WWHC-Diaz + (NEW!) The VR Missions (help wanted!)

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.
User avatar
DoomRater
Posts: 8270
Joined: Wed Jul 28, 2004 8:21 am
Preferred Pronouns: He/Him
Location: WATR HQ
Contact:

Post by DoomRater »

The custominventory item method I listed should in theory overcome the problem of weapons not respawning. An alternate method would have to be programmed (though not too dissimilar) to make the weapons stay. The idea there would be to make a custominventory item that checks to see if you have the weapon and if not gives it to you and fails to pick up, and if so fails to do anything.
tcm
Posts: 12
Joined: Sat Sep 09, 2006 1:25 pm

Post by tcm »

Question: WildWeasel, if you're going for semi-realism (or at least as much as Doom will allow), is there any chance that you'll put some sort of inventory restriction on the weapons? You know, like not being able to hold all the guns at the same time. Kind of like in ww-ultimate.
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:

Post by wildweasel »

tcm wrote:Question: WildWeasel, if you're going for semi-realism (or at least as much as Doom will allow), is there any chance that you'll put some sort of inventory restriction on the weapons? You know, like not being able to hold all the guns at the same time. Kind of like in ww-ultimate.
I did consider that briefly, but the MagnumOpus (ww-ultimate) inventory system is just too hard to work with. I also briefly considered a more advanced system where weapons have weights assigned to them and the player can only carry a certain amount of weight - but that would have proven yet more difficult to work with and just wouldn't be worth it in the end.

My next mod (if there is one) will probably revolve around that feature.
User avatar
DoomRater
Posts: 8270
Joined: Wed Jul 28, 2004 8:21 am
Preferred Pronouns: He/Him
Location: WATR HQ
Contact:

Post by DoomRater »

You might want to take the time to revamp all the items for multiplayer as per suggested when you go that route. You could easily plug in all the weight/limit checks there.
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:

Post by wildweasel »

http://armory.drdteam.org/wwmods/inprog ... c-diaz.rar

New features this version:

- Minishotgun now has a click-to-pump action

Fixed bugs:

- CONFONT replaced with a different one that actually fits now
- Random spawns work now

Balance changes:

- Weapons made a lot more accurate, automatics are now 100% accurate on first shot (except for the RPK)
- Weapon ranges are now limited quite a bit and Magnum's accuracy was slightly decreased

Plans for next version:

- I want to make the enemies reload. I can just use my existing dummy ammo types for that and add JumpIfInventory commands to the monsters' states, right?
- Still no word on how to work around the decals?
- Add dynamic lights. I won't overdo it - Probably at most I'll add them to projectiles and attacking player/enemies. Won't add them to pickup items.
- Haven't heard from Marty Kirra since Wednesday...I kind of need his weapon graphics to put in the final weapon.
User avatar
TheDarkArchon
Posts: 7656
Joined: Sat Aug 07, 2004 5:14 am
Location: Some cold place

Post by TheDarkArchon »

- I want to make the enemies reload. I can just use my existing dummy ammo types for that and add JumpIfInventory commands to the monsters' states, right?
Yes.
User avatar
DoomRater
Posts: 8270
Joined: Wed Jul 28, 2004 8:21 am
Preferred Pronouns: He/Him
Location: WATR HQ
Contact:

Post by DoomRater »

On a side note, TDA- are you still running the Armory Resource WAD? I submitted a weapon over there a while ago trying to revive the project ever so slightly.
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:

Post by wildweasel »

Alright, about half of the enemies now reload, two of them eject shell casings now, and I'll finish all that off tomorrow either before or after work. I won't upload a new version until I at least have the reloading - it makes playing with Fast Monsters that much more entertaining!
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:

Post by Matt »

Good to have the random spawns back. Just two crits about the latest changes:

About the pistol ranges: I can't even fire on map02 into the guys in the teleporter room from the earliest point in the tunnel where I could see the first guy there. That's, like, about 40 feet tops. o_O;

As for the click-pump action... meh, it's not doing it for me. As far as I can tell there's no reason not to immediately chamber the shotgun right after each shot (unless, say, you wanted to load a different round directly into the chamber rather than loading whatever's next in the tube).

Can't wait to see the dynamic lights on the psi-amp and rocket launcher.
User avatar
Snarboo
Posts: 2599
Joined: Tue Nov 29, 2005 4:37 am

Post by Snarboo »

It's more of a balancing mechanic. In real life, you have to manually cycle the pump on a shotgun, assuming it's pump action, where as in most games the character does it automatically. The way it's done now sort of simulates the necessary pumping movement.

Red Orchestra does the exact same thing for bolt action rifles, and that game is very realistic. Well, as realistic as a team based MP game can be. ;)
User avatar
hitmanx
Posts: 428
Joined: Sat Dec 18, 2004 4:58 am

Post by hitmanx »

yeah just leave the guns range, because it's just annoying to be able to see a guy but not be able to shoot him. Like pistols can shoot pretty far, and i don't think a doom level is big enough to have a realistic range of pistols if you know what i mean.

Except maybe grosse.
User avatar
DoomRater
Posts: 8270
Joined: Wed Jul 28, 2004 8:21 am
Preferred Pronouns: He/Him
Location: WATR HQ
Contact:

Post by DoomRater »

Yeah, I started doing the reload after firing thing too with the shotgun, and if the reload action would pump the shotgun if there was no ammo, that would make it a flawless way of using the shotgun.

Pistol ranges could definitely be a bit bigger- 2048 is the old range for hitscans, so make that like half or so and the pistols will have a much more realistic range.
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:

Post by Matt »

@Hitmanx: Well, I'm actually okay with unrealistically short ranges, given how it balances out the fact that you can see a lot further IRL than in Doom at the default fov 90... but the pistol distances now are ones that, on flat ground, the player can close in literally under a second.

@Snarboo: I understand the point of it, it's just that the way the guns are set up "semiauto" like this it implies attack button = trigger pull. You don't pull the trigger to chamber a new round, though, which just makes the manual racking seem... odd. It'd be a bit like having a button to detach a magazine, then having to go through your inventory items for another magazine to take out, then hitting the original button to put that new magazine in.

I can think of one situation where you'll need to separate chambering from firing, though: if you've got several kinds of ammo and you don't want the player to empty everything in the tube before using something they didn't happen to have loaded. There's only one kind of shell now, but given what I've seen of the shotgun with its green shells, I can't help but wonder if WW is planning exactly this... :D
User avatar
DoomRater
Posts: 8270
Joined: Wed Jul 28, 2004 8:21 am
Preferred Pronouns: He/Him
Location: WATR HQ
Contact:

Post by DoomRater »

I KNOW Sniper Joe planned this. Oh wait, he changed his name, I'm just so used to calling him that. Also I intended to make a mod with various shell types, but I may only do two so that I need only one button to switch as opposed to using three or more and requiring a button for each.
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:

Post by wildweasel »

I only did the click-to-pump style because I saw it in The Specialists for HL1 and I liked it. It adds some frantic action to using a shotgun and also makes it just feel more natural than having a shot and then wait for the pump animation to complete before firing the next one.
Post Reply

Return to “Gameplay Mods”