[WIP] The Trooper - 0.3.3 [1-10 WEAPON SLOTS ARE BACK]

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Re: [WIP] The Trooper - 0.2.6 [ANGEL ATTACK]

Postby Turin Turambar » Thu Sep 05, 2019 4:10 am

Can anyone explain the hud numbers? It isn't like the OP makes a great job at it.
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Re: [WIP] The Trooper - 0.2.6 [ANGEL ATTACK]

Postby Metalworks41190 » Sat Sep 07, 2019 1:50 pm

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?
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Re: [WIP] The Trooper - 0.2.6.1 [ANGEL ATTACK + HUD]

Postby TheRailgunner » Tue Sep 10, 2019 7:50 pm

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?


I haven't been able to reproduce the error - can you give any details (like GZDoom version, Trooper version, etc.)?

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.
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Re: [WIP] The Trooper - 0.2.6.1 [ANGEL ATTACK + HUD]

Postby Metalworks41190 » Wed Sep 11, 2019 10:29 pm

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.
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Re: [WIP] The Trooper - 0.2.6.1 [ANGEL ATTACK + HUD]

Postby TheRailgunner » Fri Sep 13, 2019 7:06 pm

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.


Image

Couldn't reproduce it, though for all I know, I have to update my GZD and see what happens.
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Re: [WIP] The Trooper - 0.2.6.1 [ANGEL ATTACK + HUD]

Postby Metalworks41190 » Sat Sep 14, 2019 4:10 pm

I just noticed it only crashes when I shoot at zero slugs.
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Re: [WIP] The Trooper - 0.2.6.2 [ANGEL ATTACK + HUD]

Postby TheRailgunner » Sun Sep 15, 2019 8:20 pm

Metalworks41190 wrote:I just noticed it only crashes when I shoot at zero slugs.


Fixed. I also made a couple of big changes:

*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.
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Re: [WIP] The Trooper - 0.2.6.2 [ANGEL ATTACK + HUD]

Postby Metalworks41190 » Sun Sep 15, 2019 10:16 pm

Thanks for the fix guy.
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Re: [WIP] The Trooper - 0.2.6.2 [ANGEL ATTACK + HUD]

Postby CanisLaticanis » Tue Sep 24, 2019 3:57 pm

Bug report: even after leveling up to Level 10, the M41A Pulse Rifle does nothing when hitting Primary Fire. Secondary does work, however.
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Re: [WIP] The Trooper - 0.2.6.2 [ANGEL ATTACK + HUD]

Postby ohyeahbabyithurts » Sun Dec 08, 2019 10:06 am

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.
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Re: [WIP] The Trooper - 0.2.6.2 [ANGEL ATTACK + HUD]

Postby TheRailgunner » Thu Jan 16, 2020 10:11 am

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.


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.

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.

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.


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.
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Re: [WIP] The Trooper - 0.3 TEST

Postby TheRailgunner » Sun Jan 19, 2020 4:48 pm

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.
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Re: [WIP] The Trooper - 0.3 [COMPATIBILITY]

Postby Somagu » Mon Jan 20, 2020 5:15 pm

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.
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Re: [WIP] The Trooper - 0.31 [AIM YOUR MINIGUN]

Postby TheRailgunner » Sat Feb 01, 2020 4:53 pm

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.


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.

EDIT: The Trooper Arsenal (weapons-only version) will be receiving an update soon, as may Adversaries.

EDIT II:

Image

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!

Image
Image
Image

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

Postby Captain J » Tue Feb 04, 2020 1:36 am

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!
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