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

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Re: [WIP] The Trooper - 0.1.4 Released! [AI UPDATE]

Postby Armaetus » Tue Apr 26, 2016 6:00 pm

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.
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Re: [WIP] The Trooper - 0.1.4 Released! [AI UPDATE]

Postby TheRailgunner » Tue Apr 26, 2016 11:57 pm

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.


Meh, I'll come up with skill names for The Trooper whenever I feel like it. I'm sorry if it sounds rude.

I'm trying something new with the Surfeit Torment's altfire - Magnum Shells.
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Re: [WIP] The Trooper - 0.1.4 Released! [AI UPDATE]

Postby Armaetus » Wed Apr 27, 2016 9:58 am

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?
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Re: [WIP] The Trooper - 0.1.4 Released! [AI UPDATE]

Postby TheRailgunner » Wed Apr 27, 2016 10:22 am

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?


AP rounds deal more damage and penetrate multiple targets. Kinda wish I had a more interesting altfire for it, to be honest.

I might add +NOEXTREMEDEATH to the Pulsar.
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Re: [WIP] The Trooper - 0.1.4 Released! [AI UPDATE]

Postby Armaetus » Wed Apr 27, 2016 12:54 pm

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.
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Re: [WIP] The Trooper - 0.1.4 Released! [AI UPDATE]

Postby LedIris » Wed Apr 27, 2016 1:17 pm

The +NOEXTREMEDEATH flag needs to be put on the ExplodingMagnumBullet projectile, not the weapon. Right now, the projectile has +EXTREMEDEATH.
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Re: [WIP] The Trooper - 0.1.4 Released! [AI UPDATE]

Postby Carbine Dioxide » Wed Apr 27, 2016 2:18 pm

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.
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Re: [WIP] The Trooper - 0.1.4 Released! [AI UPDATE]

Postby TheRailgunner » Wed Apr 27, 2016 4:11 pm

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.


So, a couple of things:

*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.
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Re: [WIP] The Trooper - 0.1.4 Released! [AI UPDATE]

Postby Carbine Dioxide » Wed Apr 27, 2016 8:14 pm

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.
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Re: [WIP] The Trooper - 0.1.5 Released! [VERSATILE SHELLS]

Postby TheRailgunner » Thu Apr 28, 2016 12:03 am

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.


Yeah, I more or less tried to scale damage down to vanilla levels, so I can imagine that monster packs might be tough.

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.
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Re: [WIP] The Trooper - 0.1.6 Released! [HUD UPDATE]

Postby TheRailgunner » Fri Apr 29, 2016 10:58 pm

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.
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Re: [WIP] The Trooper - 0.1.6 Released! [HUD UPDATE]

Postby Somagu » Fri Apr 29, 2016 11:17 pm

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.
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Re: [WIP] The Trooper - 0.1.6 Released! [HUD UPDATE]

Postby Cryomundus » Fri Apr 29, 2016 11:52 pm

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.

Nah, your right, it's got too little contrast, the numbers and the background blend together a bit. Looks damn good otherwise!
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Re: [WIP] The Trooper - 0.1.6 Released! [HUD UPDATE]

Postby comet1337 » Sat Apr 30, 2016 12:09 am

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?
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Re: [WIP] The Trooper - 0.1.6 Released! [HUD UPDATE]

Postby Wivicer » Sat Apr 30, 2016 1:36 am

I would assume those are for the keys.
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