Crossfire ~ v0.81 (5/1/2019)

Projects that alter game functions but do not include new maps belong here.
Forum rules
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.
Post Reply
User avatar
chronoteeth
Posts: 2664
Joined: Wed Sep 08, 2004 1:29 pm
Preferred Pronouns: It/Its

Re: [WIP] Crossfire - Alpha 1 released

Post by chronoteeth »

The muzzle flashes dont really seem like they come out of the barrel of some guns, and the starting pistol's sprites seem too high
User avatar
chronoteeth
Posts: 2664
Joined: Wed Sep 08, 2004 1:29 pm
Preferred Pronouns: It/Its

Re: [WIP] Crossfire - Alpha 1 released

Post by chronoteeth »

also
i did an edit of your aug scope
now it looks like the typical SUSAT scope that most AUG rifles use

Image
User avatar
rollingcrow
Posts: 733
Joined: Tue Mar 02, 2010 8:30 pm
Graphics Processor: nVidia with Vulkan support

Re: [WIP] Crossfire - Alpha 1 released

Post by rollingcrow »

Ooh, might use that, since the current one is (vertically) off center.
User avatar
chronoteeth
Posts: 2664
Joined: Wed Sep 08, 2004 1:29 pm
Preferred Pronouns: It/Its

Re: [WIP] Crossfire - Alpha 1 released

Post by chronoteeth »

if you use the same origins as the original scope, the point will be just very slightly below where the dot crosshair would be.
User avatar
rollingcrow
Posts: 733
Joined: Tue Mar 02, 2010 8:30 pm
Graphics Processor: nVidia with Vulkan support

Re: [WIP] Crossfire - Alpha 2 (7/10) released

Post by rollingcrow »

The second alpha of Crossfire has been released. Major changes include gaining experience at the spot (with some side effects, read the changelog for more information), an early perk menu, better scoped weapon handling (ex: reload, melee, grenades), ammo dropping zombies, helper marines that will teleport to you if you're too far, boss nerfs, the removal of explosion deflection, and the removal of the sniper rifle (which replaced the chaingun of all things). Otherwise it's a load of minor changes and some bugfixes. Another thing to note is that you won't need the widescreen patch anymore, screen effects are disabled outside of 4:3 for now.

Edit: Ignore the key that says "open perk menu" for now, it's on slot 0 until I can figure out why A_SelectWeapon isn't working.

Download alpha 2 here, and make sure (G)ZDoom is updated.
Spoiler: Changelog
User avatar
JimmyJ
Posts: 658
Joined: Mon Nov 09, 2009 6:17 pm

Re: [WIP] Crossfire - Alpha 2 (7/10) released

Post by JimmyJ »

I feel like with nothing to replace the sniper rifle there's a gap in the arsenal.
User avatar
Captain J
 
 
Posts: 16891
Joined: Tue Oct 02, 2012 2:20 am
Location: An ancient Escape Shuttle(No longer active here anymore)
Contact:

Re: [WIP] Crossfire - Alpha 2 (7/10) released

Post by Captain J »

i concur about that, these's no different about sniper rifle.

also medicare bag is nothing has changed too. it does looks like a ammo satchel. could you make bag's color into a brown or gray? or change that yellow tag into white or add a medical symbol? that should be works.
Steve1664
Posts: 259
Joined: Thu May 19, 2011 2:07 pm

Re: [WIP] Crossfire - Alpha 2 (7/10) released

Post by Steve1664 »

The verdict so far is quite positive! Thanks for addressing the ammo issue; it's a lot easier to get started and keep from running dry at critical moments while maintaining an impetus to keep your heavier weapons for special occasions. The perk "purchasing" screen works as a stopgap until things can be remedied, and gameplay in general is nice and smooth. Keep it up.
Steve1664
Posts: 259
Joined: Thu May 19, 2011 2:07 pm

Re: [WIP] Crossfire - Alpha 2 (7/10) released

Post by Steve1664 »

I'm currently playing Hellbound with this - close combat can be pretty brutal with things hitting you from all angles, especially if you run dry and are forced into a longer reload. Maybe if you implemented some disposable armor to help mitigate some damage, or a quick-use health item (like Left 4 Dead's pills/adrenaline shot). Also, I can't reliably find grenade pickups for the life of me. Other than that it's been nice and tense so far.
Failure
Posts: 94
Joined: Sun Sep 16, 2012 9:21 pm

Re: [WIP] Crossfire - Alpha 2 (7/10) released

Post by Failure »

I'd like to send to you a cheap paint made weapon just for you.Iron sights included.
User avatar
rollingcrow
Posts: 733
Joined: Tue Mar 02, 2010 8:30 pm
Graphics Processor: nVidia with Vulkan support

Re: [WIP] Crossfire - Alpha 2 (7/10) released

Post by rollingcrow »

JimmyJ wrote:I feel like with nothing to replace the sniper rifle there's a gap in the arsenal.
I don't know, the sniper rifle felt a bit useless. You can shoot down long range things with the F88 (especially with dexterity 2), it got out damaged by pretty much everything (not output per magazine, just killing speed), and it replaced the chaingun. Since zombies don't drop weapons, maps that have a chaingun as the first map placed weapon will force you to fall back to your pistol or grenades to fight any groups of enemies.
Captain J wrote:also medicare bag is nothing has changed too. it does looks like a ammo satchel. could you make bag's color into a brown or gray? or change that yellow tag into white or add a medical symbol? that should be works.
Image?
Steve1664 wrote:Maybe if you implemented some disposable armor
Unlikely. The way vitality / max health works is that it's just 35% damage resisting armor. The only defense boosts are the 2% bonus for every perk you have and the 20% bonus when sprinting with agility 1. Maybe a time based toggled shield instead that replaces invulnerability?
Steve1664 wrote:or a quick-use health item
I'm leaning towards this, probably would replace the berserk pack or armor randomly with health packs. Though another idea I had was that there is 1 full heal item that heals both health and stamina rather than separate health packs and rations, health regeneration is removed, and quick use health items would heal the health that would normally be recovered by regeneration.
Failure wrote:I'd like to send to you a cheap paint made weapon just for you.Iron sights included.
Go ahead, if you'd like. Though is it a new weapon or sprites for an existing weapon?
Last edited by rollingcrow on Mon Jul 15, 2013 7:22 pm, edited 3 times in total.
User avatar
wildweasel
Posts: 21706
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): A lot of them
Graphics Processor: Not Listed
Contact:

Re: [WIP] Crossfire - Alpha 2 (7/10) released

Post by wildweasel »

Se7eNytes wrote:Image?
I would try this instead (anybody can feel free to update this):
User avatar
rollingcrow
Posts: 733
Joined: Tue Mar 02, 2010 8:30 pm
Graphics Processor: nVidia with Vulkan support

Re: [WIP] Crossfire - Alpha 2 (7/10) released

Post by rollingcrow »

Thanks, I think I'll use that, might change the cross to red though.
Steve1664
Posts: 259
Joined: Thu May 19, 2011 2:07 pm

Re: [WIP] Crossfire - Alpha 2 (7/10) released

Post by Steve1664 »

Se7eNytes wrote:
Steve1664 wrote:or a quick-use health item
I'm leaning towards this, probably would replace the berserk pack or armor randomly with health packs. Though another idea I had was that there is 1 full heal item that heals both health and stamina rather than separate health packs and rations, health regeneration is removed, and quick use health items would heal the health that would normally be recovered by regeneration.
That's not a bad idea, actually. It still encourages you to ration your major healing items for emergencies and see how far you can push yourself with what health you have. Kinda screws with the Tenacity perk a bit though, but it's still a work in progress so changes should be inevitable.
User avatar
Matt
Posts: 9696
Joined: Sun Jan 04, 2004 5:37 pm
Preferred Pronouns: They/Them
Operating System Version (Optional): Debian Bullseye
Location: Gotham City SAR, Wyld-Lands of the Lotus People, Dominionist PetroConfederacy of Saudi Canadia
Contact:

Re: [WIP] Crossfire - Alpha 2 (7/10) released

Post by Matt »

Se7eNytes wrote:Thanks, I think I'll use that, might change the cross to red though.
Leave it green!
Post Reply

Return to “Gameplay Mods”