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

Projects that alter game functions but do not include new maps belong here.
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Cptschrodinger
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Re: The Triumphant Return of WWHC-DIAZ (See page 8)!

Post by Cptschrodinger »

http://www.lonesentry.com/articles/nebe ... index.html

If you bothered to take 5 seconds to look it up you would of found that it IS a missile launcher. Though "Nebelwerfer launcher" would roughly translate into "Smoke launcher launcher" so I guess it's a bit weird sounding.
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wildweasel
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Re: The Triumphant Return of WWHC-DIAZ (See page 8)!

Post by wildweasel »

Lizardcommando, as creepy as those sounds were the first few times I heard them in Q2, I've grown to really hate them because they just sound dumb by modern standards.

Vaecrius, that's a possibility. I may have to import the Vile flame graphics into the wad, though, for it to also work in Doom 1.
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bagheadspidey
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Re: The Triumphant Return of WWHC-DIAZ (See page 8)!

Post by bagheadspidey »

What version of zdoom does this work best in? I've gone through and put quotes around state labels in jump calls to try to get this to run in the newest SVN release of zdoom. The game will start, but it segfaults often, giving no reason and saying it is "unable to write a log"
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lizardcommando
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Re: The Triumphant Return of WWHC-DIAZ (See page 8)!

Post by lizardcommando »

Try the latest version of GZDoom. It works for me in that.
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wildweasel
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Re: The Triumphant Return of WWHC-DIAZ (See page 8)!

Post by wildweasel »

The last released version of the mod was designed in GZDoom. I've added quotes to everything in the latest release but I haven't had any segfault problems so far...
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wildweasel
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Re: The Triumphant Return of WWHC-DIAZ (See page 8)!

Post by wildweasel »

I've released a massive updated version:

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

MASSIVE NOTE: I've added custom skill level settings to the wad file through MAPINFO. However, this feature is not in any official version of ZDoom at the moment, so you'll need to go download an SVN binary from http://84.40.169.249/al/files.php?sAddDir=/raztk/zdoom (which appears to be down as of this writing, but ought to be back up eventually). GZDoom will crash with an error. A temporary solution would be to delete the MAPINFO lump from the wad file. This shouldn't affect gameplay at all, because my only real changes to the skill settings are removing the double ammo, and changing Nightmare so monsters no longer respawn but do twice the damage and are twice as aggressive.

New in this version:

- Footstep sounds courtesy of Wooliewool666
- Body fall sounds, also thanks to Wooliewool666
- Enhanced blood effects from nashgore.wad by Nash
- A skill level overhaul
- The hitscan-based enemies now need to reload at regular intervals, similar to the player. They will now also eject shell casings and drop clips.

Balance Changes:

- The Colt .45 pistol can now fire much faster but does about half the damage it used to.
- The Skorpion now only holds 20 rounds to a clip, and has a damage setting of 8 instead of 8.5.
- Recoil was reduced on the Skorpion and RPK.
- The Shotgun's power was reduced drastically.
- The Magnum's power is about 2/3 of what it was before.
- The Magnum troopers will drop their weapons less often (84/255 instead of 128/255) and their ammo even less still (44/255 instead of 100/255). So Magnum ammo shouldn't be ridiculously common anymore.
- The Mauser rifle's power was increased a bit, particularly while not in Iron Sight mode. It still doesn't do as much damage without the sights, though. In theory, you should be able to kill the pinkies with one aimed shot most of the time.

Known Issues:

- The assault rifle soldier still reloads after 30 rounds instead of 20 like the player's rifle, which means that at this point he'll never reload because the SkorAmmo counter can never reach 30 for him. I just forgot to change this before uploading the mod again, so it'll be fixed in the next release.
- For some reason, my Berserk replacement is also affecting the bullet weapons and not just their melee attacks. I don't want it to affect bullets and projectiles.
- I need some extensive testing on the BFG replacement, because I suspect it might be too strong.
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DoomRater
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Re: The Triumphant Return of WWHC-DIAZ (See page 8)!

Post by DoomRater »

- The assault rifle soldier still reloads after 30 rounds instead of 20 like the player's rifle, which means that at this point he'll never reload because the SkorAmmo counter can never reach 30 for him. I just forgot to change this before uploading the mod again, so it'll be fixed in the next release.
To keep this from being an issue, check using 0 instead of the set max amount. When you change the ammo caps that way you won't have to remember to change this value too.
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Snarboo
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Re: The Triumphant Return of WWHC-DIAZ (See page 8)!

Post by Snarboo »

I've played around with this a bit more, and I like most of the changes. It feels far more balanced. It's very fun! Only a couple of things:
*Could you please remove, or atleast tone down the speed handicap when the player is near death? It's a cool effect, but it gets annoying having to hobble around the level looking for a med pack. It also makes it harder to deal with anything pursuing you.
*The Revenant replacement is pretty cool, but they tend to kill themselves more than they do you. ;) This is especially apparent in TNT's Map 29, where it's easy to trick them into firing inside of their tiny alcoves and splattering themselves. There's a way to make a monster resistant to their own attacks, but I forgot how.
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Unknown_Assassin
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Re: The Triumphant Return of WWHC-DIAZ (See page 8)!

Post by Unknown_Assassin »

Sorry if this is off-topic, but this is bothering me.

@Doomrater: You are breaking the forum layout with your custom title.
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DoomRater
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Re: The Triumphant Return of WWHC-DIAZ (See page 8)!

Post by DoomRater »

Odd, I wasn't experiencing any ill effects, but that's what a wide screen setting does. I've shortened it a bit.

I still have yet to play the mod though...
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wildweasel
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Re: The Triumphant Return of WWHC-DIAZ (See page 8)!

Post by wildweasel »

Snarboo wrote:I've played around with this a bit more, and I like most of the changes. It feels far more balanced. It's very fun! Only a couple of things:
*Could you please remove, or atleast tone down the speed handicap when the player is near death? It's a cool effect, but it gets annoying having to hobble around the level looking for a med pack. It also makes it harder to deal with anything pursuing you.
*The Revenant replacement is pretty cool, but they tend to kill themselves more than they do you. ;) This is especially apparent in TNT's Map 29, where it's easy to trick them into firing inside of their tiny alcoves and splattering themselves. There's a way to make a monster resistant to their own attacks, but I forgot how.
The speed penalty: I'll have to script it myself through the player's DECORATE, because currently I'm using the Strife-style "runhealth" property. In Strife, you can't run if you have less than 10 health. Diaz is the same except it's 15 and not 10.

On the Rev replacement, I could swear I've tried everything...I cannot get the Don't Hurt Shooter bit to work in the A_Explode on his attack puff. I want it to be explosive, but I don't want them to be able to kill themselves. Help?
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DoomRater
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Re: The Triumphant Return of WWHC-DIAZ (See page 8)!

Post by DoomRater »

Attack puff? There's your problem. Until there's some way to make sure puff damage is properly assigned to a monster, this isn't fixable.

Edit: I mean, you can try using a fast projectile that inherits from "That one Heretic projectile" (I've forgotten what it was now)...
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Matt
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Re: The Triumphant Return of WWHC-DIAZ (See page 8)!

Post by Matt »

@UA: Image

@DR: I think it's a Hexen projectile... MageWandMissile, possibly?
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DoomRater
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Re: The Triumphant Return of WWHC-DIAZ (See page 8)!

Post by DoomRater »

No, that one's ripper. The claw had a powered up projectile that served the same purpose but wasn't ripper.
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TheDarkArchon
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Re: The Triumphant Return of WWHC-DIAZ (See page 8)!

Post by TheDarkArchon »

Weasel: Use a damage type on the puff and make the combine guys immune to them.
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