[WIP] The Trooper - 0.3.2 ALPHA [ALL SORTS OF STUFF]

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Re: [WIP] The Trooper - 0.3.1 [AIM YOUR MINIGUN]

Postby TheRailgunner » Tue Feb 04, 2020 1:58 pm

Captain J wrote:This mod has dozens of weapons and i love it. Each weapons feel way too powerful and the sound effects are satisfying as well. Reminds me of Russian Overkill but more extra-tactical.
Spoiler: And if you don't mind, i've got some gripes to talk about
This mod is overall, totally powerful. Excellent job!


Ammo being rare is fairly intentional - every enemy drops it, and most weapons spend less ammo to kill most enemies than the enemies drop, so I felt the rarity provides a counterbalance (the bullet-sponginess of higher-level elites and champions being a smaller secondary counterbalance). Stockpiling ammo becomes much easier once you get a backpack and more weapons.

A lot of weapons need improvements in the effects department - the ones I'm using are too resource-intensive. As far as the K-JACK is concerned, it has three differently colored projectiles - I should make some proper muzzleflashes for the other two firing states, but it should at least match the default (orange) projectile. I might add a projectile type selector or something.

What's the problem with the weapon offsets? I know why the HMG is like that, but I don't see how the Pulsar or the Surfeit Torment have poor angles.

I need to set reloading sounds to a different channel for a lot of weapons. As far as casings not having sound effects...I'm not sure. Maybe I left them out on purpose? I'll look into this one.

Anyway, a slight update - the Machiavellian Disciple now has three extra firing modes, shamelessly ripped right out of the Pulsar-D. I doubt I'll keep all of them since they seem redundant, but I may keep Radioactive rounds. Speaking of, a few effects have been trimmed slightly to improve performance, though right now it more or less is the difference between 10-15 FPS while emptying some SFX-heavy weapon and 0.

EDIT II: I've made some more adjustments - the Machiavellian Disciple's new alt modes should be more FPS-friendly. In addition, the Radsuit now protects somewhat against radiation damage from your weapons; while it does leak somewhat, it isn't as lethal once you pick up the suit. You can even sort of fly by using the radiation clouds (just don't fire while stuck in a corner with a low ceiling).
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Re: [WIP] The Trooper - 0.3.1 [MELEE DAMAGE SCALING!]

Postby TheRailgunner » Fri Feb 14, 2020 11:57 pm

Minor update:

Melee damage now scales with level! I may have to increase the damage levels for the sword (or decrease the damage levels for everything else), but it does help melee continue to be viable later on. Unfortunately, the damage gets pretty ridiculous at the upper levels, so I may have to scale health and damage. Also, the sword now properly gives shieldsteal after picking up a Might Focus.
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Re: [WIP] The Trooper - 0.3.1 [MELEE DAMAGE SCALING!]

Postby lwks » Sun Feb 16, 2020 10:49 am

This mod looks really cool but I just can't get into it personally cause I didn't like the mandatory Monster Set (which is weird since I had old files for this mod and the Monster Set was a separate WAD) and I don't really like crosshairs, specially custom ones, they look waaaaaaaaaaaay bigger than a crosshair should be on my screen for some weird reason, I suppose they're "hardcoded" into the sprites right? Any plans on changing these?
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Re: [WIP] The Trooper - 0.3.1 [WEAPONS ONLY VERSION]

Postby TheRailgunner » Sun Feb 16, 2020 7:09 pm

lwks wrote:This mod looks really cool but I just can't get into it personally cause I didn't like the mandatory Monster Set (which is weird since I had old files for this mod and the Monster Set was a separate WAD) and I don't really like crosshairs, specially custom ones, they look waaaaaaaaaaaay bigger than a crosshair should be on my screen for some weird reason, I suppose they're "hardcoded" into the sprites right? Any plans on changing these?


There is a setting under Options to scale the crosshair - I go with 0.25. If there's a way to set the crosshair scale from the get-go (i.e., out of the box), I'll be sure to implement it. Also, I should probably update the FAQ with this one.

Since you didn't like the monster set, I decided to update The Trooper Arsenal (weapons only). The damage values are halved across the board to make up for the lack of enemy leveling or headshot hitboxes.
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Re: [WIP] The Trooper - 0.3.1 [WEAPONS ONLY VERSION]

Postby lwks » Tue Feb 18, 2020 3:33 pm

Oh thanks for that. Also figured I could use the "Force Crosshair" option and scale it to 0, worked like a charm. I'm finding strange the ammount of weapoanry on the same weapon slot, should be even more crowded with full arsenal.
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Re: [WIP] The Trooper - 0.3.1 [WEAPONS ONLY VERSION]

Postby TheRailgunner » Tue Mar 03, 2020 10:25 am

lwks wrote:Oh thanks for that. Also figured I could use the "Force Crosshair" option and scale it to 0, worked like a charm. I'm finding strange the ammount of weapoanry on the same weapon slot, should be even more crowded with full arsenal.


When I make a new version of the HUD, I'll see if I can split the slots up again.

Image
Image

Almost done with the Ma'Tok Staff Weapon - the sprites themselves need some work, but the animations and functionality are nearly final. The Staff Weapon is from Stargate and Stargate SG-1, and is the principal front-line weapon of the Jaffa, the slave warriors of the alien Goa'uld. It deals modestly high explosive damage and has a low rate of fire with relatively high hipfire accuracy; its main advantage is that it has no ammo expenditure and higher headshot damage, which translates to higher damage to Demons, Cacos, Arachnotrons, and Lost Souls. As a little bonus functionality, you can fire three somewhat weaker blasts (similar to how Bra'tac does in the first episode he is shown in, though I can assume that just three semi-automatic blasts in quick succession) with Altfire. The downsides to the Staff Weapon are its relatively low rate of fire, slow selection/melee speed, imperfect accuracy, relatively slow/non-instant projectile speed, and a total lack of upgrades, making it less effective at higher levels, although an upgrade does exist in the code, it mainly exists for effects testing.

A few other changes:

*The Cyborg Baron and Assimilated Hell Knight will now fire Photon Torpedos instead of standard Hell Noble projectiles.
*Arachnotrons will have double health and fire Staff Weapon blasts instead of plasma.
*Zombies will occasionally use the alternate fire modes on the weapons they carry (Slugs and Explosive Shells for shotgunners, grenades for most of the rifle zombies).
*More zombies in general (hopefully, one for almost every weapon the player can get; I may have zombies drop their specific weapons again).

EDIT 3: I'm gonna add a small section with tips and strategies!

Spoiler:
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Re: [WIP] The Trooper - 0.3.2 ALPHA [ALL SORTS OF STUFF]

Postby TheRailgunner » Tue Mar 24, 2020 9:21 am

So, this is a development build of 0.3.2. It has the Ma'Tok Staff Weapon, along with new sprites for a number of zombies, to make them easier to distinguish (and EXtinguish). Mancubi now ignore the level system for the time being, so Dead Simple and other levels with Tag 667 specials will work. Cybernobles now fire Photon Torpedoes as their principal armament, and Arachnotrons fire Goa'uld Staff Cannons instead of plasma (they also possess energy shields, as do Fallen Legionnaires).

The Staff Weapon has two upgrades - the Bra'tac Burst (three weaker blasts fired in quick succession) and the Classic Staff Upgrade (brings the Staff Weapon from "SG-1 damage" to "Stargate Film Damage" - while the weapon is shown to be fairly limited in damage output in SG-1, the version that appears in the original Stargate film sent targets flying upon impact and could reduce stone walls to rubble).

Other things: The XP curve for levels has been changed - levels now take muuuuuch longer to get, and weapons require much more XP to upgrade (common: 2500 XP per upgrade, uncommon: 3000 XP, rare: 4000 XP, legendary, 5000 XP, exotic/mythic: 10000 XP). Zero Legionnaires now occasionally spawn as mini-boss-level Chaingunner replacements; spawning in groups of four, with one Captain (long range), one Skirmisher (close range), and two non-specialized Legionnaires (mid-range and fire support), their AT Fields are much more resilient than normal energy shields, though they are nerfed compared to their source material (an AT Field makes "conventional weapons useless against the Angels", but most of the Trooper's weapons ARE conventional, so compromises had to be made). Still, Zero Legionnaires are both tough and merciless - do not let them keep a direct line of sight on you unless you can swiftly break their shields, and take cover if you see them. Also, I haven't fixed all of the visual bugs yet, so don't be surprised by hovering gibs and the like. They are guaranteed to drop the N7 Battle Rifle and N8 Sniper Rifle, however, so persistence pays off (these weapons also make it easier to deal with them in the future). One last tip: Do NOT melee them - their shields are immune to it, and they Crossplode(tm) upon death, dealing lethal damage to anything close enough - namely, the unlucky SOB who punched them to death.

0.3.2 is NOT complete, but I also want to get it out there before the world ends or something. I intend to make more changes, adjustments, fixes, and improvements in the coming days.

EDIT: Zero Legionnaires now have +DROPOFF, +JUMPDOWN, and a MaxStepHeight of 256, giving them far superior pursuit capabilities. Owing to each Legionnaire's range preferences, they tend to surround the player by blocking entryways and flanking before closing in. I should probably considering preventing them from spawning when the player is below a certain level, though - they CAN be defeated with starting weapons, just not easily. Would also make their weapon drops harder to get until then.
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