[WIP] The Trooper - 0.2.4.4 Released! [HITBOXES ARE FIXED]
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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.
- Armaetus
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Re: [WIP] The Trooper - 0.1.4 Released! [AI UPDATE]
The hitscanners definitely don't fuck around, which is a nice difficulty increase but it can be a pain when there is little/no cover and/or pinned down away from health/ammo.
And just a more reasonable skill name list. It doesn't change gameplay but the names sound better used with this mod.
And just a more reasonable skill name list. It doesn't change gameplay but the names sound better used with this mod.
- TheRailgunner
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Re: [WIP] The Trooper - 0.1.4 Released! [AI UPDATE]
Meh, I'll come up with skill names for The Trooper whenever I feel like it. I'm sorry if it sounds rude.Glaice wrote:The hitscanners definitely don't fuck around, which is a nice difficulty increase but it can be a pain when there is little/no cover and/or pinned down away from health/ammo.
And just a more reasonable skill name list. It doesn't change gameplay but the names sound better used with this mod.
I'm trying something new with the Surfeit Torment's altfire - Magnum Shells.
- Armaetus
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Re: [WIP] The Trooper - 0.1.4 Released! [AI UPDATE]
No worries about it
Also, I wish the zombies (specifically zombieman and sergeant) didn't gib so easily to weapons such as the Pulsar-D sometimes. The double shotgun slug alt I can understand but the Pulsar-D and Torment's normal round alt-fire? Just looks a little weird seeing them getting ripped apart more than usual.
Also, what difference between normal and AP rounds is there with the machine gun?
Also, I wish the zombies (specifically zombieman and sergeant) didn't gib so easily to weapons such as the Pulsar-D sometimes. The double shotgun slug alt I can understand but the Pulsar-D and Torment's normal round alt-fire? Just looks a little weird seeing them getting ripped apart more than usual.
Also, what difference between normal and AP rounds is there with the machine gun?
- TheRailgunner
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Re: [WIP] The Trooper - 0.1.4 Released! [AI UPDATE]
AP rounds deal more damage and penetrate multiple targets. Kinda wish I had a more interesting altfire for it, to be honest.Glaice wrote:No worries about it
Also, I wish the zombies (specifically zombieman and sergeant) didn't gib so easily to weapons such as the Pulsar-D sometimes. The double shotgun slug alt I can understand but the Pulsar-D and Torment's normal round alt-fire? Just looks a little weird seeing them getting ripped apart more than usual.
Also, what difference between normal and AP rounds is there with the machine gun?
I might add +NOEXTREMEDEATH to the Pulsar.
- Armaetus
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Re: [WIP] The Trooper - 0.1.4 Released! [AI UPDATE]
Somehow, the Surfeit Torment still causes extreme deaths on the zombies and imps despite +NOEXTREMEDEATH on the weapon.
I would love to play this with friends online but how how much would be needed to change to be compatible with Zandronum?
Also, you may want to add the Bloodcolor parameters for the Caco and the Hell nobles as seen in the RDND-Trooper combination to the original mod.
I would love to play this with friends online but how how much would be needed to change to be compatible with Zandronum?
Also, you may want to add the Bloodcolor parameters for the Caco and the Hell nobles as seen in the RDND-Trooper combination to the original mod.
Re: [WIP] The Trooper - 0.1.4 Released! [AI UPDATE]
The +NOEXTREMEDEATH flag needs to be put on the ExplodingMagnumBullet projectile, not the weapon. Right now, the projectile has +EXTREMEDEATH.
- Carbine Dioxide
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Re: [WIP] The Trooper - 0.1.4 Released! [AI UPDATE]
The only thing I could see wrong with a Sorfeit Torment alt fire is if it's not explosive. Or maybe you could make it incendiary. The Sorfeit Torment's color scheme says "I make things go BOOM! and Sizzle" to me.
- TheRailgunner
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Re: [WIP] The Trooper - 0.1.4 Released! [AI UPDATE]
So, a couple of things:Carbine Dioxide wrote:The only thing I could see wrong with a Sorfeit Torment alt fire is if it's not explosive. Or maybe you could make it incendiary. The Sorfeit Torment's color scheme says "I make things go BOOM! and Sizzle" to me.
*Pulsar-D now has +NOEXTREMEDEATH (it still occasionally gibs Zombies, which is a bit bothersome).
*Surfeit Torment has a secondary alternate ammo - an Explosive Magnum Shell. The reload key switches the altfire's ammo type.
- Carbine Dioxide
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Re: [WIP] The Trooper - 0.1.4 Released! [AI UPDATE]
Played this with Tib's Mk. 2 monsters... I can't even. Tib's weapons are higher in damage, so it makes it painfully hard to kill even a lost soul with the Night Shade.
Health and armor were also an important part of survival in his weapons mod. 100 health and full armor is nothing compared to 300 health and the lowest set of armor.
Health and armor were also an important part of survival in his weapons mod. 100 health and full armor is nothing compared to 300 health and the lowest set of armor.
- TheRailgunner
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Re: [WIP] The Trooper - 0.1.5 Released! [VERSATILE SHELLS]
Yeah, I more or less tried to scale damage down to vanilla levels, so I can imagine that monster packs might be tough.Carbine Dioxide wrote:Played this with Tib's Mk. 2 monsters... I can't even. Tib's weapons are higher in damage, so it makes it painfully hard to kill even a lost soul with the Night Shade.
Health and armor were also an important part of survival in his weapons mod. 100 health and full armor is nothing compared to 300 health and the lowest set of armor.
I've done a few little things:
*Shell drops have new sprites, and are randomized in groups of 1, 2, and 4.
*The VSK7 and M97 can now toggle extra altfires - reload switches them between explosive and slug shells.
*The M97 now has a lower rate of fire across the board.
- TheRailgunner
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Re: [WIP] The Trooper - 0.1.6 Released! [HUD UPDATE]
So, I've given The Trooper a custom HUD after noticing that extra ammo types couldn't be seen:
Spoiler:Any feedback or criticism would be much appreciated.
Re: [WIP] The Trooper - 0.1.6 Released! [HUD UPDATE]
First impression is that the background light could stand to be a little less... bright? Not sure exactly what it needs, but that limey green/yellow isn't sitting right with me. I'll see if it grows on me.
- Cryomundus
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Re: [WIP] The Trooper - 0.1.6 Released! [HUD UPDATE]
Nah, your right, it's got too little contrast, the numbers and the background blend together a bit. Looks damn good otherwise!Somagu wrote:First impression is that the background light could stand to be a little less... bright? Not sure exactly what it needs, but that limey green/yellow isn't sitting right with me. I'll see if it grows on me.
Re: [WIP] The Trooper - 0.1.6 Released! [HUD UPDATE]
make the green parts a little darker and lower their alpha
it also looks like the text is behind the background
what are those six bars to the left?
it also looks like the text is behind the background
what are those six bars to the left?
- Wivicer
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Re: [WIP] The Trooper - 0.1.6 Released! [HUD UPDATE]
I would assume those are for the keys.