Diaz v3 - Random Public Beta #3.5! [p.13]

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Xanirus
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Re: Diaz v3 - Random Public Beta #3.5! [p.13]

Post by Xanirus »

If you're still asking for requests, I guess I have one. You could implement a score system. I know score nowadays is an afterthought in today's games, but Doom for me feels more like an arcade experience, compared to modern shooters today. (Especially since you can pack so many enemies in one level) It's a bit addicting to see a number go up based on your *cough* um...violent tendencies.. *cough* but that's just me. I'm not asking for another ScoreDoom remake, just monsters with a certain value and a simple count that racks up on your HUD.

Also, I know you've been hearing a lot about the reloading of the MP7, but I'm not talking about it's reloading animation, rather it seems to not have one at all when under the effects of the combat boost/beserk pack. The gun sprite just disappears completely when you're reloading, comes back when reloading is finished.
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wildweasel
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Re: Diaz v3 - Random Public Beta #3.5! [p.13]

Post by wildweasel »

Eh, no, score really doesn't have a place in a mod like this - it's completely meaningless. As for the MP7 reload, yeah, I know about that one, it's gonna get fixed for the next version (whenever the hell that is).
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rollingcrow
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Re: Diaz v3 - Random Public Beta #3.5! [p.13]

Post by rollingcrow »

This might have been mentioned already, but the pickup message and the HUD for the MP7's ammo states 5.7mm even though the ammo box says 4.6mm.
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wildweasel
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Re: Diaz v3 - Random Public Beta #3.5! [p.13]

Post by wildweasel »

Oops. Will fix.
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rollingcrow
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Re: Diaz v3 - Random Public Beta #3.5! [p.13]

Post by rollingcrow »

Bug - While dying and have the MP7 or Bloc equipped, you can keep firing single shots until you run out of ammo or don't press +fire fast enough.
Last edited by rollingcrow on Mon Feb 07, 2011 3:45 pm, edited 1 time in total.
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wildweasel
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Re: Diaz v3 - Random Public Beta #3.5! [p.13]

Post by wildweasel »

I honestly have no idea what would cause that; if anybody a bit more in tune with how Doom works could have a look, I'd appreciate that...
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TheDarkArchon
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Re: Diaz v3 - Random Public Beta #3.5! [p.13]

Post by TheDarkArchon »

It's your A_WeaponReady calls in the deselect states in those weapons: You have the flags set to 26 which is WRF_NOSWITCH (2), WRF_NOSECONDARY (8) and an unused bit (16) : You can still primary fire.
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Davidos
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Re: Diaz v3 - Random Public Beta #3.5! [p.13]

Post by Davidos »

TheDarkArchon wrote:It's your A_WeaponReady calls in the deselect states in those weapons: You have the flags set to 26 which is WRF_NOSWITCH (2), WRF_NOSECONDARY (8) and an unused bit (16) : You can still primary fire.
I just thought that A_WeaponReady, just like it states, makes the weapon cycle to ready, continuing the animation but functioning like it's ready... for example I tried that in my mod, the animations would keep playing but I could reload and fire and stuff which is activated through ready even though it was still running...

... I hate it when mods just slam a _weaponready through reloading animations, one second you're pumping in a shell and a milisecond later your weapon flashes to the center and blasts the nearest demon to shreds.. just feels so lame.
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wildweasel
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Re: Diaz v3 - Random Public Beta #3.5! [p.13]

Post by wildweasel »

A_WeaponReady takes arguments. I was using said arguments in Deselect states to ensure that my Offsets got reset for when the next weapon is readied, but I guess I added the numbers up incorrectly.
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wildweasel
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Re: Diaz v3 - Random Public Beta #3.5! [p.13]

Post by wildweasel »

The mod's been updated to add some more voice acting (including Hernandez) - but as it happens, I need help again...does anybody know of any female voice talent? I have two roles in mind; one's a macho military role, the other...somewhat more archaic, while both roles are for enemy characters.
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wildweasel
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Re: Diaz v3 - Random Public Beta #3.5! [p.13]

Post by wildweasel »

http://files.drdteam.org/index.php/file ... diaz-v3.7z - random public beta 4.

Changes:
- Old status bar returns with high-res weapon icons and slot numbers attached.
- Hernandez gets a new voice.
- So do the Nazis.
- The security guys get more death screams.
- Fixed some outstanding issues with the MP7 in Combat Boost mode.
- Altered the reloading sounds a bit for the Judgment pistol and fixed it in combat boost mode.
- Merc Elites now have a small (audible) delay before firing their magnums, which should make them slightly more fair on WMR4N mode.
- SWAT Officers now shoot slightly faster but do less damage. Also added an extra sound into their reload sequence.
- Status bar now recognizes when the RPG7 has fired and not yet reloaded.

Waiting On:
- Icytux's recoded Lance Driver (or someone else to volunteer to help with it)
- The_Funktasm's shotgun replacement
- Female voice actors to audition for the planned Grenadier and Arc Knight enemy types, or for someone to attempt Molinero's introduction line. Auditioning lines contained in the spoiler.
Spoiler: Audition Lines
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Viscra Maelstrom
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Re: Diaz v3 - Random Public Beta #3.5! [p.13]

Post by Viscra Maelstrom »

Jawsomeness. Trying this out when I get home.
Xanirus
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Re: Diaz v3 - Random Public Beta #3.5! [p.13]

Post by Xanirus »

Had a question regarding armor. The HUD's don't display whether you have blue or green armor. I'm not talking about the green and blue text color indicating above or below 100, I mean what you actually pick up. Is there no difference in protection (the absorbtion %, not the amount displayed on the HUD) between the two, like vanilla Doom, or is a display graphic just not implemented yet?
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NeuralStunner
 
 
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Re: Diaz v3 - Random Public Beta #3.5! [p.13]

Post by NeuralStunner »

There is a feature to display the Armor type, so it's just a matter of not being used in the mod.

(Forgive me if I misread your meaning, but DooM's Armor types DO have different protection percentages.)
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wildweasel
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Re: Diaz v3 - Random Public Beta #3.5! [p.13]

Post by wildweasel »

Yeah, I could add a display indicator to determine which type of armor you have. To make the harder difficulties more playable, though, I might alter the way the absorption works - actually, I could make the "type" meaningless by making both armor types have equal absorption, but differing durability. =P
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