[WIP] The Trooper - 0.3.4 [INFINITE HIATUS]
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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.
- Doominer441
- Posts: 198
- Joined: Thu Oct 24, 2013 9:04 pm
Re: [WIP] The Trooper - 0.2.4.8c [Recoil CVAR]
I've found a bug. When dual-wielding the XM27s, the left XM doesn't produce any smoke when firing bursts.
Last edited by Doominer441 on Sun Mar 05, 2017 4:04 pm, edited 2 times in total.
- TheRailgunner
- Posts: 1556
- Joined: Mon Jul 08, 2013 10:08 pm
Re: [WIP] The Trooper - 0.2.4.8c [Recoil CVAR]
Fixed!Doominer441 wrote:I've found a bug. When dual-wielding the XM27s, the left XM doesn't produce any smoke when firing bursts.
At some point, I'm gonna have to update the Zand version - it's a decent bit behind.
EDIT: Fixed an issue where picking up a BulletBag crashes the game.
- Doominer441
- Posts: 198
- Joined: Thu Oct 24, 2013 9:04 pm
Re: [WIP] The Trooper - 0.2.4.8c [Recoil CVAR]
I've also found a few more bugs.
I can't pull out the Tunguska Event, no matter what I do.
I get the error "Unknown item class 792x33Mag to drop from a random spawner" on some maps.
I can't pull out the Tunguska Event, no matter what I do.
I get the error "Unknown item class 792x33Mag to drop from a random spawner" on some maps.
- TheRailgunner
- Posts: 1556
- Joined: Mon Jul 08, 2013 10:08 pm
Re: [WIP] The Trooper - 0.2.4.8d [VSK7 Nightshade]
It's because I disabled it for the time being - sorry about that. I fixed the second part as of the edit on my last post.Doominer441 wrote:I've also found a few more bugs.
I can't pull out the Tunguska Event, no matter what I do.
I get the error "Unknown item class 792x33Mag to drop from a random spawner" on some maps.
Anyway, I've added a reload animation to the VSK7 Nightshade - it reloads after 15 shells. This means that the only weapons left that need reloads are the M97, the DGA-3 (I have the basic sprites I need for it), and the XM27 and VSK9 from Extra Weapons.
I might add the reload for the Tunguska Event, but I honestly would rather not keep the TE in the arsenal anyway - I might put it in Extra Weapons, so I suppose I have a reason to do the reload, but it's gonna be a pain in the ass to reload both guns in-game in terms of time spent for little gain.
- Cryomundus
- Posts: 497
- Joined: Thu Oct 31, 2013 12:33 pm
Re: [WIP] The Trooper - 0.2.4.8d [VSK7 Nightshade]
Now my question is, will you be implementing clips, so we know when the reload is gonna happen? Cuz otherwise it kinda breaks the flow of the game to just arbitrarily reload a gun when the hud still shows I've got hundreds of bullets to go through.
- TheRailgunner
- Posts: 1556
- Joined: Mon Jul 08, 2013 10:08 pm
Re: [WIP] The Trooper - 0.2.4.8d [VSK7 Nightshade]
I may, though it'll require that I put more ammo counters in the HUD - at present, I only really need one extra for the Surfeit Torment, as it has three ammo types, but if I were to, say, give the AS-46's grenade launcher a magazine of 3, it would also require an extra counter just for alternate magazine counts (for all other weapons, this is irrelevant, as there's no organization to whatever rounds are loaded in the magazine - it's entirely determined by what kind of ammo you decide to shoot with).Cryomundus wrote:Now my question is, will you be implementing clips, so we know when the reload is gonna happen? Cuz otherwise it kinda breaks the flow of the game to just arbitrarily reload a gun when the hud still shows I've got hundreds of bullets to go through.
Also, added a reload to the DGA-3 Lost Guardian burst-fire plasma rifle - it reloads after either five bursts or thirty plasma bolts. It's worth noting that six plasma bolts are equivalent to one burst, so any mix between bursts and bolts that totals as equivalent to five bursts or thirty bolts will also trigger a reload.
- Cryomundus
- Posts: 497
- Joined: Thu Oct 31, 2013 12:33 pm
Re: [WIP] The Trooper - 0.2.4.8d [VSK7 Nightshade]
Really, you could just put a generic ammo counter, if you intend on every gun reloading on x amount of shots no matter what ammo type is used. It would come in very, very handy honestly. At least, it'd help just keeping track of how many shots I have left, as right now I have to pretty much mentally keep track how many shots I have till the reload triggers, which is kinda hard when you're constantly switching between weapons.
- Doomguy5th
- Posts: 397
- Joined: Mon Dec 23, 2013 12:49 pm
- Location: Somewhere you shouldn't be
Re: [WIP] The Trooper - 0.2.4.8d [VSK7 Nightshade]
I dunno if it's just me, but the plasma effects and explosion effects seem to consume a lot of my CPU. It would be nice if you got a CVAR that can toggle on/off the special effects (using GZDoom 2.2.0 without bloom).
- TheRailgunner
- Posts: 1556
- Joined: Mon Jul 08, 2013 10:08 pm
Re: [WIP] The Trooper - 0.2.4.8d [VSK7 Nightshade]
I'll do this at some point, probably before the next update.Cryomundus wrote:Really, you could just put a generic ammo counter, if you intend on every gun reloading on x amount of shots no matter what ammo type is used. It would come in very, very handy honestly. At least, it'd help just keeping track of how many shots I have left, as right now I have to pretty much mentally keep track how many shots I have till the reload triggers, which is kinda hard when you're constantly switching between weapons.
I'll see what I can do, but I'll have to find good replacement effects to use before I put it in the mod.Doomguy5th wrote:I dunno if it's just me, but the plasma effects and explosion effects seem to consume a lot of my CPU. It would be nice if you got a CVAR that can toggle on/off the special effects (using GZDoom 2.2.0 without bloom).
In the meantime...
Option to remove scope on Nishimura Seven and use iron sights?
- Cryomundus
- Posts: 497
- Joined: Thu Oct 31, 2013 12:33 pm
Re: [WIP] The Trooper - 0.2.4.8d [VSK7 Nightshade]
Ehhh, it looks a tad generic without that blue scope.
- TheRailgunner
- Posts: 1556
- Joined: Mon Jul 08, 2013 10:08 pm
Re: [WIP] The Trooper - 0.2.4.8d [VSK7 Nightshade]
I suppose I see your point - I had this idea where removing the scope lights up the iron sights, but got lazy and just put it on both versions of the sprite:Cryomundus wrote:Ehhh, it looks a tad generic without that blue scope.
- Doominer441
- Posts: 198
- Joined: Thu Oct 24, 2013 9:04 pm
Re: [WIP] The Trooper - 0.2.4.8d [VSK7 Nightshade]
I gotta say I prefer the scope. Its supposed to be a sniper-type weapon. It would be strange if it didn't have one.
- Carbine Dioxide
- Posts: 1927
- Joined: Thu Jun 12, 2014 3:16 pm
- Location: Anywhere.
Re: [WIP] The Trooper - 0.2.4.8d [VSK7 Nightshade]
It would be cool to have a laser sight mode instead of a scope.
- TheRailgunner
- Posts: 1556
- Joined: Mon Jul 08, 2013 10:08 pm
Re: [WIP] The Trooper - 0.2.4.8e [Nishimura Seven]
Eh, a laser sight seems kind of useless in a game where crosshairs fill the same role, doesn't it?Carbine Dioxide wrote:It would be cool to have a laser sight mode instead of a scope.
In that spirit, I've added Iron Sights mode to the Nishimura Seven - hitting "Reload" removes the scope from your rifle, allowing you to use iron sights for better area awareness in close quarters! Hitting "reload" a second time restores the scope.
The mod is now organized by version number - i.e., it's in the filename now.
- Cryomundus
- Posts: 497
- Joined: Thu Oct 31, 2013 12:33 pm
Re: [WIP] The Trooper - 0.2.4.8e [Nishimura Seven]
Do the various shell types just not spawn atm? I've found literally 2 explosive shells and no slugs across 7 maps while playing Moonblood, so it strikes me as very odd.