[WIP] The Trooper - 0.2.4.4 Released! [HITBOXES ARE FIXED]

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TheRailgunner
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Re: [WIP] The Trooper - 0.2.4 Released! [MODEL FIX+POLL]

Post by TheRailgunner »

Sgt. Shivers wrote:Hey, I think the GPMG is an edit of a Type 92 Rip I did. This mod is pretty neat!
I'm a bit late in replying, but you've been added to the credits.

Something I'm working on for the next update:
Spoiler:
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Carbine Dioxide
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Re: [WIP] The Trooper - 0.2.4 Released! [MODEL FIX+POLL]

Post by Carbine Dioxide »

Yes, please. :)
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TheRailgunner
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Re: [WIP] The Trooper - 0.2.4 Released! [MODEL FIX+POLL]

Post by TheRailgunner »

Carbine Dioxide wrote:Yes, please. :)
Image
Ironically, I said that the Surfeit Torment was one-of-a-kind, and would not be dual-wieldable. Like many things I have said, I retroactively lied - the Tunguska Event, a lovingly crafted copy of the Surfeit Torment, does two things:

*Doubles the ST's rate of fire. While dual-wielding, as with the XM27, single key presses will fire both guns.
*Allows for "automatic" fire.

It is complete - I just need to add it to a spawner. Like the new VSK9 sprites and a number of other things, it'll be available when 0.2.5 is complete.
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Murix
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Re: [WIP] The Trooper - 0.2.4 Released! [MODEL FIX+POLL]

Post by Murix »

Where did you get all the sounds from?
I'm still looking for a way to make custom gun sounds. ( I'm just messing around with recording noises at the moment and messing with them in FL studios and Adobe Audition)
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TheRailgunner
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Re: [WIP] The Trooper - 0.2.4 Released! [RAILGUNS AND SUCH]

Post by TheRailgunner »

mutator wrote:just a quick suggestion rail, you should put reload feature for each gun I mean not each gun but the ones that require reload like shotguns, rifles and pistols
Reload features are absent for a reason - mostly because at this point, I'd have to remap every function tied to the Reload key to User 3 or some shit like that, to say nothing about the animation. Not that I DON'T want reloads (a long-ass time ago I posted a mid-reload sprite for the Surfeit Torment), but it'd take a minor refactor of the entire mod and too many new sprites to do right now - when I can, say, give each weapon proper recoil animation (difference between the illusion of recoil animation and actual, frame-by-frame spriting of visible recoil), I can probably put in the time to give each weapon a reload.
Murix wrote:Where did you get all the sounds from?
I'm still looking for a way to make custom gun sounds. ( I'm just messing around with recording noises at the moment and messing with them in FL studios and Adobe Audition)
To be honest, I mostly shamelessly steal sounds from other mods, often combining them to distinguish them from their source material (either through DECORATE by playing multiple sounds at the same time, or by mixing them in Audacity to form single sound files). In extreme cases, I'll shamelessly abuse fade outs to remove sound artifacts I don't want to deal with (such as an ubiquitous casing sound that seems to follow just about every decent WW2-era sound effect) or mess with single-track amplification until parts of the sound stick out the way I need them too.

So, the next update I post - 0.2.4.1 - will be a stop-gap of sorts since I haven't really worked on the Angelsphere yet:

*It will include the Tunguska Event dual-wieldable explosive revolver.
*The GPMG will become more or less a single-use item; after emptying it, it will be dropped and removed from your inventory.
*The VSK9 and Nishimura Seven will receive newer sprites (Extra Weapons only)
*The Last Salvo will deal more area damage in-transit.
*Enemies will be somewhat more diverse - mostly just some new zombies and some extra variants of existing monsters until more interesting opponents enter the battlefield.
*I may decide to hide a Sturmgewehr 46 somewhere - on the one hand, I don't want Nazis to be the secret enemy. Done to death. It also doesn't really look good next to the Sokova 46 owing to just how much larger the sprites are, even though the weapons themselves are basically the same size. Still...secret weapon?
*Revenant missiles will be less broken.
*EDIT: Forgot one thing - the Nishimura Seven will have a higher rate of fire and reduced ADS recoil during primary fire. Secondary fire will have greater recoil and a longer view recovery period, but the same rate of fire as primary. Normal bullets will do a little over half as much damage to compensate in order to scale the N7's damage to its ammo pool, and to make more apparent that the N7 is more a battle rifle than a sniper.

*hype train intensifies slightly*
Last edited by TheRailgunner on Sat Jun 11, 2016 12:45 pm, edited 1 time in total.
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Carbine Dioxide
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Re: [WIP] The Trooper - 0.2.4 Released! [MODEL FIX+POLL]

Post by Carbine Dioxide »

Okay, with the next update, I think I like the sound of the GPMG better. It just seems like another machine gun to me, but with the fact that it will be a one use item is pretty cool.
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Lime
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Re: [WIP] The Trooper - 0.2.4 Released! [MODEL FIX+POLL]

Post by Lime »

The Next Update seems Reasonable. I'll take my time to wait for this update.

EDIT: (Very late Post, Sorry.) I have a bug when I launch the_trooper_RDND. It give me this bug when I start the game.

Script error, "the_trooper_RDND.pk3:decorate/effects/puffs.txt" line 183:
"ALLOWTHRUFLAGS" is an unknown flag

- P.S - I use Stable Release.
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TheRailgunner
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Re: [WIP] The Trooper - 0.2.4 Released! [MODEL FIX+POLL]

Post by TheRailgunner »

Lime wrote:The Next Update seems Reasonable. I'll take my time to wait for this update.

EDIT: (Very late Post, Sorry.) I have a bug when I launch the_trooper_RDND. It give me this bug when I start the game.

Script error, "the_trooper_RDND.pk3:decorate/effects/puffs.txt" line 183:
"ALLOWTHRUFLAGS" is an unknown flag

- P.S - I use Stable Release.
If by "stable release", you mean GZDoom, then update it to an SVN/Git development build (this is, by the way, the most common response to issues like this).

Sorry about the delayed response, been playtesting. All that remains weapon-wise is to add a "dropping" effect for the GPMG, remove its spare ammo type, and prevent backpacks from giving ammo for it. I've also been experimenting with headshots a-la-Helsturm, although not to the same extremes (headshots deal 1.5x damage compared to the 2.5x Helsturm's do - for example, 3 headshots with the 0.2.4.1 N7 on a Hell Knight has roughly the same effect as 3 body shots with the 0.2.4 version) - I'm also trying to add weak spots to Cacos, Pain Elementals, and Demons, with varying success. Fun fact: in order to make this work, headshot hitboxes can't have the +GHOST flag, as all of The Trooper's weapons use +THRUGHOST so that quick melees don't visibly/audibly damage the dummy collision actors that reflect projectiles; enemies' projectiles are instead given the same species as their spawning actor and given +THRUSPECIES. Consequently, this allows enemies to attack through each other, though I'm pretty sure I could add ANOTHER collision actor to each monster that doesn't share species, but that might bork up projectile attacks again (at a certain angle, without +THRUSPECIES or +THRUGHOST, enemies will hit their own hitboxes - depending on the enemy, this can cause damage). Because of the lower damage multiplier, it may be hard to notice headshots in terms of ammo spent, and it's more something that is designed to give the bullet hose weapons a little more oomph compared to, well, everything else - that said, I have to make sure that the Surfeit Torment doesn't become broken again (which it did, owing to explosive damage+proximity to other hitboxes+damage multiplier - one headshot can clear a cluster of zombies or put down a single imp or chaingunner most of the time).

I still have to add more enemies (probably gonna port over Helsturm's enemy sprites/sounds and start with those), but they'll make it to the next release. I'm gonna put a date on it - 17 June 2016.

On another, entirely related note, the poll has finished! Out of 27 votes, the most common opinion was that The Trooper's arsenal needs more variety, with 8 votes, followed strongly by a need for more diverse monsters, with 6 votes. Player assets and voice acting tied for third with 3 votes, and maps and story trailed at the end of overarching gameplay concerns with 1 vote along with the notion that The Trooper has become bloated and possibly lethargic. The remainder of the votes are divided thusly: Two people opted to use their votes to tell me that they saw what I did there, three people felt the Nishimura Seven Battle Rifle was just overpowered enough, two felt it was far too much so, one reserved that opinion for the N7's secondary fire, and exactly no one felt that its secondary's excessive power was irrelevant compared to its primary (which is, ironically, my own opinion on the matter, as reflected by the changes to the N7 in the next update). I appreciate the feedback - the biggest improvement areas, it seems are hardly the most difficult, so that'll be the primary focus of the next few updates - enemy and weapon variety, followed closely by new player assets.

I may also narrow down The Trooper down to a single primary mod file, specifically the RDND variant; it invariably ends up being the version I work on first before porting changes to it over to the basic version (patches will be unaffected).
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TheRailgunner
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Re: [WIP] The Trooper - 0.2.4.1 Released! [DUAL REVOLVERS]

Post by TheRailgunner »

So, I've uploaded 0.2.4.1 - here are the changes (shamelessly stolen from a previous post):

*The Tunguska Event dual-wieldable explosive revolver occasionally spawns or drops from Zombiemen.
*The GPMG is now more or less a single-use item; after emptying it, it will be dropped and removed from your inventory.
*The VSK9 and Nishimura Seven have newer sprites (Extra Weapons only)
*The Last Salvo deals more area damage in-transit.
*Enemies are somewhat more diverse - mostly just some new zombies and some extra variants of existing monsters until more interesting opponents enter the battlefield.
*Wolfenstein SS now drop the Sturmgewehr 46 (Extra Weapons only).
*Revenant missiles now home every 4 tics instead of every 2.
*Nishimura Seven now has a higher rate of fire and reduced ADS recoil during primary fire. Secondary fire has greater recoil and a longer view recovery period, but the same rate of fire as primary. Normal bullets do a little over half as much damage to compensate in order to scale the N7's damage to its ammo pool, and to make more apparent that the N7 is more a battle rifle than a sniper.
*Most enemies are vulnerable to headshots, with few exceptions.

Issues I am aware of:
*Any explosive weapon aimed at head level is entirely too effective - for example, hitting an Archvile in the face with a grenade is a one-shot-kill, but isn't really supposed to be.
*The XM27 and Surfeit Torment's dual-wield functions aren't bound to the same key - can be very confusing.

The RDND and base versions have been rolled into one mod - the basic version is otherwise discontinued.
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Lime
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Re: [WIP] The Trooper - 0.2.4.1 Released! [DUAL REVOLVERS]

Post by Lime »

Hello!
- So I Was Trying the New Update when this came out. the same bug.

Script error, "the_trooper.pk3:decorate/effects/puffs.txt" line 183:
"ALLOWTHRUFLAGS" is an unknown flag

P.S - I tried dev (the new version yesterday [gzdoom-g2.2pre-1664-g18ebe92]) and vintage versions [gzdoom-g1.10pre-1359-g6a8e60c].

EDIT: Nevermind, I figured it out.
Last edited by Lime on Thu Jun 16, 2016 11:16 pm, edited 2 times in total.
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TheRailgunner
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Re: [WIP] The Trooper - 0.2.4.1 Released! [DUAL REVOLVERS]

Post by TheRailgunner »

Lime wrote:Hello!
- So I Was Trying the New Update when this came out. the same bug.

Script error, "the_trooper.pk3:decorate/effects/puffs.txt" line 183:
"ALLOWTHRUFLAGS" is an unknown flag

P.S - I tried dev and vintage versions.
I've tested it with the newest Git build of GZDoom, and it runs fine. ALLOWTHRUFLAGS is relatively recent - what version are you running?
FaggoStorm
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Re: [WIP] The Trooper - 0.2.4.1 Released! [DUAL REVOLVERS]

Post by FaggoStorm »

Wait, im confused.

I want to play the most recent version, so what download link should I click on?
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TheRailgunner
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Re: [WIP] The Trooper - 0.2.4.2 Released! [ALL OF THE FIXES]

Post by TheRailgunner »

FaggoStorm wrote:Wait, im confused.

I want to play the most recent version, so what download link should I click on?
TheRailgunner wrote:Leap ass-first into danger here! Last updated 16 June 2016.
This one. I accidentally put the "last updated" date on Extra Weapons as 06 June (was supposed to be 16 June).

I've found a new bug - it is possible for Demons to become invincible, likely related to the extra hitbox I've been trying to give it (which doesn't seem to have this problem for the other monsters). It seems like the Cacodemon's, the Demon and possibly the Pain Elemental's hitboxes aren't really functioning except when explosive damage is involved, but damagefactors and pain states seem to have no effect (this makes it more difficult to make explosive damage less effective). I haven't replicated the bug yet.

EDIT: I've uploaded a quick-fix that removes a few hitboxes, fixes a sprite problem with the Phasic Knight, and adds a beefier Mancubus, as well as changing the spawn rates between the Stalker and the Lost Soul. The Soul Commander also spawns with some interesting new defenses.

Explosive weapons are no longer absurdly effective at head-level, and Soul Commanders have additional defenses in the way of Stalker escorts. Stalkers themselves explode upon death, damaging anything around them (though damaging other Stalkers more than anything else). Expect enemy balance to be a little less balanced.

I also added a real changelog to the first post.
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Somagu
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Re: [WIP] The Trooper - 0.2.4.2 Released! [ALL OF THE FIXES]

Post by Somagu »

Patched Extra Weapons Nazi isn't included in the decorate.txt, unless there's some other way to get their gun besides cheating?

[edit]Also, are the explosive rounds for Surfeit Torment supposed to also consume shotgun shells when fired? Seems like a bug.
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TheRailgunner
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Re: [WIP] The Trooper - 0.2.4.2 Released! [ALL OF THE FIXES]

Post by TheRailgunner »

Somagu wrote:Patched Extra Weapons Nazi isn't included in the decorate.txt, unless there's some other way to get their gun besides cheating?

[edit]Also, are the explosive rounds for Surfeit Torment supposed to also consume shotgun shells when fired? Seems like a bug.
I went back and fixed the Extra Weapons Nazis, but I can't find anything in the Surfeit Torment's Decorate relating to shotgun shells.

EDIT: Also tried to fix some weirdness with the Revenant Warden's grenades, but wound up just making them a long-range option.
Last edited by TheRailgunner on Sun Jun 19, 2016 1:12 am, edited 1 time in total.
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