Re: The Soldier Z - WIP - Update 9 13/12/2017
Posted: Tue Dec 19, 2017 9:57 am
Can confirm that the ammo degradation after 75% is intentional.
Discussion about ZDoom
https://forum.zdoom.org/
This is fixable in a way that works even when you do have space for the other ammo types - spawn smaller pickups in the world for the ammo that can't be picked up. This is can even be used, for example, so you don't waste 3 shells when you can only pick one up.Somagu wrote:I'm not sure this is something that can be fixed, since ammo boxes and shell boxes give more than one type of ammo, as they aren't a "normal" ammo pickup. Maybe someone can correct me as this is something that could use fixing in a few other mods, too.
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--Melee
-Grenade throwing much faster
--DM51
-Pickup sound added
-Backpack now doubles capacity
--UMP45
-Chamber mechanics added
-Reload animation tweaked
-New firing sound
-Fixed a weird, barely visible visual bug in reload
--MP5K
-Reload slowed down very slightly
-New sounds
--Winchester Model 1912
-Reload slightly faster
--G36
-Changed magazine pickup sound
--LetterLetterNumberNumberSniperRifle
-Switching slightly faster
--SPAS-12
-New sounds
--Misc
-Shell Boxes and Mag Boxes are now 'smart' and won't be picked up if you are full on ammo
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Gameplay
-Start off with one medikit.
-All guns no longer fire hitscans. Instead, they fire fast projectiles with velocities based on the real world speed of the bullet.
UMP45
-Fixed bug where Power Upgrade would not increase accuracy of every other shot.
M9A3
-Updated HUD sprite
-Jam chance reduced
-Accuracy increased
Winchester Model 1918
-Pickups now give random amount of shells
-Spread greatly tightened
-Fixed bug where braced fire would ignore Upgrades
G36
-Pickups now give 1-2 magazines.
-Magazine capacity increased to 4/8.
-Utility Upgrade suppression effect greatly increased.
M249
-Greatly reduced spawn chance.
MBT LAW
-New use mechanics! Now pickups are added as inventory items. Using this item added the weapon to your Slot 5. You can carry 2 in your inventory at a time, for a total of 3 MBT LAWs total.
-Missile ignition speed greatly increased
-Updated explosion VFX
-Updated missile sprites
Sorcerer
-Speed Upgrade now effects passive cooldown
-Fixed bug where cooldown cap was 15% with Speed Upgrade
SPAS-12
-Pickups now give random amount of shells.
-Spread greatly tightened.
Archmage
-Manual cooldown cap lowered to 5%.
-Deselect speed increased.
-Charge time decreased.
-Ammo consumption reduced on main fire. Can now fire 3 shots with some power leftover.
-Tweaked explosion VFX
LLCoolJ12TheGun
-Greatly increased unscoped accuracy. Still not the ideal way to use it.
-Unscoped recoil greatly increased
Items
-Added missing backpack sound
-Item pickup sprites scaled down to "realistic" sizes
-Medikits now heal over time, instead of instantly. They heal 30 HP over the course of 15 seconds.
-Medikits can only be used one at a time.
-Medikits carry up to 4.
Misc
-Various VFX tweaked
-Tweaked Barrel VFX
-Key display is now by Health/Armor display
-HUD now displays name of weapon by ammo counter
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Gameplay
-Two new sidearm classes added: Revolver and Sawn Off! The Revolver is a single action .44 Magnum. It's powerful, slow to reload and must be manually cycled. The Sawn Off is a break action double barrel that can use both buckshot and flechette rounds.
-Guns that have multiple fire modes IRL now have them in game. Use Weapon State 2 to switch firemode.
-Non-automatic weapons must now be manually cycled with Alt-Fire.
-New difficulty added: Hell or Hell? Heaven or Hell's damage rules with increased monster aggresiveness.
-Dodge Rolling is easier to perform and requires less minimum speed.
-Medikit healing mechanics updated. Can only carry two, but they heal much more. They heal more damage the more you are injured, but heal faster the healthier you are. Getting hit interupts the healing, so take cover. They heal a minimum of 25 HP.
-Weapon switching mechanics updated. All weapons now have the same amount of "put away" time, but have differing retrieval time based on the weight of the weapon.
-Grenade throwing faster overall.
-Various sounds added and changed.
-Various VFX updated.
-Barrel explosion damage increased.
-Upgrades are now smart. Will only spawn upgrades for weapons you already have, and will not spawn the same upgrade twice.
Knife
-Melee changed to knife.
-Main fire stabs, alt fire slashes. Slashing does more damage, but is slower.
-Forces pain, so can stun lock.
Sawn Off
-Sawn Off shotgun added.
-Main Fire shoots one barrel, Alt-Fire shoots both. Reload time lengthened when reloading both barrels.
-Switching firemode switches type of shell used.
-Uses ammo.
Ruger Super Blackhawk
-Revolver added.
-Main fire shoots, Alt-fire cycles.
-Reloads super slowly, but has unlimited ammo.
-Very high damage, difficult to use.
UMP45
-Firing sprites updated.
-Firemodes added: Automatic, 2-round burst and Semi-auto
-Accuracy increased.
-Recoil increased.
-Deselect speed greatly increased.
MP5K
-Firemodes added: Automatic and Semi-auto.
-Rate of Fire decreased slightly.
-Speed Upgrade effects switching speed.
-Deselect speed greatly increased.
-Accuracy increased.
M87 Marine Magnum
-M1918 is now the M87 Marine Magnum.
-Spread altered.
-Must be manually pumped with Alt-Fire.
-Power Upgrade changed to Tungsten Magnum Shells. Does more damage, and travels faster.
-Utility Upgrade changed to extended magazine tube.
SPAS-12
-Moved to Slot 3.
-Sprites tweaked.
-Fire modes added: Pump-action and Semi-Auto
-Must be manually pumped in pump action. Alt-Fire pumps.
-Semi auto mode can jam. Pump to clear.
Styer AUG
-G36 changed to the Styer AUG!
-Main fire shoots, Alt-Fire uses the scope.
-Slightly more accurate.
-Fire rate slightly less.
-Recoil reduced. Foregrips.
-Damage increased slightly to account for bullet fragmentation.
-Utility Upgrade changed to extended magazines.
HK23e
-Weapon drops do not yeild ammo. Must drop the gun for the new one.
-M249 changed to HK23e with underbarrel M203 Grenade Launcher. Realism be damned on this one.
-Main fire shoots. Alt-Fire shoots and reloads the GL.
-Has 3 firemodes: Automatic, 3-round burst and semi-auto.
-Grenades from the grenade launcher stronger than grenades thrown. Can be found with throwing grenades.
-Ammo capacity lowered to 100, and reloading actually animated.
-Spawn chance lowered.
-Damage increased slightly.
M72A4 LAW
-MBT LAW changed to M72A4 LAW.
-Carrying mechanics updated. Now you will no longer drop the slot completely when out. You can also prepare up to 3 LAWs at onces, switching them out when the last one is fired.
-Can carry up to 4 in reserve.
-Explosive damage slightly less.
-Explosive damage forced.
-Projectile speed greatly increased.
-Much faster handling.
Sorcerer
-Alt fire changed to explosive charge shot. Does grenade damage, but no frag. Uses a decent chunk of charge and generates large chunk of heat.
-Firemodes added: Normal, Scatter and Supression.
-Suppression mode generates little heat, uses little charge, and does little damage. Forces stun and has high RoF.
-Scatter mode does a shotgun blast of supression shots. Uses moderate charge and generates moderate heat.
-Utility upgrade updated: Focusing Lens. Turns all shots into hitscan lasers.
xxx420ProSniper1337NoScopexxx
-Unscoped accuracy increased.
-Recoil increased.
-Bolt must be manually pulled with Alt-Fire
-Weapon State 2 uses scope.
-Penetration increased.
I've noticed the same issue for the SPAS. That aside, this update is extremely good and fun! Manual cycling feels great and snappy, and I looooove the revolver! It's a beast and I'm gonna be glued to revolver classes for good I think.RikohZX wrote:One quirk with the manual cycling for the pump action shotguns (or at least the Remington) is that if you empty your ammunition, you cannot cycle the last shell out and have to reload at least one in before you can cycle it and reload to full again.
RikohZX wrote:One quirk with the manual cycling for the pump action shotguns is that if you empty your ammunition, you cannot cycle the last shell out and have to reload at least one in before you can cycle it and reload to full again.
This is semi intentional, semi not. It was to save on having to do some extra lines and shit for casing spawning, and making sure if you pump while empty, then reload that you don't go to full + 1, etc. Chop it up to me being bad. It'll probably get fixed in the next update.JimmyJ wrote: I've noticed the same issue for the SPAS. That aside, this update is extremely good and fun! Manual cycling feels great and snappy, and I looooove the revolver! It's a beast and I'm gonna be glued to revolver classes for good I think.
Not a bug. Well, it showing up briefly while throwing grenades is, but you have to "use" one that you have in reserve in inventory before it will actually show up and be ready to fire. This one is on me for not properly explaining the mechanic. I'll get in into the OP while I work on updating it over the week.DabbingSquidward wrote:Maybe it's just me, but the newest update seemed to break the MBT LAW. If I pick one up, it says I have 0 shots and it won't bring up the sprite, except if I throw a grenade, then it suddenly pops up and lowers immediately.