[WIP] The Trooper - 0.2.4.13b [FISTICUFFS]

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Re: [WIP] The Trooper - 0.2.4.13a [E N G R A M S]

Postby TheRailgunner » Sat Apr 14, 2018 1:06 pm

More fixes, also, ENGRAMS.

Let me know how well they work. Also, a second upgrade for the Surfeit Torment!

Oh, and the CS' full name is revealed - Grand Observer Arsenal, GZAVD-044 "Crimson Spectre" Directed Antimatter Cannon (EVD-6b Thunic Antimatter Core, Rev. 15)

Goddamn, that's a mouthful!
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Re: [WIP] The Trooper - 0.2.4.13a [E N G R A M S]

Postby Ribo Zurai » Sat Apr 14, 2018 9:21 pm

Nice! But I tried reloading with the Gehiron Model 83 Minigun and GZDoom crashed badly.
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Re: [WIP] The Trooper - 0.2.4.13a [E N G R A M S]

Postby TheRailgunner » Sun Apr 15, 2018 2:41 pm

Ribo Zurai wrote:Nice! But I tried reloading with the Gehiron Model 83 Minigun and GZDoom crashed badly.


So, I can't replicate it - I've tired with both the Mk. 48 (replaces the Model 83 after version 2.4.10, I believe) and the Machiavellian Disciple minigun, and I've reloaded both with magazines and spare ammo, even attempting to reload while totally out of ammo(all reload crashes I've experienced occurred with spare ammo or without ammo). Can you give me some screens or any further information that might help me pinpoint the issue? I've had a number of bug reports that I can't pinpoint or replicate, and the thought of a mod only working perfectly on my end is mindbogglingly frustrating.

Clarifications and a help screen are inbound soon - my internet access is very limited (I'm using my phone as a hotspot, and I'm sure I only have 2 to 3 GB of data left), but I'll try to put it up sooner rather than later. I've also settled on a unique perk for the Droner 50b - a Micro-Transporter Array, which allows you to shoot literally ANYWHERE by teleporting your projectiles. I'll likely be looking at Russian Overkill's Deathhead launcher altfire in order to achieve this; basically, zooming in allows you to navigate a separate camera that can move through walls, which is where the projectiles are actually fired from. This ability is based off of that of the TR-116 rifle from Star Trek: Deep Space Nine, which possessed a targeting sensor and micro-transporter that allowed wielders to see targets through walls and rooms, killing them without being in the same place as either the victim or the bullet itself, which was beamed directly in front of the target. This ability may elevate the Droner from Rare to Mythic/Exotic (the criteria for the last one being uniqueness; I really should switch the Disciple's and the Spectre's rarities).

EDIT: I've made a few changes. The Crimson Spectre is now Mythic/Exotic while both the DGA-3 and the Machiavellian Disciple are now Legendary; this is because the Crimson Spectre is unique among The Trooper's arsenal - it fires a big ol' BFG blast or, if you prefer, a big' ol BFG mine, while the MD is simply the hosiest of bullet hoses and the DGA-3 is both too unique and too powerful to stay Rare.

On another note, I've fixed a bug with the Surfeit Torment and Firefly - as it turns out, I messed up the jump frames.

EDIT II: Fixed heavy ammo bugs and issues with the Sturmman M97's reload. I also made a lot of zombies tougher, owing to their higher chance of dropping rare loot and my personal wish for players to need to switch weapons with some frequency. I may drop the spawn rates on them as a result.
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Re: [WIP] The Trooper - 0.2.4.13a [E N G R A M S]

Postby m8f » Sun Apr 15, 2018 8:20 pm

TheRailgunner wrote:So, I can't replicate it

I can confirm a bug, but on my side it's not a crush, it's total freeze.
1. Load the_trooper_v02413a.pk3 with Doom 2 IWAD. No other mods.
2. "summon vps" in console. Pick up everything.
3. Select weapon slot 4.
4. Switch to Gehiron Model 83 MDGG (with weapon state 3 or 4 key).
5. Shoot.
6. Reload (after weapon is stopped spinning). Here everything is OK.
7. Shoot again.
8. Reload (after weapon is stopped spinning). Freeze.
I think there is an infinite loop somewhere.
Last edited by m8f on Mon Apr 16, 2018 2:58 am, edited 1 time in total.
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Re: [WIP] The Trooper - 0.2.4.13a [E N G R A M S]

Postby -Ghost- » Sun Apr 15, 2018 11:56 pm

What version of GzDoom is this intended for? Running it with the latest SVN causes a crash on firing a weapon. but it seems to work okay with 3.2.0. I'm glad you added reloading back in, and the engrams system is cool too. Ammo feels extremely scarce though, which makes me wonder if I'm running it on the right GzDoom, because 2-3 of the basic helmet zombies can eat up all my initial pistol ammo easily, leaving me with pretty much nothing for Map 01 of Doom 2.
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Re: [WIP] The Trooper - 0.2.4.13a [E N G R A M S]

Postby Gideon020 » Mon Apr 16, 2018 2:20 am

Can confirm 'summon vps' freeze bug. Have also discovered that using Machiavellian Disciple found in the field or through 'summon tr_machiavelliandisciple' will cause this bug as well.
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Re: [WIP] The Trooper - 0.2.4.13a [E N G R A M S]

Postby TheRailgunner » Mon Apr 16, 2018 2:45 am

-Ghost- wrote:What version of GzDoom is this intended for? Running it with the latest SVN causes a crash on firing a weapon. but it seems to work okay with 3.2.0. I'm glad you added reloading back in, and the engrams system is cool too. Ammo feels extremely scarce though, which makes me wonder if I'm running it on the right GzDoom, because 2-3 of the basic helmet zombies can eat up all my initial pistol ammo easily, leaving me with pretty much nothing for Map 01 of Doom 2.


I apparently need to test this on the newest build - I've been testing on 3.3.0 stable. Can't figure out what the crashes are about, but that'll come with SVN testing. I may have to lower the elite zombies' health somewhat; I have a bad habit of steamrolling everything in my path because of how powerful most weapons are on their own, and I'm used to taking advantage of melee silence via the Demon's Blood Sword in conjunction with headshot bonuses.

Gideon020 wrote:Can confirm 'summon vps' freeze bug. Have also discovered that using Machiavellian Disciple found in the field or through 'summon tr_machiavelliandisciple' will cause this bug as well.


Haven't seen this happen, and I've been trying to crash the MD, believe me - following m8f's instructions just leaves me flabbergasted that I can't break it. Might be a SVN issue, so I'll know for sure after updating. In the mean time, I've updated the mod again with a hopefully fixed Value Pack Spawner that sets your weapon loadout to the rarest weapons you obtain from it (forewarning: so many engrams).
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Re: [WIP] The Trooper - 0.2.4.13a [E N G R A M S]

Postby m8f » Mon Apr 16, 2018 2:49 am

I forgot to write GZDoom version: 3.3.2.
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Re: [WIP] The Trooper - 0.2.4.13a [E N G R A M S]

Postby Gideon020 » Mon Apr 16, 2018 3:09 am

Devbuild from April 9th, 'gzdoom 3.4pre50', so will see if latest devbuild 'gzdoom 3.4pre215' dated April 15th will fix the problem.

EDIT: NOPE. Machiavellian Disciple is consistently bugged if you attempt to reload more than once, partial or empty.
Last edited by Gideon020 on Mon Apr 16, 2018 3:26 am, edited 1 time in total.
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Re: [WIP] The Trooper - 0.2.4.13a [E N G R A M S]

Postby m8f » Mon Apr 16, 2018 3:26 am

I put log function into ReloadAmmoCorrection state:
Spoiler:

And got 264058 log lines of ReloadAmmoCorrection before I killed the process.
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Re: [WIP] The Trooper - 0.2.4.13a [E N G R A M S]

Postby TheRailgunner » Mon Apr 16, 2018 4:23 am

m8f wrote:I put log function into ReloadAmmoCorrection state:
Spoiler:

And got 264058 log lines of ReloadAmmoCorrection before I killed the process.


I've isolated the problem:

Code: Select allExpand view
ReloadAmmoCorrection:
      TNT1 A 0 A_TakeInventory("MDLoaded", 100) //<---IT'S THIS LINE RIGHT HERE
      TNT1 A 0 A_GiveInventory("966x60Mag", 1)
      TNT1 A 0 A_JumpIfInventory("MDLoaded", 1, "ReloadLoop") // If it's full, finish up.
      TNT1 A 0 A_JumpIfInventory("MDExtra", 500, "ReloadAmmoCorrection") //<---Because the first line doesn't take either the right ammo type or the correct amount, this line triggers an infinite loop,                                                                                     as the inventory amount required to trigger it does not change.
      Goto ReloadFinish


It's SUPPOSED to read:

Code: Select allExpand view
      TNT1 A 0 A_TakeInventory("MDExtra", 500)


It took the wrong ammo (as well as the wrong amount) and then repeatedly checked the correction state for changes to the Extra value, of which there were none owing to the state not actually converting extra rounds into magazines. Anyway, I'm uploading the fixed version now, corrected to this:

Code: Select allExpand view
   ReloadAmmoCorrection:
      TNT1 A 0 A_TakeInventory("MDExtra", 500) //<---Now takes the correct item in the correct quantity.
      TNT1 A 0 A_GiveInventory("966x60Mag", 1)
      TNT1 A 0 A_JumpIfInventory("MDLoaded", 1, "ReloadLoop") // If it's full, finish up.
      TNT1 A 0 A_JumpIfInventory("MDExtra", 500, "ReloadAmmoCorrection") //<---No longer broken because the first line DOES WHAT IT'S SUPPOSED TO DO NOW.
      Goto ReloadFinish
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Re: [WIP] The Trooper - 0.2.4.13a [E N G R A M S]

Postby Gideon020 » Mon Apr 16, 2018 4:39 am

TheRailgunner wrote:*snip*


Job's a Good 'Un Boss! She fires like a dream she does!
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Re: [WIP] The Trooper - 0.2.4.13a [E N G R A M S]

Postby TheRailgunner » Mon Apr 16, 2018 4:50 am

Gideon020 wrote:
TheRailgunner wrote:*snip*


Job's a Good 'Un Boss! She fires like a dream she does!


On a quick note - while it's only a minor change, you might want to download it again, as I've streamlined the Value Pack Spawner greatly (instead of spawning a bunch of stuff, it now simply GIVES you what you need). It also takes the form of a suspiciously colorful engram!

EDIT: Just fixed another bug where the GPMG's extra ammo didn't convert properly.
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Re: [WIP] The Trooper - 0.2.4.13a [E N G R A M S]

Postby Gideon020 » Mon Apr 16, 2018 6:29 am

Oh, sweet. Only thing to do now is wait for the final planned weapons. :D

EDIT: Only complaint is that the zombies health buff is fairly significant for the damage the weapons cause, headshots or no.
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Re: [WIP] The Trooper - 0.2.4.13a [E N G R A M S]

Postby TheRailgunner » Mon Apr 16, 2018 7:33 am

Gideon020 wrote:Oh, sweet. Only thing to do now is wait for the final planned weapons. :D

EDIT: Only complaint is that the zombies health buff is fairly significant for the damage the weapons cause, headshots or no.


Gotcha - I uploaded a fixed version with reduced elite zombie health.
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