[WIP] The Trooper - 0.3.4 [INFINITE HIATUS]
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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.
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.
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Re: [WIP] The Trooper - 0.2.6 [ANGEL ATTACK]
Can anyone explain the hud numbers? It isn't like the OP makes a great job at it.
- Metalworks41190
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Re: [WIP] The Trooper - 0.2.6 [ANGEL ATTACK]
For some reason when ever I set the "KSR VSK7 Nightshade" to slug mode and try the secondary fire my game crashes. Is there something I can do to change that?
- TheRailgunner
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Re: [WIP] The Trooper - 0.2.6.1 [ANGEL ATTACK + HUD]
I haven't been able to reproduce the error - can you give any details (like GZDoom version, Trooper version, etc.)?Metalworks41190 wrote:For some reason when ever I set the "KSR VSK7 Nightshade" to slug mode and try the secondary fire my game crashes. Is there something I can do to change that?
In the mean time, I've been tweaking the Angelsphere (alt-fire shoots four blasts instead of one) and, more importantly, made some changes to the HUD (reordered and clearly defined ammo information).
Next will hopefully be weapon status indicators. Namely, what settings are active on the weapon when it's selected.
- Metalworks41190
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Re: [WIP] The Trooper - 0.2.6.1 [ANGEL ATTACK + HUD]
I'm using GZDoom 4.2.1 and using the latest version of The Trooper on the map pack No End In Sight. Also my PC Specs are Win 7 Ult 64 bit, 8 Gigs of RAM, GeForce GTX 970, Intel Core i5-3570 CPU 3.40Ghz and I play on wide screen HD TV through an HDMI cable I don't have a stander PC monitor at the moment. If you need more info like what my GZD setting's are just tell me witch ones and thanks for the response.
- TheRailgunner
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Re: [WIP] The Trooper - 0.2.6.1 [ANGEL ATTACK + HUD]
Metalworks41190 wrote:I'm using GZDoom 4.2.1 and using the latest version of The Trooper on the map pack No End In Sight. Also my PC Specs are Win 7 Ult 64 bit, 8 Gigs of RAM, GeForce GTX 970, Intel Core i5-3570 CPU 3.40Ghz and I play on wide screen HD TV through an HDMI cable I don't have a stander PC monitor at the moment. If you need more info like what my GZD setting's are just tell me witch ones and thanks for the response.
Couldn't reproduce it, though for all I know, I have to update my GZD and see what happens.
- Metalworks41190
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Re: [WIP] The Trooper - 0.2.6.1 [ANGEL ATTACK + HUD]
I just noticed it only crashes when I shoot at zero slugs.
- TheRailgunner
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Re: [WIP] The Trooper - 0.2.6.2 [ANGEL ATTACK + HUD]
Fixed. I also made a couple of big changes:Metalworks41190 wrote:I just noticed it only crashes when I shoot at zero slugs.
*Weapons now have Level Requirements: Uncommons require a player level of 5, Rares require level 10, Legendaries require level 15, and Exotic require maximum level (20).
*XP scale changed - Weapon upgrades now come in increments of 500(C), 750(U), 1000(R), 1250(L), and 1500(E) XP instead of 500/1000/1500/2500.
*Nishimura Seven scoped ADS frames and animations changed.
- Metalworks41190
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- Joined: Tue May 21, 2013 1:22 pm
Re: [WIP] The Trooper - 0.2.6.2 [ANGEL ATTACK + HUD]
Thanks for the fix guy.
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Re: [WIP] The Trooper - 0.2.6.2 [ANGEL ATTACK + HUD]
Bug report: even after leveling up to Level 10, the M41A Pulse Rifle does nothing when hitting Primary Fire. Secondary does work, however.
- ohyeahbabyithurts
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Re: [WIP] The Trooper - 0.2.6.2 [ANGEL ATTACK + HUD]
My game crashes every time I switch to the Marco Automatic Rifle for some reason.
Just for context, I'm using (G)ZDoom version 4.2.4.
Just for context, I'm using (G)ZDoom version 4.2.4.
- TheRailgunner
- Posts: 1556
- Joined: Mon Jul 08, 2013 10:08 pm
Re: [WIP] The Trooper - 0.2.6.2 [ANGEL ATTACK + HUD]
Hmmst - I haven't recreated this (for reference, I am using the most recent dev build of GZDoom). Maybe update your GZDoom and try again? Otherwise, I'll upload the version I currently have, which does not appear to exhibit this issue.ohyeahbabyithurts wrote:My game crashes every time I switch to the Marco Automatic Rifle for some reason.
Just for context, I'm using (G)ZDoom version 4.2.4.
I'm testing removing the weapon selection system to allow compatibility with Weapon Menu - I hope to assemble a group of mods I believe complement The Trooper, such as Target Spy, Aim Assist, Weapon Menu, among others.
WAIT - Did you use...IDFA? I've noticed that switching weapons after IDFA often crashes the game. I am adding a secondary cheat item (actor name "VPS2") to allow an all-weapons cheat without triggering a crash.Metalworks41190 wrote:I'm using GZDoom 4.2.1 and using the latest version of The Trooper on the map pack No End In Sight. Also my PC Specs are Win 7 Ult 64 bit, 8 Gigs of RAM, GeForce GTX 970, Intel Core i5-3570 CPU 3.40Ghz and I play on wide screen HD TV through an HDMI cable I don't have a stander PC monitor at the moment. If you need more info like what my GZD setting's are just tell me witch ones and thanks for the response.
- TheRailgunner
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- Joined: Mon Jul 08, 2013 10:08 pm
Re: [WIP] The Trooper - 0.3 TEST
After much deliberation, I've decided to remove the weapon selection system I implemented in earlier versions, but elected to maintain the 1-4 slot system. I've also tidied up the code itself a bit, mainly to remove minor errors on startup (just doesn't look appealing), but also to remove unnecessary actors and make ammo cheats function properly. Testing SHOULD be easier from this point, pending some amount of further simplification, and The Trooper is now (hopefully) compatible with Weapon Menu.
Other things worth mentioning:
*Engrams are also gone - get ready for A Wide Variety of Weapon Pickup Sprites!
*As stated above, IDFA and IDKFA no longer cause game crashes upon weapon switching - it DOES fully upgrade all of the weapons you have, however
*Rifle projectile damages adjusted slightly
*If at maximum shields, additional shield charges will overcharge your shield - while you can go well above max, they will only regenerate once below 700
*Weapons now give both normal and alternate ammo when picked up
*Weapons no longer have a chance to spawn with upgrades unlocked
It may not seem like much, and certainly not enough to warrant a jump from 0.2.6.2 to 0.3, but I think it is an important step forward, and I'm hoping that the somewhat greater ease-of-access and compatibility improvements will make The Trooper a little less cumbersome.
GO NUTS.
Other things worth mentioning:
*Engrams are also gone - get ready for A Wide Variety of Weapon Pickup Sprites!
*As stated above, IDFA and IDKFA no longer cause game crashes upon weapon switching - it DOES fully upgrade all of the weapons you have, however
*Rifle projectile damages adjusted slightly
*If at maximum shields, additional shield charges will overcharge your shield - while you can go well above max, they will only regenerate once below 700
*Weapons now give both normal and alternate ammo when picked up
*Weapons no longer have a chance to spawn with upgrades unlocked
It may not seem like much, and certainly not enough to warrant a jump from 0.2.6.2 to 0.3, but I think it is an important step forward, and I'm hoping that the somewhat greater ease-of-access and compatibility improvements will make The Trooper a little less cumbersome.
GO NUTS.
Re: [WIP] The Trooper - 0.3 [COMPATIBILITY]
I think the level limits should be reconsidered now that the Engram system has been axed. It's frustrating cycling through weapons I literally can't even use to get to the Common tiers.
- TheRailgunner
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Re: [WIP] The Trooper - 0.31 [AIM YOUR MINIGUN]
Very well - Level Requirements have been axed! I may end up decreasing the drop rate for rarer weapons again, and possibly bring back the old Last Salvo sprites.Somagu wrote:I think the level limits should be reconsidered now that the Engram system has been axed. It's frustrating cycling through weapons I literally can't even use to get to the Common tiers.
EDIT: The Trooper Arsenal (weapons-only version) will be receiving an update soon, as may Adversaries.
EDIT II:
The DGA-3 now has iron sights! While there are a few heavy weapons that could use iron sights (Machiavellian Disciple, possibly the DM-6 and Luxor), until I add more weapons, all primary and secondary weapons have some sort of Zoom function. Next up: time to work on status indicators!
EDIT III: 3.1 is up, with some changes to the Machiavellian Disciple - now that it has iron sights, I've given the Disciple's hip-fire a decent bit of spread. The weapon also now has noticeable recoil effects!
In addition, it now has a new firing sound and improved zoom/reload cancels. I may even consider adding a dual-wield state...or universal dual-wielding in general.
- Captain J
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Re: [WIP] The Trooper - 0.3.1 [AIM YOUR MINIGUN]
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 aboutThis mod is overall, totally powerful. Excellent job!