Lambda: The OpFor Update - HD Pack

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Re: [Release] Lambda: The OpFor Update

Postby MaxRideWizardLord » Mon Feb 04, 2019 7:36 am

Wish displacer could one cybers tho, since it's meant to basically "teleport" foe in another dimension where it won't bother you anymore. Also, is there planning m2 attack for it?? So far displacer feels very underwhelming, since it's electric arc only ticles enemies, can't "teleport" some of the enemies, the AoE is too slow even compared to original Oposing Force (not sure if in original oposing force the splash was based on multiple 3D models) and you can't even teleport yourself to a room full of healthkits and some backpacks.
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Re: [Release] Lambda: The OpFor Update

Postby armymen12002003 » Mon Feb 04, 2019 8:54 am

Also any chance of having Shephard's hands as an addon?
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Re: [Release] Lambda: The OpFor Update

Postby StroggVorbis » Mon Feb 04, 2019 9:35 am

The Displacer altfire could teleport you to the Player 1-4 start in coop or to any deathmatch start in multiplayer. Like Heretic's or Hexen's Chaos Device. The question is if it's worth wasting 60 cells for that. The amount could be lowered though as in OpFor it was solely done to prevent you from teleporting again while in Xen since one altfire uses more than 50% of your max cells and Xen was intentionally devoid of them.
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Re: [Release] Lambda: The OpFor Update

Postby LossForWords » Mon Feb 04, 2019 11:27 am

oh, i forgot, using the tripmine and kill monsters cheat breaks the mod too, with the same red warning:
tried to read from address zero. in function parameter "self"
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Re: [Release] Lambda: The OpFor Update

Postby StroggVorbis » Mon Feb 04, 2019 11:38 am

Haven't tested the satchels, but the tripmines block lifts & doors like in Half-Life. Could that be extended to apply to the player too? That way you can make stepping stones and don't need a coop partner to boost you via crouch jumping :P
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Re: [Release] Lambda: The OpFor Update

Postby armymen12002003 » Mon Feb 04, 2019 1:55 pm

LossForWords wrote:oh, i forgot, using the tripmine and kill monsters cheat breaks the mod too, with the same red warning:
tried to read from address zero. in function parameter "self"


yea i've noticed bout all of the crashes call from this self thing.
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Re: [Release] Lambda: The OpFor Update

Postby TheCamaleonMaligno » Mon Feb 04, 2019 4:06 pm

LossForWords wrote:hey, just droppin' by to notify you that when i step into hazardous floors, the mod straight up crashes.

Alright, fixed, thanks for the report.
had a little bit trouble finding the problem since it never crashed to me until i tested with the 32bit version of gzdoom

epiccolton26 wrote:I seem to be unable to select the Opposing Force weapons, even when I pick them up in-game, use IDKFA, or the "give weapons" cheat in the commandline. Just figured I'd shoutout that possible bug.

it's intentionally that using cheats won't give you the op4 weapons, but now i considered adding them to impulse 101.

DabbingSquidward wrote:The vertical recoil toggle doesn't work properly for me, the screen jerks if I move sideways when firing.

haven't experencied that, it works fine to me, is anyone having the same issue?
the MP5's behavior when dropped. It always gives 50 ammo like in OpFor

I'ts unintentional but intentional at the same time, i'm using a randomspawner to spawn the mp5, using randomspawners has the side-effect of not halving the amount of ammo given by a dropped weapon. I thought it'd be better if it gave some more ammo instead just 25 because there are moments in some map/mappacks when ammo really lacks.

MaxRideWizardLord wrote:Wish displacer could one cybers tho, since it's meant to basically "teleport" foe in another dimension where it won't bother you anymore. Also, is there planning m2 attack for it?? So far displacer feels very underwhelming, since it's electric arc only ticles enemies, can't "teleport" some of the enemies, the AoE is too slow even compared to original Oposing Force (not sure if in original oposing force the splash was based on multiple 3D models) and you can't even teleport yourself to a room full of healthkits and some backpacks.

Well, in the original game you couldn't teleport gargantuas, gonarchs nor apaches so that's basically what i'm trying to achieve.
Ah, i completelly forgot to mention that you can place a teleport destination when pressing the Reload button, it costs 5 cells.
And agreed, with the AoE being too slow, i've speeded it up. The electric bolt is meant to be weak, with the purpose of triggering the enemies' pain state so they move less and make it easier for the projectile to hit them
DabbingSquidward wrote:The Displacer altfire could teleport you to the Player 1-4 start in coop or to any deathmatch start in multiplayer. Like Heretic's or Hexen's Chaos Device. The question is if it's worth wasting 60 cells for that. The amount could be lowered though as in OpFor it was solely done to prevent you from teleporting again while in Xen since one altfire uses more than 50% of your max cells and Xen was intentionally devoid of them.

Didn't want to make it teleport the player to other parts of the map since most of the maps weren't made with that in mind, the player would get stuck in some rooms without the ability to come back, accidentally triggerering traps or having early access to keys or stuff like that
but yeah, in deathmatch it already teleports you to random deatmatch starts
Speaking of which, it would be nice to add a check to the ScriptedSpawner to search the map and the player's inventory for weapons before spawning ammo. So that if you get the crossbow you won't find sniper ammo if the rifle doesn't exist elsewhere in the map.

i already had that idea but didn't implement it because i don't know how much impact would it have on the game's performance since every placed item will have to check for every actor in the map just to find said weapon, it's kinda complicated to explain

armymen12002003 wrote:Also any chance of having Shephard's hands as an addon?

i was thinking about that but not for now

Quick-fix patch here
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Re: [Release] Lambda: The OpFor Update (minor bugfix)

Postby armymen12002003 » Mon Feb 04, 2019 5:30 pm

Nice loving the quick fix it works well the kriegsland enemies i would love to see a custom monster pack for this and looking forward to seeing shephards hands for this.
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Re: [Release] Lambda: The OpFor Update (minor bugfix)

Postby Apaul27 » Mon Feb 04, 2019 11:10 pm

I've had a problem with the options menu for you mod, when I try to enable Opposing Force weapons and/or reloadable weapons, it doesn't working at all, you "might" want to fix those problems.
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Re: [Release] Lambda: The OpFor Update

Postby StroggVorbis » Mon Feb 04, 2019 11:35 pm

DabbingSquidward wrote:The vertical recoil toggle doesn't work properly for me, the screen jerks if I move sideways when firing.

haven't experencied that, it works fine to me, is anyone having the same issue?

For the record, I'm using GZDoom 3.7.2 x64, have Prescale Mouse Movement and Smooth Mouse Movement disabled. The latter fixes it but causes input lag, try checking your settings and see if there's any difference.

Thanks for trying to look into it :)
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Re: [Release] Lambda: The OpFor Update (minor bugfix)

Postby TheNoob_Gamer » Tue Feb 05, 2019 12:36 am

How do I switch to HD models in this mod? I somehow couldn't found the option.
And the shotgun now felt really underpowered: I can't even kill an imp with the shotgun's primary fire, and a pinky with the secondary fire (mostly, on UV). Will you buff it?
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Re: [Release] Lambda: The OpFor Update (minor bugfix)

Postby potetobloke » Tue Feb 05, 2019 2:48 am

TheNoob_Gamer wrote:How do I switch to HD models in this mod? I somehow couldn't found the option.

It's not yet available.
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Re: [Release] Lambda: The OpFor Update (minor bugfix)

Postby StroggVorbis » Tue Feb 05, 2019 5:24 am

Any plans for more weapons & entities from other GoldSrc games & mods? It's basically just Quake, but I'd love to play this with the Deathmatch Classic armament :P

Edit: Noticed that the pitch of snarks does not increase the closer they are to spontaneous combustion. Probably not possbile in GZDoom though.
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Re: [Release] Lambda: The OpFor Update (minor bugfix)

Postby EddieMann » Tue Feb 05, 2019 5:35 pm

Downloaded the two files, can't find the Opposing Force weapons, even with the "Give All" and idfa/idkfa commands.
Last edited by EddieMann on Tue Feb 05, 2019 5:40 pm, edited 1 time in total.
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Re: [Release] Lambda: The OpFor Update (minor bugfix)

Postby armymen12002003 » Tue Feb 05, 2019 5:37 pm

EddieMann wrote:Downloaded the two files, can't find the Opposing Force weapons at all when I play the game.


That's weird I've been finding all the op4 weapons except the desert eagle so you just have to look :D
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