[17-03-17] ZERO TOLERANCE UPGRADE

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Should certain weapons be re-balanced?

No, leave the weapons as-is
6
9%
Yes, certain weapons should be rebalanced
19
28%
Yes, but make the rebalance controlled by CVAR
42
63%
 
Total votes : 67

Re: [V1.1] ZERO TOLERANCE 2016

Postby TypeSaucy » Tue Mar 01, 2016 3:26 pm

I came across a problem. The Susan's projectiles hurt you if you're close to a wall on your right.
The projectile is pretty much big enough to explode as soon as you shoot when on a wall, and the splash damage hurts you.
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Re: [V1.1] ZERO TOLERANCE 2016

Postby Princess Viscra Maelstrom » Tue Mar 01, 2016 3:46 pm

i'm pretty sure it did that in the original version.
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Re: [V1.1] ZERO TOLERANCE 2016

Postby Mikk- » Tue Mar 01, 2016 3:49 pm

Well I haven't touched the weapon's behaviour. I believe that's an issue with the original mod.
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Re: [V1.1] ZERO TOLERANCE 2016

Postby Princess Viscra Maelstrom » Tue Mar 01, 2016 5:31 pm

i think the thing is that the gun is angled, and thus the projectiles are also fired at an angle, rather than the center. so in a tight corridor you could very well fire into the wall if you positioned yourself far enough to the right. maybe if the projectiles were a bit tinier, and didn't damage you on impact?
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Re: [V1.1] ZERO TOLERANCE 2016

Postby TypeSaucy » Wed Mar 02, 2016 7:59 pm

I would very much like it if the projectiles are a slightly small. It makes sense that it hurts the player due to radioactive projectiles, but I want to be hurt if I shoot directly to the wall I am against, not when my crosshair is on an enemy and it collides with the wall. Lol
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Re: [V1.1] ZERO TOLERANCE 2016

Postby Ed the Bat » Wed Mar 02, 2016 8:07 pm

Isn't radioactivity good for The Prototype, though? Residue from the radioactive waste barrels gives health and armor bonuses.
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Re: [V1.1] ZERO TOLERANCE 2016

Postby AdmiralAjax » Fri Mar 04, 2016 5:34 pm

Execution could not continue.
Script error, "[v1.1] zp-zerot-2016.pk3:actors/weapons/flaregun.txt" line 44:
Sprite names must be exactly 4 characters

Getting this error. If the answer is devbuild then I'll need help looking for one that isn't constantly shitting itself.
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Re: [V1.1] ZERO TOLERANCE 2016

Postby Blue Shadow » Sat Mar 05, 2016 6:07 am

AdmiralAjax wrote:Getting this error. If the answer is devbuild then I'll need help looking for one that isn't constantly shitting itself.

Pick the newest available, if you're unsure which one to go for.
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Re: [V1.1] ZERO TOLERANCE 2016

Postby Doctrine Gamer » Mon Mar 07, 2016 10:25 am

It's Compatible with Ultimate Doom? I remember the original version Zero Tolerance did not support Ultimate Doom.
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Re: [V1.1] ZERO TOLERANCE 2016

Postby Princess Viscra Maelstrom » Mon Mar 07, 2016 12:14 pm

i'm not sure why it wouldn't be compatible with Ultimate Doom. it's just a weapons mod.
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Re: [V1.1] ZERO TOLERANCE 2016

Postby Mikk- » Mon Mar 07, 2016 1:37 pm

Aside from the fact you can't get the Flak Cannon (Super Shotgun replacement) or Raiden Rifle (Chaingunner drop), Ultimate DOOM should work fine.
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Re: [V1.1] ZERO TOLERANCE 2016

Postby Princess Viscra Maelstrom » Mon Mar 07, 2016 2:59 pm

ooh, maybe add a CVAR that when turned on randomly replaces some of the guns found in Ultimate Doom with those, then?
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Re: [V1.1] ZERO TOLERANCE 2016

Postby Hellser » Mon Mar 07, 2016 3:26 pm

Viscra Maelstrom wrote:ooh, maybe add a CVAR that when turned on randomly replaces some of the guns found in Ultimate Doom with those, then?


I like the idea of this. More modders should do this, as many people (my self included) are Ultimate Doom whores. ;D
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Re: [V1.1] ZERO TOLERANCE 2016

Postby Mikk- » Mon Mar 07, 2016 5:32 pm

That's a good idea. That's definitely down for v1.2, probably would just randomise Susan Pistol to drop Flak Cannon and Bouncer HMG to drop Raiden Rifle on occasion. Maybe even an option to sometimes drop Chaingunner replacements on shotgunner replacement spawns. Dunno if that will mess with the balance too much, though.
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Re: [V1.1] ZERO TOLERANCE 2016

Postby Doctrine Gamer » Mon Mar 07, 2016 7:25 pm

Worked in Ultimate Doom but with some bugs
remember that certain maps do not automatically opened to pass the level, something like that
long ago, I can not remember right
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