[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
44
64%
 
Total votes: 69

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TypeSaucy
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Re: [V1.1] ZERO TOLERANCE 2016

Post by TypeSaucy »

I came across a problem. The Susan's projectiles hurt you if you're close to a wall on your right.
The projectile is pretty much big enough to explode as soon as you shoot when on a wall, and the splash damage hurts you.
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Viscra Maelstrom
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Re: [V1.1] ZERO TOLERANCE 2016

Post by Viscra Maelstrom »

i'm pretty sure it did that in the original version.
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Mikk-
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Re: [V1.1] ZERO TOLERANCE 2016

Post by Mikk- »

Well I haven't touched the weapon's behaviour. I believe that's an issue with the original mod.
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Viscra Maelstrom
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Re: [V1.1] ZERO TOLERANCE 2016

Post by Viscra Maelstrom »

i think the thing is that the gun is angled, and thus the projectiles are also fired at an angle, rather than the center. so in a tight corridor you could very well fire into the wall if you positioned yourself far enough to the right. maybe if the projectiles were a bit tinier, and didn't damage you on impact?
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TypeSaucy
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Re: [V1.1] ZERO TOLERANCE 2016

Post by TypeSaucy »

I would very much like it if the projectiles are a slightly small. It makes sense that it hurts the player due to radioactive projectiles, but I want to be hurt if I shoot directly to the wall I am against, not when my crosshair is on an enemy and it collides with the wall. Lol
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Ed the Bat
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Re: [V1.1] ZERO TOLERANCE 2016

Post by Ed the Bat »

Isn't radioactivity good for The Prototype, though? Residue from the radioactive waste barrels gives health and armor bonuses.
AdmiralAjax
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Re: [V1.1] ZERO TOLERANCE 2016

Post by AdmiralAjax »

Execution could not continue.
Script error, "[v1.1] zp-zerot-2016.pk3:actors/weapons/flaregun.txt" line 44:
Sprite names must be exactly 4 characters

Getting this error. If the answer is devbuild then I'll need help looking for one that isn't constantly shitting itself.
Blue Shadow
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Re: [V1.1] ZERO TOLERANCE 2016

Post by Blue Shadow »

AdmiralAjax wrote:Getting this error. If the answer is devbuild then I'll need help looking for one that isn't constantly shitting itself.
Pick the newest available, if you're unsure which one to go for.
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Doctrine Gamer
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Re: [V1.1] ZERO TOLERANCE 2016

Post by Doctrine Gamer »

It's Compatible with Ultimate Doom? I remember the original version Zero Tolerance did not support Ultimate Doom.
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Viscra Maelstrom
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Re: [V1.1] ZERO TOLERANCE 2016

Post by Viscra Maelstrom »

i'm not sure why it wouldn't be compatible with Ultimate Doom. it's just a weapons mod.
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Mikk-
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Re: [V1.1] ZERO TOLERANCE 2016

Post by Mikk- »

Aside from the fact you can't get the Flak Cannon (Super Shotgun replacement) or Raiden Rifle (Chaingunner drop), Ultimate DOOM should work fine.
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Viscra Maelstrom
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Re: [V1.1] ZERO TOLERANCE 2016

Post by Viscra Maelstrom »

ooh, maybe add a CVAR that when turned on randomly replaces some of the guns found in Ultimate Doom with those, then?
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Hellser
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Re: [V1.1] ZERO TOLERANCE 2016

Post by Hellser »

Viscra Maelstrom wrote:ooh, maybe add a CVAR that when turned on randomly replaces some of the guns found in Ultimate Doom with those, then?
I like the idea of this. More modders should do this, as many people (my self included) are Ultimate Doom whores. ;D
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Mikk-
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Re: [V1.1] ZERO TOLERANCE 2016

Post by Mikk- »

That's a good idea. That's definitely down for v1.2, probably would just randomise Susan Pistol to drop Flak Cannon and Bouncer HMG to drop Raiden Rifle on occasion. Maybe even an option to sometimes drop Chaingunner replacements on shotgunner replacement spawns. Dunno if that will mess with the balance too much, though.
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Doctrine Gamer
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Re: [V1.1] ZERO TOLERANCE 2016

Post by Doctrine Gamer »

Worked in Ultimate Doom but with some bugs
remember that certain maps do not automatically opened to pass the level, something like that
long ago, I can not remember right
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