Also, be safe, wash your hands frequently, keep at least six feet/1.8 meters away from other people, call out antimaskers for what they are - a legitimate threat to the health and safety of all other human beings on Earth - and encourage those around you to do the same whenever possible. A virus that can kill or leave you with life-ruining complications is nothing to scoff - or cough - at. The original post is within the spoiler below.
Spoiler:
In case you don't want to scroll through this whole post, leap ass-first into danger here!
0.3.4, without headshots. Better performance and compatible with Mikk-'s Critical Shots.
Frequently Asked Questions - READ THIS FIRST!:
Spoiler:A gameplay showcase video for v0.2.4.12:
FAQ Update (19 January 2020): I've removed the unwieldy weapon system - proper weapon pickups spawn now instead of engrams, picking up any new weapon causes you to switch to it, and all weapon pickups give ammo (as well as secondary ammo, if applicable). Ammo-related cheat codes now work properly, though they do also give full XP for each weapon, as the XP actors are technically derived from "Ammo".
I'm starting to notice a pattern - I'm gonna add a Frequently Asked Questions section at the top of the first post explaining a few things (ammo, User keys) since a lot of the changes are either unnoticed or have been rendered unwieldy and inconvenient by a combination of user confusion (many of the issues are ones regarding the unusual key and functionality setup) and author ambiguity (I really should've made a lot of things clear - both in the posts after the update, and in regards to the HUD itself - many players are having difficulty with the ammo counters, which don't really give any information about what they represent). To put it simply:
*Why aren't the extra weapon functions consistent? Couldn't you have organized or thought this through a little more efficiently?
Because I decided that posting an update before midnight on April 1st (spiritually evoking the circumstances of The Trooper's first public release two years ago) was a higher priority than making sure that the extra buttons were tied to weapon functions in a consistent, obvious manner or working out the kinks pre-release.
*Which keybinds actually have any use?
Many weapons have a User5 function, and most of those also have a User6 function; the MARS-B is the only weapon that has a User7 function (fire selector for the underbarrel automatic GL).
*Why is my crosshair so big?
Under the HUD Options section of the Options menu, use the Crosshair Scale slider to adjust to your preference - I personally use 0.25, which I would consider the default if at all possible.
I'll add more as I pore over all of this feedback and find more common threads - if you encounter a bug, if possible, please post or PM me a screenshot. And, as always, make sure your version of GZDoom is up-to-date, preferably the latest SVN build - some of these bugs may literally just result from having an out-of-date GZD (hoping the blue DM-6 missile thing is one of them).Spoiler:An older gameplay showcase video, courtesy of Glaice:Spoiler:Changelog:Spoiler:Buglist:
26 June 2020 - v0.3.4 - The Infinite Legionnaires Update
*Nishimura Four now has new firing sounds. In addition, weapon damage increases for every upgrade beyond the first.
*It also has a new altfire - CQB Mini-Shells, which allow you to safely engage enemies at point-blank range without killing yourself! The original altfire is now a User Key 6 toggle; CQB Mini-Shells are the default altfire, and are unlocked from the moment you pick up the gun.
*Mancubus and MARS Zombie sprite issues fixed.
*Fallen Legionnaires no longer infight with Zero Legionnaires and vice versa. Even in death and possession, the Infinity Legion presents a united front.
*Zero Legionnaires now have a chance to drop a Legion Emergency Reinforcement Beacon upon death, which summons Fallen Legionnaires at lower levels and increasingly more complete Zero Legionnaire teams at higher levels. In addition, Zero Legionnaire Captains also have a low chance to throw LERBs at any time. This can get...uncontainable, so LERBs tend to explode after activating more than once (I suppose between possibly beaming in a transporter accident and self-destructing, the latter is the better choice lore-wise).
*K-JACK can now launch Seeking Torpedoes - slower than standard, but, well, they're seeker missiles torpedoes. They also detonate within a certain range of enemy torpedoes (this is mainly because getting them to actually target - and seek after - enemy torpedoes appears to be impossible as far as I know). In addition, Dispersal/Attack Pattern Sierra (the K-JACK's altfire) has been reworked, mostly for aesthetic and animation improvement.
*Nishimura Ten altfire now has a unique firing sound, similar to the antimatter firing modes on the other Nishimura weapons.
*Nerfed the N4 Legionnaire to Hell and back, mostly because the N4 projectiles eat far more computer resources if he fires them at me instead of the other way around...for some reason.
2 June 2020 - v0.3.3 - The HUD Update 2, Part 2: The Search for HUD Update 2
*K-JACK sprites replaced entirely.
*No-headshots version released.
*Explosions consolidated and GL lights removed or scaled down.
*Slots 6-10 have been slightly reorganized - DGA-3 is now in slot 2, slots 7-10 are now slots 6-9, with the Staff Weapon moved to slot 10.
*Enemy photon torpedoes audibly whiz by if they pass within 160 map units of any player.
2 June 2020 - v0.3.3 - The HUD Update 2: Electric Boogaloo
*Reverted to a 1-10 weapon slot system.
*All weapons now have +Weapon.NO_AUTO_SWITCH.
*Nishimura Ten animations and sprites improved.
*Last Salvo projectile effects improved.
*Enemy and weapon spawning system reworked; weapon and enemy spawns are now tied to the player's level.
26 May 2020 - v0.3.2 - The Legion Stuff Update
*Added the Zero Legionnaire and N4 Legionnaire enemies.
*Introduced the Nishimura Ten Shotgun.
16 February 2020 - v0.3.1b - Weapons Only Update
*Weapons-only version (The Trooper Arsenal) has been updated to version 3.1.
14 February 2020 - v0.3.1a - The Melee Damage Scaling Update
*Melee damage of all types now scale with player level.
*Sword shieldsteal properly functions after picking up a Might Focus.
1 February 2020 - v0.3.1 - The Iron Sights Update
*DGA-3 and Machiavellian Disciple now have ADS functionality.
*Machiavellian Disciple now has noticeable bullet spread during hipfire - also now has a new firing sound and improved zoom/reload cancels.
19 January 2020 - v0.3 - The Cleanup and Normalization Update
*Weapon selection system has been restructured entirely, as have weapon spawning and pickups.
*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.
*Level Requirements have been removed.
15 September 2019 - v0.2.6.2 - The Level-Scaling Update
*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.
10 September 2019 - v0.2.6.1 - The HUD Update
*Angelsphere now has an alt-fire - a spread of four blasts instead of one.
*Ammo counters now rearranged and entirely labled.
2 September 2019 - v0.2.6
*Slight HUD clarification - now you can see what upgrades your weapons have on the top of the screen!
*Added LANGUAGE and ZMAPINFO lumps - extra difficulties are now present!
*Last difficulty effectively gives the rarest weapons, too much ammo, and a lot of backpacks - not that they'll help you much on "The End Itself"...
*Nishimura Seven start added.
31 August 2019 - v0.2.5 - The Angelsphere Update
*The Angelsphere is now functional with proper effects, crossplosions and all - God's In His Heaven, All's Right With The World...
*Surfeit Torment now has Fan Fire as an innate perk - "B" allows the weapon to be fired in full-auto. Ideal for close-range combat.
*Added a new heavy weapon - the K-JACK Photon Torpedo Launcher, a Legendary weapon with considerable firepower.
*Enemies now abide by a level system - the more XP you gain, the stronger your enemies will become.
12 September 2018 - v0.2.4.13c - The TURBO Update, Part 2
*Nishimura Seven's fifth upgrade has been spun off into a separate weapon - the Nishimura Eight Sniper Weapon System, a secondary weapon in Slot 2. It has five upgrades - Outlaw, which speeds up reloads after headshot kills, Extended Magazine, which extends the magazine capacity of the N8 from 4 to 6, Dynamic Zoom Lens Assembly, which adds 4.5x and 9x zoom options, Firefly, which causes explosions during headshot kills, and White Nail, which refills the magazine every six headshots.
4 September 2018 - v0.2.4.13c - The TURBO Update
*Nishimura Seven now has a fifth upgrade - the Masterwork Variant, which turns this sniper-ish battle rifle into an actual sniper, dealing ridiculous damage to all enemies it passes through. Unlike other upgrades, this doesn't permanently alter the weapon, but makes the Masterwork N7 (the Nishimura Eight Sniper Rifle System) switchable with the basic N7 using User 8, bound to the J key.
*Weapon switching animations are much faster; as a result, melee speed is also increased slightly.
*XP requirements for weapons now scale with rarity - Common upgrades take 500 each, Uncommon upgrades need 1000, Rare upgrades require 1500, and Legendary/Exotic upgrades cost 2500.
*Headshot multiplier increased from 1.5 to 2.
*Surfeit Torment deals increased base damage after each of the Firefly and Cluster Explosive upgrades.
*For enemies without headshot hitboxes, Firefly now triggers upon enemy death (Lost Souls, Demons, Cacos, etc.).
*Zombie hitboxes changed slightly - Ripper projectiles should no longer break XP and Firefly.
*Snuck Hammerspace Backpacks back in, for no good reason.
24 August 2018 - v0.2.4.13b
*Surfeit Torment now has a Zoom function, which increases effective range and accuracy. Conversely, it now has decreased accuracy when fired from the hip, but a higher rate of fire.
*You can now move faster when aiming down sights with the Surfeit Torment or XM27 owing to their lighter weight and size.
8 July 2018 - v0.2.4.13b
*You now have a Kick, which has greater range and damage (and takes longer) than punch melee attacks; quickly pressing Weapon State 1 triggers the kick, while holding it down leads to a series of punches instead.
*There is now a very rudimentary Combo system; for example, while simply holding down WS1 triggers fist melee, pressing and releasing WS1, followed by holding it down during the kick animation, causes you to follow up the kick with punches.
*Blue armor is now replaced with Shield Upgrades, which permanently increase your shield/armor total by anywhere from 30 to 150 points, depending on which ones you find. Note that shield upgrades are additive; a common and an uncommon upgrade (which give 30 and 60, respectively) equate to a rare upgrade (gives 90).
6 July 2018 - v0.2.4.13b
*Rare enemy spawns drastically reduced - it frequently made the game unplayable.
*Melee kills have a chance to drop a Blood Focus or a Might Focus, which grants your basic melee attacks lifesteal until the end of the level. The harder an enemy is to kill this way, the more likely it will drop (strong enough monsters have a 1-in-4 chance - bosses are guaranteed to drop it).
*Red USCM rate of fire halved - I mistakenly gave him a ROF of 2100, not 1050.
*Fixed bug where you could use the sword melee while holding the Aries Sharpshooter Prosthetic even if you didn't have the Demon's Blood Sword.
*ASP's Thunderbolt mode now consumes ammo more quickly (roughly by a factor of 4.5).
*The ASP now has a heat level mechanic - the more overheated it is, the more damage you take when you fire it.
*Firefly (explosions upon headshot - Surfeit Torment and Nishimura Seven) and Outlaw (fast reload upon headshot - Surfeit Torment) now trigger upon headshot kill as opposed to any headshot, lethal or not, making the perks accurate to their Destiny counterparts.
*Enemy spawn rate CVAR reimplemented (also, fixed the Mancubus problem).
21 June 2018 - v0.2.4.13b
*Added Upgrades and XP - each weapon has anywhere from two to five upgrades that greatly increase their effectiveness.
*The player now has regenerating health and armor (which will be/basically is a shield), with health regenerating slowly and armor regenerating quickly.
*Some options removed, others changed, mostly because I haven't reworked things to be more compatible yet.
14 April 2018 - v0.2.4.13a
*Weapons now have concrete rarity values, which are visible via the colorful weapon selection cursors.
*Added Engrams, which are classified by rarity and will randomly give a weapon of a given type and rarity upon pickup.
*All enemies can potentially drop Engrams, with tougher monsters having a higher chance to drop them as well as drop higher rarity Engrams.
*Surfeit Torment can now receive the Outlaw upgrade, which triggers a lightning fast reload upon precision headshots (note that as of right now, it simply boosts flat reload speed - I'll tie it to headshots soon).
*Ammo is generally more scarce, as most weapon drops, having been replaced with Engrams, do not give ammo.
*Only basic weapons spawn naturally (i.e., with the exception of the Crimson Spectre, only Common-rarity weapons); this means the Weapon CVAR is disabled.
*Enemy spawners are no longer tied to the Enemy CVAR; this allows them to retain the +AMBUSH flag passed down from their replaced/parent classes, as RandomSpawners spawned via a CustomInventory actor do not do so.
31 March 2018 - v0.2.4.13
*The HUD has been overhauled with a prominent hexagonal theme.
*Weapons are now split between four slots; one weapon can be equipped in each slot at a time, but can be swapped out with User3 and User4.
*Same-slot weapons share ammo, either directly or via ammo conversion upon pickup/weapon swap.
*Surfeit Torment can receive the Firefly upgrade, which triggers additional explosions upon precision headshots; this deals high damage to large numbers of enemies with weak spots.
*Pulsar-D, Nishimura Seven, and M41A deal less damage; Sokova 46 and MARS B deal more damage.
*All shotguns deal significantly more damage.
*All ammo capacities decreased; all magazine capacities except for Machiavellian Disciple, Mk. 48, DGA-3, and XM27 decreased significantly.
*Extra user buttons from 5 to 10 added.
*Weapons can now be reloaded at will!
*Extra Weapons have been integrated into the main mod.
*Nishimura Seven's altfire and the Sharpshooter Arm's beams now have simpler effects.
*Nishimura Seven now has a Burst-Fire setting.
*ADS now slows you down.
18 September 2017 - Arsenals & Adversaries
*You can now use the enemies and weapons of The Trooper with other mods!
*M97 and XM27 can now be aimed down sights!
*Headshot multipliers altered considerably.
*GPMG now has ADS and reload functionality.
*Nishimura Seven Zombie has new sprites.
8 August 2017 - v0.2.4.10
*The rate at which enemies spawn can now be adjusted via CVAR - elite or classic enemies can be disabled entirely as well.
*Rare weapon spawns can be increased or disabled entirely.
*Revenants now drop grenades upon death; Revenant Wardens drop packs of grenades.
7 August 2017 - v0.2.4.9h
*Surfeit Torment's damage radius increased; slight increase to base damage.
*All explosive shells deal more damage across a larger radius.
*Fixed infinite ammo bug with AS-46's grenade launcher.
*Added hipfire inaccuracy to both grenade launchers.
*Added Health Regeneration and Pickup CVARS.
*The amount of ammo that weapons drop can now be adjusted via CVAR - from "scarce" (standard Trooper ammo amounts) to "excessive" (more or less 16x ammo)!
*Health pickups can now be replaced with ammo, enemies, or can be disabled entirely.
3 August 2017 - v0.2.4.9g, again
*Sokova 46 and MARS B now occasionally spawns with grenades.
*MARS G Automatic Grenade Launcher added to MARS B - technically, it is now a Stilgar Battle Chassis. Has its own fire selector, usable via User 3.
*MARS B firing animations improved all around.
26 July 2017 - v0.2.4.9g
*Ammo balance altered entirely - ammo is picked up in the form of magazines. Basic weapon spawns are not guaranteed to give magazines; they do sometimes give alternate ammo.
*Special ammo no longer fires independently of normal ammo - normal ammo now serves to track ammo use, so special and loaded ammo are expended when altfired.
*M97 has basic reload animation; VSK9 has reload and iron sights.
*Health constantly regenerates; health no longer spawns, and is replaced by some variant of basic enemy.
*Demon Blood Sword may be too OP with lifesteal abilities.
*Most weapon damage values decreased considerably.
*Surfeit Torment can fire non-explosive bullets if explosive shells are active.
*Nishimura Seven can fire automatically, although this is, in my experience during testing, a grandiose waste.
*DGA-3 ammo balance is entirely broken, as I have yet to adjust the ammo spawn rate to the new ammo system, so each magazine pickup yields six mags instead of one. Damage is still broken in regards to boss enemies.
*Movement script does not restart if weapon is not switched upon level start.
*IDFA/IDKFA are broken - use "summon ValuePackSpawner" (ValuePackSpawnerPatched if using Extra Weapons) to give all weapons and ammo.
7 April 2017 - v0.2.4.9f
*Surfeit Torment explosive revolver given new sprites.
*Further ammo fixes.
5 April 2017 - v0.2.4.9f
*Pulsar-D, MARS B, and VSK9 now have dedicated zombies.
*Normal shotgun zombies no longer drop the VSK9; normal chaingunners no longer drop the Pulsar-D.
*Duplicate Luxor bug fixed.
*Bug where players couldn't pick up extra ammo after picking up the backpack has been fixed.
1 April 2017 - v0.2.4.9e
*VSK7 now has Iron Sights, usable with the Zoom key.
*AS-46 and Pulsar-D hipfire accuracy has been decreased.
*Updated Extra Weapons to current version.
*GPMG drop crash fixed.
*New weapon for Extra Weapons - the Marco Automatic Rifle System, Model "B"!
27 March 2017 - v0.2.4.9d
*Sokova 46 now has Iron Sights, usable with the Zoom key.
*Sokova 46's grenade launcher now has a magazine of 3.
*Grenades no longer bounce.
21 March 2017 - v0.2.4.9c
*Holding down User 1 or User 2 allows you to continue melee attacks instead of waiting until your weapon is drawn to melee again.
*Melee speed in general increased greatly.
*Holding User 2 allows you to repeatedly slash foes with the Demon Blood Sword.
*Fixed a bug where the Phasic Knight randomly claws at the air.
*Dramatically increased the damage/piercing potential, damage radius, rate of fire, and ammo capacity of the Aries Sharpshooter Prosthesis.
*Increased ammo for the Crimson Spectre Antimatter Cannon.
*It should no longer be possible to pick up ammo/weapons at max ammo.
*Explosive shells use less effects, reducing their performance hit.
*Fixed a bug where three-magnum-bullet pickups always give 8 bullets instead.
15 March 2017 - v0.2.4.9b
*Fixed several bugs with the reloading system
12 March 2017 - v0.2.4.9
*Fixed bug where subsequent weapon pickups could not be picked up.
*Fixed bug where using M97 while total shell count is below 16 desyncronizes VSK7 magazine with actual ammo supply.
12 March 2017 - v0.2.4.9
*Reloads only trigger when magazine is depleted and ammo is in reserve.
*Loaded ammo is now visible on the HUD.
*Ammo drops have been replaced with spawners for reload-tracking purposes.
10 March 2017 - v0.2.4.8f
*Sokova 46 magazine increased to 45.
*Pulsar-D magazine decreased to 45.
*DGA-3 magazine increased to 6.
*All player hitscans are now replaced with invisible projectiles, allowing headshots to function properly across the board.
*Sokova 46 damage decreased from 15 to 12.
*DGA-3 has higher rate-of-fire if fired automatically.
7 March 2017 - v0.2.4.8e
*Added a new mode for the Nishimura Seven - "Close Quarters Combat Mode", better known as Iron Sights, toggled with the Reload key.
*The Trooper's version number is now included in the filename for organization purposes.
*Dramatically increased the rate that all special and/or rare ammo types spawn, as well as removing the smaller ammo quantities from the spawning pool.
*Bullet Bags give much more ammo than before.
*Sokova 46 damage increased from 12 to 15.
6 March 2017 - v0.2.4.8d
*Added a reload to the VSK7 Nightshade.
*Removed vestigial charging handle from VSK7 sprite set.
*Extra Weapons and Movement Patch now work properly.
*Animation problems with GPMG and N7 Zombies resolved.
*Added a reload to the DGA-3 Lost Guardian.
4 March 2017 - v0.2.4.8c
*Fixed a bug where the Nishimura Seven's projectile information wasn't migrated to the base mod file.
*Recoil Divisor is now specific to each weapon. Unfortunately, it also broke the Extra Weapons mod.
3 March 2017 - v0.2.4.8b
*The Nishimura Seven's primary damage has increased from 10*(random(5,6)d3) to 10*15. It spawns more often, is dropped by the occasional N7 Zombie, and the player can hold more ammo for it.
*The Surfeit Torment now has a reload animation, and holds 8 bullets - all cylinder drops/spawns hold 8 of a given ammo type instead, and the player can hold more of all Magnum ammo types. The player spawns with 24 magnum shells and 24 explosive bullets instead of 12 and 24, respectively.
*The GPMG Zombie's behavior has been altered - it fires more frequently now.
1 March 2017 - v0.2.4.8a
*Implemented a Recoil CVAR - it is a divisor, so the higher it is set, the lower recoil will be.
1 March 2017 - v0.2.4.8
*Increased ammo count for the Luxor to 250, 300 with backpack.
*Increased ammo count for the M83 to 350, 500 with backpack.
*Added reloads to Pulsar-D and Nishimura Seven.
*Increased ammo counts for Nishimura Seven to 200 and 60, 300 and 100 with backpack.
*Nishimura Seven rate of fire increased slightly.
*GPMG recoil decreased by 33%.
26 February 2017 - v0.2.4.7
*Added the Luxor Heavy Machine Gun.
21 February 2017 - v0.2.4.6
*Changed hitscan damage calculation - player hitscans now deal constant damage.
*Lost Guardian DGA-3 given new sprites.
*VSK7 Nightshade pellet spread tightened to 3x2 from 5x3.
20 February 2017 - v0.2.4.5
*Sokova 46 now reloads automatically after firing 30 rounds; picking up new ammo after running out also triggers the reload animation.
*Headshot damage multiplier increased to 2 from 1.5.
*Sturmman M97 recoil increased.
25 June 2016 - v0.2.4.4
*Fixed a game-crippling bug where some enemies would randomly become impossible to kill.
19 June 2016 - v0.2.4.3
*Various bugfixes for previous update.
*Gave the Pulsar-D aiming-down-sights functionality.
*Revenant Warden no longer hurts itself when using grenades at close range.
17 June 2016 - v0.2.4.2
*Explosive weapons are no longer ludicrously effective at head-level.
*Gave the Soul Commander a Stalker escort.
*Extra enemy variants in general have increased health and lower painchances.
16 June 2016 - v0.2.4.1
*The Tunguska Event dual-wieldable explosive revolver occasionally spawns or drops from Zombiemen.
*The GPMG is now more or less a single-use item; after emptying it, it will be dropped and removed from your inventory.
*The VSK9 and Nishimura Seven have newer sprites (Extra Weapons only)
*The Last Salvo deals more area damage in-transit.
*Enemies are somewhat more diverse - mostly just some new zombies and some extra variants of existing monsters until more interesting opponents enter the battlefield.
*Wolfenstein SS now drop the Sturmgewehr 46 (Extra Weapons only).
*Revenant missiles now home every 4 tics instead of every 2.
*Nishimura Seven now has a higher rate of fire and reduced ADS recoil during primary fire. Secondary fire has greater recoil and a longer view recovery period, but the same rate of fire as primary. Normal bullets do a little over half as much damage to compensate in order to scale the N7's damage to its ammo pool, and to make more apparent that the N7 is more a battle rifle than a sniper.
*Most enemies are vulnerable to headshots, with few exceptions.
24 May 2016 - v0.2.4
*Bullet model issues fixed.
24 May 2016 - v0.2.3
*Last Salvo now charges for a short period before firing. It is also now technically automatic for laziness purposes.
*Last Salvo gained a special mode - Overdrive, which allows for faster automatic firing and skipping the charge on follow-up shots.
*Sharpshooter Arm and Last Salvo now have greatly reduced deselect times; these are compensated for by their long select animations.
*Added the Ayanami/KSR VSK9 Thunderstrike automatic/burst-fire shotgun.
17 May 2016 - v0.2.2
*Quick melee bugs are entirely fixed, including on where Quad Damage sound effects didn't play during quick-melees.
*Enemies now chase the player much more relentlessly, and will often try to clear a line of fire before attacking to reduce the frequency of infighting over time. In addition, hitscanners can no longer infight except with non-hitscanners.
*Shotgun damage has been reduced overall - the VSK7 only deals 5d3 more damage than the vanilla shotgun, for example.
*Sharpshooter Arm now deals double damage.
*Quad Damage replaces the Blursphere again, at least until I fix Ultra Boots.
*Slot 9 weapons (Aries Sharpshooter Prosthesis, Nishimura Seven Battle Rifle) can now be scoped-in with the Zoom key.
*Player movement is now centered chiefly around forward movement - backward, leftward, or rightward movement will be noticeably slower.
*Slots have been rearranged - the M97 has moved back to Slot 3 and the Last Salvo back to Slot 5, among other things (for some reason, I put the Pulsar-D in Slot 8). The knife and Demon Blood Sword are no longer selectable weapons owing to quick melee functionality (which is a good bit more convenient than switching to either of them).
*Quick melee speed increased dramatically.
*The VSK7 Nightshade has all-new sprites.
11 May 2016 - v0.2.1
*The knife can now be used while any gun is drawn with User1.
*The Demon Blood Sword can now be used (if you have it) in the same fashion using User2.
10 May 2016 - v0.2
*Quad Damage now replaces Berserk; Berserk effect is now exclusively granted by the Demon Blood Sword.
*Dual-wielding the XM27 during Quad Damage functions properly now.
*Nishimura Seven no longer bobs during A_WeaponReady sections of its firing animation.
*Joe Nameless now has a few new attributes - lowered side-move speed, increased jump height, smaller radius, increased step height, and slightly lower gravity.
*Blursphere now replaced with Ultra Boots - grants a jump-height increase, 1.75x movement speed, and lower gravity for 60 seconds!
*Monsters can cross monster blocking lines.
*Added Zandronum version
08 May 2016 - v0.1.10
*The XM27 can now be dual-wielded.
07 May 2016 - v0.1.9
*Added the Nishimura Seven battle rifle.
06 May 2016 - v0.1.8
*Added the Francis-G8K assault rifle.
*Added the XM27 submachine gun.
01 May 2016 - v0.1.7
*Added bullet bags.
*Sokova 46 damage increased slightly.
29 April 2016 - v0.1.6
*Added a custom HUD.
*Demon Blood Sword can now reflect projectiles.
28 April 2016 - v0.1.5
*Shell drops have new sprites, and are randomized in groups of 1, 2, and 4.
*The VSK7 and M97 can now toggle extra altfires - reload switches them between explosive and slug shells.
*The M97 now has a lower rate of fire across the board.
24 April 2016 - v0.1.4
*Monster AI revamped, added cover and running states.
22 April 2016 - v0.1.3
*Surfeit Torment now deals 8d3+13d3 explosive instead of 10d3+15d3 explosive.
*VSK7 Nightshade deals 8(random(5,6))d3 instead of 8(random(6,8)).
*Sturmman M97 deals 8(random(5,7))d3 instead of 8(random(7,9)).
*Sokova 46 deals random(5,6)d3 instead of random(8,12)d3.
*Pulsar-D deals random(16,20)d3 instead of random(24,28)d3.
*GPMG deals random(20,24)d3 instead of random(32,36)d3.
*Last Salvo deals 11x(2d3+9d3 explosive)+(9d3+9d3 explosive) instead of 11x(3d3+10 explosive)+(10d3+10d3 explosive).
*Sokova 46 altfire deals 30d3+60d3 explosive instead of 30d3+100d3 explosive.
20 April 2016 - v0.1.2
*Added the Gehiron M83 General Purpose Machine Gun.
*Zombiemen and shotgunners can now refire, and will attack sooner.
*Imps, Hell Nobles, Arachnotrons, and Cacodemons react more quickly, and can attack repeatedly.
*All enemies, except for the Cyberdemon, Spider Mastermind, Lost Soul, and Wolfenstein SS, may take evasive action when shot.
17 April 2016 - v0.1.1
*Added the Aries Sharpshooter Prosthesis.
16 April 2016 - v0.1
*Last Salvo explosions should be more intuitive, but less laggy. Explosion radius reduced to 128 (equivalent to the vanilla Rocket Launcher) and overall damage reduced slightly.
*Surfeit Torment now deals more noticeable damage to groups of enemies.
*Sokova 46 ammo occasionally replaces explosive magnum bullets, in the hopes of providing more AS-46 ammo around Chaingun spawns and reducing availability of magnum bullets. AS-46 now only gives 30 bullets when first picked up - all future pickups only give 10, like the Chaingun does.
*All ammo limits except for Surfeit Torment reduced considerably.
*Explosive magnum bullets now spawn in increments of 1, 2, 3, or 6, with drops being weighted towards the first three. Players now spawn with 24 bullets instead of 36.
*VSK7 Nightshade now gives 8 shells on first pickup, and anywhere from 1 to 4 on subsequent pickups.
*Last Salvo gives 4 slugs on first pickup and 1 to 4 on future pickups. Railgun slug boxes now contain 4 slugs instead of 8.
*Sturmman M97 now gives 32 on first pickup, 16 each following.
*Pulsar-D gives 60 on first pickup, 30 each following.
*Errant Quad Damage values corrected.
*Sharpshooter Arm is now usable, though it does not spawn naturally - holding off on that until I have a better pickup sprite.
13 April 2016 - v0.x12
*Added the Quad Damage powerup.
*Added individualized weapon crosshairs.
*Ammo capacities decreased across the board.
12 April 2016 - v0.x11
*Sokova 46 now has a grenade launcher altfire.
*Revenant tracer missiles no longer spawn Bueller puffs (thank you, wildweasel and Enjay).
11 April 2016 - v0.x10
*DGA-3 sprites moved 10 pixels to the right.
*DGA-3 now has a new alternate firing mode with its own ammo type - classic plasma rifle mode.
*M97 slug damage fixed - had previously set it at double.
*Both shotguns reworked - both shoot 8 pellets per shell at higher damage instead of 12.
*M97 select animation smoothed out a little.
08 April 2016 - v0.x9
*Surfeit Torment is no longer guaranteed to one-shot a shotgunner.
*VSK7 altfire deals a lot more damage (and has a larger hazard radius).
*Last Salvo has a much larger hazard radius.
*M97 deals less damage per pellet but has a tighter spread and a slight altfire damage increase.
*AS-46 deals less damage overall.
*M97 will sometimes spawn loaded with slugs.
07 April 2016 - v0.x8
*Surfeit Torment can be fired "automatically" with altfire.
*VSK7 Nightshade can fire explosive shells, which require, well, explosive shells.
*Sturmman M97 can now fire slugs.
*Last Salvo can fire a perforated slug that spreads in five distinct directions.
*Lost Guardian can fired automatically using altfire, like the weapon Pocket Infinity from Destiny.
*Crimson Spectre can drop antimatter cores as mines - just be sure to be far away from it when you shoot it/someone else does, because the mine can damage you.
06 April 2016 - v0.x7
*Added Berserk states for both melee weapon.
*Pulsar-D gives 60 ammo on pickup instead of 24.
05 April 2016 - v0.x6
*Added the Knife Strike.
05 April 2016 - v0.x5
*Added the Demon Blood Sword.
*Pickup sprite update for the Last Salvo.
04 April 2016 - v0.x4
*Added the Last Salvo explosive railgun.
03 April 2016 - v0.x3
*Quick HUD sprite fixes.
02 April 2016 - v0.x2
*Added the Crimson Spectre antimatter cannon.
*Surfeit Torment radius/damage tweaked.
02 April 2016 - v0.x1
*Added the VSK7 Nightshade shotgun.
01 April 2016 - v0.x
*The M97 now shoots two tics faster. This doesn't sound like much, but it makes a huge difference. To compensate, it does slightly less damage and has a slightly wider spread.
*Moon clips are now guaranteed to have six bullets in them.
*The Sokova 46 now has less accuracy and more recoil (the stats were formerly identical to Helsturm's, but only when hip-fired).
*Upped the damage on the DGA-3 slightly. It's best used in groups of enemies owing to the weapon's minor ripper effect.
25 March 2016 (before release)
*The Sokova 46 is complete. It functions identically to its Helsturm counterpart, but lacks reloads, upgrades, and excess trappings - it just keeps shooting, just like the good ol' days (of FPS gaming)!
*The Pulsar-D is not far behind.
*The Surfeit Torment will be here soon (work stalled because of reload-related laziness, but The Trooper doesn't do reloads).Spoiler:To-do:
*Heavy ammo stuff, mainly - mostly just magic ammo and incongruities in heavy ammo conversion.
*Luxor Angelsphere bug - primary Angelsphere attack results instead in an altfire, and an altfire triggers a moot weapon mounting animation
*VSK9 will not altfire after a failed reloadSpoiler:I am currently trying to give The Trooper a Zandronum-compatible version - if this interests you, the reader, follow either this link or this other, RDND-compatible link. The Zandronum versions are current to The Trooper 0.2, lacking zoom features and quick-melee.
*Find a way to fix Dead Simple bug without breaking the level system Done!
*Scale melee damage with level Done!
*Fix bug where armor given by IDFA or IDKFA allows damage through
*New sprites for K-JACK Done!
*Start on remaining weapons
*Introduce a wider variety of enemy types
*Improve Angelsphere effect performance
*Adding status indicators for weapon functions
*Blink Locus?
The Trooper is a simpler, more relaxed project compared to Project Operation Unthinkable or Helsturm; it's not heavy on mechanics nor boasts a massive (theoretical) arsenal - it's just you and these ten guns, plus a knife and sword (which you can quick-melee with using User1 and User2, respectively):
Surfeit Torment - A powerful explosive revolver originally belonging to Unthinkable's Sergei, this thing puts down most weaker enemies in one or two shots. If you're not willing to get too close to the explosive death, altfire launches a highly accurate spread-shot. Has a magazine of 6 rounds. Complete - it does almost everything!
XM27 - A lightweight submachine gun with an obnoxiously high rate of fire, nothing sends lead faster than the XM27. This automatic weapon can also fire 5-round bursts using altfire. If you pick up a second one, you can dual-wield it! Complete - lead is my bread!
Avtomat Sokova, model of 1946 - Lightweight, cheap, and durable, the AS-46 is a reliable workhorse weapon, suitable for most enemy types. It can also fire up to 3 highly explosive grenades before needing a reload. Has a magazine of 20 rounds. Complete, ready to lock and load!
Marco Automatic Rifle System, Model "B" - A fearsome assault rifle manufactured by an infamous war profiteer, the MARS B offers high damage, range, and accuracy, along with three ROF settings, usable via the User 5 key. It comes with the MARS G Automatic Grenade launcher, which also has three ROF settings. The MARS B can be aimed for greater accuracy, and has a magazine of 48 rounds, with its grenade launcher's holding 8 rounds. Complete - the New Standard of Infantry Firepower™.
Pulsar-D - A burst-fire weapon chambered in the heavier 6x60mm Hildebrand round, the Pulsar-D takes out enemies with greater range and precision than the AS-46. Paced bursts are ideal; rapid firing can mute the advantages of using this burst rifle. Can be aimed using the Zoom key. Has a magazine of 36 rounds. Complete, ready for field issue!
Luxor Heavy Machine Gun - A powerful 50-caliber machine gun, the Luxor offers unparalleled firepower in a package impossible to control - unless you mount it with Altfire. Has a magazine of up to 180/360 rounds. Complete - lay waste to them all!
FN Mk. 48 Mod. 0 - A general-purpose machine gun chambered in 7.62x51mm NATO, the Mk. 48 is the up-sized sibling of the venerable FN Minimi/M249 Light Machine Gun. Has a magazine of 100 rounds. Complete - don't have too much fun!
Sturmman M97 - One of few in its class, the M97 is a double-barreled automatic shotgun...that is, ridiculously powerful and nearly impossible to control. Still, it offers unrivaled damage output at close range, making this a monster you'll be coming back to often. It can fire slugs as well as shells. Has a magazine of 20 rounds. Complete - help, it knocked me over and I can't get up!
KSR VSK7 Nightshade - A versatile, semi-automatic shotgun with considerable stopping power, superior handling, and a tight spread. Can be used to fire explosive shells. Has a magazine of 8 rounds. Complete, already spent all of my shells in testing.
Ayanami/KSR VSK9 Thunderstrike - The successor model to the VSK7, the Thunderstrike is an automatic/burst-fire shotgun that fires in a tighter spread. Its true-inline stock makes it more controllable in any firing mode than any comparable weapon. Like the VSK7, the Thunderstrike can fire both slugs and explosive shells, switchable via the User 5 function, but can also switch between burst-fire and full-auto with User 6. Complete - Overkill Grade: Vodka Blood.
UAC Prototype Model 302 "Last Salvo" Handheld Explosive Railgun - Exactly what it says on the tin, this weapon fires a massive explosive slug at incredible speed, carving a bloody pathway between you and your target. Can fire perforated slugs that spread after firing. Complete, just don't fire at close range, it WILL kill you.
Lost Guardian DGA-3 - A prototype design, this directed energy weapon fires seven powerful beams in quick succession. Best used at close to medium range, as the beams lose coherence at longer ranges. With the right battery, it can be configured to fire single beams that maintain coherence much more properly. Has a magazine of 6 bursts or 30 rounds. Complete - not responsible for excessive melting.
Nishimura Seven - The mass-production variant of the M0 Garand, this semi-automatic battle rifle has pinpoint accuracy and deals incredible damage to match. Altfire takes advantage of the N7's signature feature - the ability to fire bullets with an antimatter payload, annihilating anything its sights are fixed on. Can be scoped-in with the Zoom key. The scope can also be removed with the User 6 key, which allows use of the rifle's iron sights for close(er)-range combat. Has a magazine of 15 rounds. Complete - peace through superior firepower!
Aries Sharpshooter Prosthesis - The literal arm of an alien machine, this powerful beam rifle deals massive damage at any range. Kicks like a bionic mule. Can be scoped-in with the Zoom key. Complete, could do with a more effective explosive radius...or a smaller explosion.
Crimson Spectre - A massive antimatter cannon with no apparent function or purpose other than pure, unadulterated destruction. IFF tags of unknown manufacture prevent this beast from vaporizing its wielder via collateral damage from its main blast, though the leftover bursts of matter annihilation can't be good for you. I wouldn't fire this thing while standing on any sort of narrow platform, if I were you. It can also turn its antimatter cores into shootable mines - just remember that the mines don't care if you're friendly. Complete - that humming sound it makes, that's completely normal.
Weapons that I haven't yet updated the OP with: Machiavellian Disciple, Armat M41A Pulse Rifle, Nishimura Eight Sniper Rifle, K-JACK Photon Torpedo Launcher, Nishimura Four Pistol
CREDITS ARE IMPORTANT, TOO (these also need updating likely):
DoomNukem: Surfeit Torment base, firing sounds, and ammo pickups, Sturmman drum, Pulsar-D base, GPMG sight
PillowBlaster: Various sounds, some code references (too many to list)
Sgt. Shivers: Old GPMG HUD sprites, Sokova 46 reload sprites, base for Nishimura Seven sprites
SoniK.O.Fan: Nishimura Ten ADS frame and reload frame, hand improvements
YukesVonFaust: New GPMG HUD sprites
Brohnesorge: New GPMG sounds, general idea for new GPMG
wildweasel: Various code references, some sounds (also too many to list), Revenant tracer fix
zrrion: Lost Guardian, Sharpshooter arm, muzzle flashes
Seidolon: New Lost Guardian pickup, voxel pickups
Enjay: Revenant tracer fix (code)
Neccronixis: New Last Salvo and Sharpshooter Arm sprites
HazeBandicoot: Crosshairs
Blox: Shiny shiny Nishimura Seven sprite
Carbine Dioxide: Considerable testing and feedback, base for GPMG pickup
Albertoni: Zandronum version testing and feedback
Glaice: Gameplay video
Mr. Enchanter: New Lost Guardian spriteset
Doomguy5th: New Lost Guardian spriteset
rmory: Luxor HMG spriteset
willkuer: Luxor HMG spriteset, unused DGA-3 altfire sound
Deimus: Nishimura Seven iron sights
Cryomundus: Lost Guardian tweaks
Robinson Brewery: logo base
If I'm forgetting to credit anyone for anything, please let me know and I will promptly rectify the issue.
Leap ass-first into danger here! Last updated 26 June 2020.
No headshots, improved performance! Last updated 26 June 2020.
Just weapons! Last updated 16 February 2020.
Things you should strongly consider adding to your autoload after The Trooper:
Xaser's Universal Damage Numbers - for the Doom mod pretending it's a lot more modern!
m8f's Target Spy - Health bars, enemy rarity indicators, advanced targeting - I don't play this mod without them.
Stuff I haven't updated/isn't compatible with the current version of The Trooper:
Spoiler:
Enemies? Enemies! Last updated 18 September 2017.
Even more weapons, and only weapons! Last updated 18 September 2017. As of 26 June 2020, this link will be removed pending the release of either an further addition to 0.3.4 or the release of 0.3.5. Patches and submods below will either be removed or updated. Once all of the weapons are complete, I'll start working on a Zandronum version - I've decided that all of the weapons would have to be rebalanced for multiplayer gameplay anyway.
Things some people might find preferable to default settings:
Vanilla movement patch, load after any version of The Trooper. Last updated 5 March 2017.
MaxStepHeight-only patch, same as above. Do not use with the vanilla movement patch.
Things that are depreciated since RDND was included with the main mod, and as of my last attempt, Zandy has issues with certain flags actors in The Trooper possess:
Hopefully Zandronum 3.0 compatible build?
Same as above, but with RDND compatibility.
Thing that I wish I could get around to completing, as Seidolon never finished it:
Do you like voxels? I like voxels. Dive first-ass into voxel pickups here, courtesy of Seidolon. Voxel pickups are incomplete at this time.