monster mod variants, and thus get effected by the adapter. The latter behaviours is what I also expected for the ZScript version.
Is this a known thing that in case both Decorate and ZScript try to replace a monster, that Decorate always 'wins'? Both the ZScript and Decorate version of the monster mod use RandomSpawner to replace the monsters, so there is little else I can think of.
The menu options of this adapter all show up, but no matter what replacer option I select, nor in what order I load the monster mod and adapter in, I keep getting vanilla Doom monsters.
Load order currently is as follows:
- Guncaster.pk3
- DoomKrakken's Monster Randomizer (Base) v5_1.pk3
- nashgore.pk3
- CorruptionCards-v3.2.pk3
- mk-champions[20210309].pk3
- LegenDoomLite_4.1.pk3
- Universal_Guncaster_Adapter.pk3
DoomKrakken's Monster Randomizer is the monster mod.
I've tried loading:
- the adapter directly after GC, but before the monster mod
- the adapter directly after GC and the monster mod
- loading the monster mod before both GC and the adapter
I've normally been able to get monster mods to work by loading them directly after the main gameplay mod (GC, Trailblazer, SWWM GZ, etc), but with this adapter it seems it doesn't want to load?
I've been able to run the monster mod with GC before, but then I had an additional GC specific replacer loaded afterwards to convert all the custom monster to GC style monsters. As this is a hassle to keep up to date, I hoped this adaptor would resolve that for me.
EDIT:
Alright, I've been doing some debugging (by cracking open the adapter and running some console.printf's in GenericGuncasterAdapter), and I found an oddity I can't really explain. At first I thought there was an issue with the WorldThingSpawned not getting triggered properly in ZScript, but after some trial and error I found it to have a different cause.
If I load the ZScript version of the monster mod, all the vanilla Doom monsters get replaced by their GC replacer (all monster entities are prefixed with "Guncast"). If I load the Decorate version of the monster mod, the vanilla Doom monsters get replaced with the monster mod variants, and thus get effected by the adapter. The latter behaviours is what I also expected for the ZScript version.
Is this a known thing that in case both Decorate and ZScript try to replace a monster, that Decorate always 'wins'? Both the ZScript and Decorate version of the monster mod use RandomSpawner to replace the monsters, so there is little else I can think of.
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Re: [mini-mod] Universal Guncaster Adapter 1.8
zscript is always loaded before decorate regardless of load order.