How about...blue?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.
[WIP] The Trooper - 0.2.4.4 Released! [HITBOXES ARE FIXED]
Forum rules
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.
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.
- TheRailgunner
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Re: [WIP] The Trooper - 0.1.6 Released! [HUD UPDATE]
Re: [WIP] The Trooper - 0.1.6 Released! [HUD UPDATE]
Blue's gentler on the eyes, but you should probably take a lesson from the ammo counters and raise the contrast on the other hud elements against the background so they stick out more.
Also I found a glitch with the VSK7. If you switch to Slug shots, the alt-fire has infinite ammo for an explosive spread shot; found it because I picked up the weapon at the beginning of Doom 2 where it'd have no alt ammo to begin with.
Also I found a glitch with the VSK7. If you switch to Slug shots, the alt-fire has infinite ammo for an explosive spread shot; found it because I picked up the weapon at the beginning of Doom 2 where it'd have no alt ammo to begin with.
Re: [WIP] The Trooper - 0.1.6 Released! [HUD UPDATE]
there's something about the BFG that makes it really ineffective against cyberdemons
i can dump all the ammo i have on one and still need to finish it off with bullets
also the alt-ammo switch sounds play twice for the tertiary ammo type and the shotgun's ammo swap gets jammed when switching unless you fire/ switch weapons
revolver is pretty cool now
i can dump all the ammo i have on one and still need to finish it off with bullets
also the alt-ammo switch sounds play twice for the tertiary ammo type and the shotgun's ammo swap gets jammed when switching unless you fire/ switch weapons
revolver is pretty cool now
- TheRailgunner
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Re: [WIP] The Trooper - 0.1.6 Released! [HUD UPDATE]
RikohZX wrote:Blue's gentler on the eyes, but you should probably take a lesson from the ammo counters and raise the contrast on the other hud elements against the background so they stick out more.
Also I found a glitch with the VSK7. If you switch to Slug shots, the alt-fire has infinite ammo for an explosive spread shot; found it because I picked up the weapon at the beginning of Doom 2 where it'd have no alt ammo to begin with.
The altammo bug with shotguns has been fixed, as well as the switching sound playing multiple times. I may mess around with the remaining HUD elements (the arms bar numbers aren't supposed to stick out until you pick up weapons anyway).comet1338 wrote:there's something about the BFG that makes it really ineffective against cyberdemons
i can dump all the ammo i have on one and still need to finish it off with bullets
also the alt-ammo switch sounds play twice for the tertiary ammo type and the shotgun's ammo swap gets jammed when switching unless you fire/ switch weapons
revolver is pretty cool now
I don't know why the BFG does so little damage to bosses, I need to read into it more.
Weapons now switch slightly faster - it should be a noticeable gameplay difference.
Re: [WIP] The Trooper - 0.1.6 Released! [HUD UPDATE]
just slap +forceradiusdmg in the projectile to counter the +noradiusdmg flag that bosses haveTheRailgunner wrote: I don't know why the BFG does so little damage to bosses, I need to read into it more.
it might become TOO powerul, but nothing some damagefactor tweaking can't fix
- TheRailgunner
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Re: [WIP] The Trooper - 0.1.6 Released! [HUD UPDATE]
I've given +forceradiusdmg and +nodamagethrust to the support projectiles and chain of explosions - Cyberdemons now fall to four direct hits with the Crimson Spectre.comet1338 wrote:just slap +forceradiusdmg in the projectile to counter the +noradiusdmg flag that bosses haveTheRailgunner wrote: I don't know why the BFG does so little damage to bosses, I need to read into it more.
it might become TOO powerul, but nothing some damagefactor tweaking can't fix
The VSK7's altfire switch should no longer lock up.
EDIT: Fixed a bug where the Sokova 46's grenade didn't deal damage to the player. The Demon Blood Sword can now reflect projectiles.
- Armaetus
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Re: [WIP] The Trooper - 0.1.6 Released! [HUD UPDATE]
You know what this mod can use? A TITLEPIC screen. Also is the quad damage replacing the blursphere? If so, I wouldn't mind seeing it as well since the hitscanners and projectile users seem hellbent on laying waste to me.
Also even tho you toned down the enemy aggression, where is it I change it, is it just the Refire stuff chance?
Also even tho you toned down the enemy aggression, where is it I change it, is it just the Refire stuff chance?
- TheRailgunner
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Re: [WIP] The Trooper - 0.1.6 Released! [HUD UPDATE]
Quad Damage does replace the Blursphere - I'm thinking of replacing the Invulnerability sphere with something more fun.Glaice wrote:You know what this mod can use? A TITLEPIC screen. Also is the quad damage replacing the blursphere? If so, I wouldn't mind seeing it as well since the hitscanners and projectile users seem hellbent on laying waste to me.
Also even tho you toned down the enemy aggression, where is it I change it, is it just the Refire stuff chance?
It's mostly that enemies have a possible jump at the end of each See state loop that increases their aggression point-blank, with the refire more or less adding to it.
I've added a new ammo drop - Bullet Bags, which contain an assortment of normal (non-alternate) bullets for the Surfeit Torment, Sokova 46, Pulsar-D, and GPMG. Smaller bags occasionally replace clips while larger ones sometimes replace clipboxes.
The Sokova 46's damage has been increased slightly.
- TheRailgunner
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Re: [WIP] The Trooper - 0.1.6 Released! [HUD UPDATE]
Fixed a bug with bullet bag spawn states crashing the game via a zero-tic-duration loop.
- Carbine Dioxide
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Re: [WIP] The Trooper - 0.1.6 Released! [HUD UPDATE]
The HUD is a little odd, try making the hologram parts transparent.
- TheRailgunner
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Re: [WIP] The Trooper - 0.1.8 Released! [LEAD IS MY BREAD]
I've increased transparency in the HUD elements. I've also added the Francis-G8K assault rifle, which deals more damage than the Sokova 46 at a slightly lower rate of fire and greater bullet spread, but overall stays on target much more easily.Carbine Dioxide wrote:The HUD is a little odd, try making the hologram parts transparent.
EDIT: I've added the XM27 Submachine Gun, a lightweight automatic weapon with an extremely high rate of fire. Occasionally spawning in the place of the clip, the XM27 is a slot 2 weapon.
- YukesVonFaust
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Re: [WIP] The Trooper - 0.1.8 Released! [LEAD IS MY BREAD]
Can it dual wield? 'cause dual wielding needs more love.TheRailgunner wrote:Carbine Dioxide wrote: I've added the XM27 Submachine Gun, a lightweight automatic weapon with an extremely high rate of fire. Occasionally spawning in the place of the clip, the XM27 is a slot 2 weapon.
- TheLightBad96
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Re: [WIP] The Trooper - 0.1.8 Released! [LEAD IS MY BREAD]
This mod went from a weapon relplacement mod with basic stuff to this level of versatile semi-overpowered stuff right here ( Autoshotguns with explode shells, an explosive handgun that uses mini shotshells to blow shit up, and railguns that shoot explosive rounds, Please don't nerf this). I think this mod is going to get even better with new tools of destruction being released at a steady pace , thats if you plan on adding more things.
P.S. This mod has got me thinking about something weird so please feel free to correct me if i am wrong but is this mod a weapon testing ground for that Immensely Large Project you were planning?
P.S. This mod has got me thinking about something weird so please feel free to correct me if i am wrong but is this mod a weapon testing ground for that Immensely Large Project you were planning?
- Armaetus
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Re: [WIP] The Trooper - 0.1.8 Released! [LEAD IS MY BREAD]
Do tell me not much changed under the monster DECORATE sections since 0.13? The download links still show an April date too and the same file name, should they not follow a version filename like the_trooper_v18 or something like that? Makes it easier to hold onto older files without overwriting the previous version.
- TheRailgunner
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Re: [WIP] The Trooper - 0.1.8 Released! [LEAD IS MY BREAD]
To be honest, I usually don't remember to update the "last updated" text with each update, which is probably something I should handle more promptly in the future. I usually don't apply the version name to the files themselves - hence thetrooper.pk3, helsturm.pk3, etc. Monster DECORATE hasn't really changed much since 0.1.3 eitherGlaice wrote:Do tell me not much changed under the monster DECORATE sections since 0.13? The download links still show an April date too and the same file name, should they not follow a version filename like the_trooper_v18 or something like that? Makes it easier to hold onto older files without overwriting the previous version.
Quite possibly, depending on which project you are referring to.The Thing Thing wrote:P.S. This mod has got me thinking about something weird so please feel free to correct me if i am wrong but is this mod a weapon testing ground for that Immensely Large Project you were planning?
I may also be thinking about doing something with this weapon:
The Nishimura Seven Battle Rifle.