[17-03-17] ZERO TOLERANCE UPGRADE

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Should certain weapons be re-balanced?

No, leave the weapons as-is
6
9%
Yes, certain weapons should be rebalanced
19
28%
Yes, but make the rebalance controlled by CVAR
43
63%
 
Total votes: 68

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Mikk-
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Re: [FIRST RELEASE] ZERO TOLERANCE 2016

Post by Mikk- »

Echelon5 wrote:Getting this error on startup:

Script error, "zp-zerot-2016.pk3:actors/weapons/flaregun.txt" line 44:
Sprite names must be exactly 4 characters

I have the latest G and ZDoom builds.
I have no issues with the latest GZDOOM devbuild
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Viscra Maelstrom
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Re: [FIRST RELEASE] ZERO TOLERANCE 2016

Post by Viscra Maelstrom »

i thought that the latest G/ZDoom builds had some problems in it due to rewriting of code, so you had to use 2.8.1 for now? or has that been fixed since?
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Ed the Bat
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Re: [FIRST RELEASE] ZERO TOLERANCE 2016

Post by Ed the Bat »

Quick question: how come a couple of new actors replace the old ones by simply reusing their DoomEdNums (like SoliderDropper, or CommandoDropper), instead of the 'replaces' command? That would also cover the event of a map script placing the actors through Spawn() and similar functions.
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Mikk-
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Re: [FIRST RELEASE] ZERO TOLERANCE 2016

Post by Mikk- »

Ed the Bat wrote:Quick question: how come a couple of new actors replace the old ones by simply reusing their DoomEdNums (like SoliderDropper, or CommandoDropper), instead of the 'replaces' command? That would also cover the event of a map script placing the actors through Spawn() and similar functions.
Probably habit, I've done it on a lot of personal mods. Nothing major but I can always sort that out in v1.1
Princess Viscra Maelstrom wrote:i thought that the latest G/ZDoom builds had some problems in it due to rewriting of code, so you had to use 2.8.1 for now? or has that been fixed since?
Not sure, all I know is that this mod doesn't work with the latest stable releases, only the latest dev build.
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TypeSaucy
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Re: [FIRST RELEASE] ZERO TOLERANCE 2016

Post by TypeSaucy »

What exactly did you tweak with the hitscan monsters? Just the accuracy?
Maybe it's cause I'm playing on Hurt Me Plenty, but the combat snipers are still buggers at best.

quickedit: I was at 70 hp, and one shot from a combat sniper brought me down to 25 hp.. heh
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Mikk-
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Re: [FIRST RELEASE] ZERO TOLERANCE 2016

Post by Mikk- »

X-CrAzYkOoL-X wrote:What exactly did you tweak with the hitscan monsters? Just the accuracy?
Maybe it's cause I'm playing on Hurt Me Plenty, but the combat snipers are still buggers at best.

quickedit: I was at 70 hp, and one shot from a combat sniper brought me down to 25 hp.. heh
I thought I had tweaked the combat snipers enough, guess I needed to do a bit more testing
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-Ghost-
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Re: [FIRST RELEASE] ZERO TOLERANCE 2016

Post by -Ghost- »

Feels pretty good from what I've played, though to be honest I never got around to playing much of the original. Everything felt very tight, didn't notice any initial bugs. I do remember that shotgun replacement though; it has a badass reload, but I always missed having a regular shotgun.
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Mikk-
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Re: [FIRST RELEASE] ZERO TOLERANCE 2016

Post by Mikk- »

From a gameplay perspective things haven't really changed, things might have been tightened up here and there. But overall the experience is pretty similar to what you would get from playing the original.

Ill start compiling a list of things to change for v1.1 when I get a little more feedback. So far all I know is that the hitscanners need a bit more tweaking and that some other people fancy having reload being bound back to +ALTFIRE, which I can easily make an option. Please let me know if there's anything else left to add.

EDIT: so it turns out I'm dumb, I accidentally put the CBAF_NORANDOM flag in the Range field of [wiki]A_CustomBulletAttack[/wiki], so the Combat Snipers had a shockingly short range value of 2. :lol:

EDIT 2: I noticed that the combat snipers seem to attack way too often. So, I figured that perhaps as a balancing feature, they 'reload' after every shot or something, basically to delay them attacking again so quickly. Or perhaps a pause before taking their shot considering they're so accurate it wouldn't make sense for them to be popping off consistently accurate shots at such a frequency.

EDIT 3: Looking at the Green plasma shooting zombies (occasional chaingunner replacement), they can deal a whopping 100 damage!! What!! In v1.1 I'll probably make it so when the balance feature is enabled the projectiles are slowed down a little, or I can change their damage output. Not sure yet, I'll toy around with that.
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Mikk-
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Re: [FIRST RELEASE] ZERO TOLERANCE 2016

Post by Mikk- »

Pardon the double post but I've spent the past few hours tweaking and I feel that v1.1. is fit to release.

Download: [v1.1] zp-zerot-2016.zip (10.8mb)
List of changes
  • Flaregun only mode! Enabling this option lets you play through any mapset with only the trusty flaregun!
  • You can select the starting level of your flaregun, do be warned that when you choose your level that's what you're stuck with! No upgrades
  • To make things fair, in FG only mode, the FORCERADIUSDMG flag is enabled, so bosses won't be as much of a brick wall
  • You can now enable classic reloading! With this option you can use +ALTFIRE to reload your weapon
  • More balance tweaks! Sniper zombies now deal somewhat more fair damage & now have to 'reload' after each shot
  • Fixed a bug where in re-balance mode the Combat Snipers shot had 0 range
Enjoy!
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TypeSaucy
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Re: [V1.1] ZERO TOLERANCE 2016

Post by TypeSaucy »

Sweet. Will give you more feedback if any.
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Hellser
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Re: [FIRST RELEASE] ZERO TOLERANCE 2016

Post by Hellser »

Mikk- wrote:
  • Flaregun only mode! Enabling this option lets you play through any mapset with only the trusty flaregun!
  • You can select the starting level of your flaregun, do be warned that when you choose your level that's what you're stuck with! No upgrades
  • To make things fair, in FG only mode, the FORCERADIUSDMG flag is enabled, so bosses won't be as much of a brick wall
FG only mode? Nifty. Would be nice to see upgrades for the FG though. That thing's a great backup weapon.
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Ed the Bat
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Re: [V1.1] ZERO TOLERANCE 2016

Post by Ed the Bat »

I haven't had time to play around, myself, but this sounds like it's coming along beautifully. Years ago, I made a small bugfix version for myself to move the weapons out of SetSlot and to fix the bug with killcounts not being accurate, both of which you've soundly taken care of here, along with so much more. It also seems that you've essentially made the original version obsolete, thanks to these toggles you've added. I think I would feel completely safe scrapping my bugfix version and relying solely on your release. Keep it up!
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Mikk-
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Re: [FIRST RELEASE] ZERO TOLERANCE 2016

Post by Mikk- »

Hellser wrote:
Mikk- wrote:
  • Flaregun only mode! Enabling this option lets you play through any mapset with only the trusty flaregun!
  • You can select the starting level of your flaregun, do be warned that when you choose your level that's what you're stuck with! No upgrades
  • To make things fair, in FG only mode, the FORCERADIUSDMG flag is enabled, so bosses won't be as much of a brick wall
FG only mode? Nifty. Would be nice to see upgrades for the FG though. That thing's a great backup weapon.
Okay, that's implemented! For flaregun only mode there is now Off, On & On (Upgrades Enabled). I'll wait a bit before I release anything to do with v1.2 as I'd like to know if there's anything else people would like to add or change.
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TypeSaucy
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Re: [V1.1] ZERO TOLERANCE 2016

Post by TypeSaucy »

I just played a few levels in, and I dig lots of it already. The flaregun mode is really fun, the combat sniper doesn't kill you in two shots, and it feels challenging.
Maybe it's coming from me playing a lot of Guncaster, but would you consider adding some recoil to the weapons? I'd like some kick to these weapons.
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Mikk-
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Re: [V1.1] ZERO TOLERANCE 2016

Post by Mikk- »

Im glad you like it! I tried to make things fair especially with the combat snipers.

I could give it a shot, I'll toy about with some recoil settings and add it as an option.

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