WWHC-Diaz + (NEW!) The VR Missions (help wanted!)
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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.
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Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
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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.
- DoomRater
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Re: The Triumphant Return of WWHC-DIAZ (See page 8)!
Huh? Have the weapon jump from its dryfire over to melee if the user keeps the button held down. I see no need for a variable here, and it's not like a dryfire eats up that much time anyway so no need to keep track of it. (And if you did decide to keep track of if they've already dryfired it once, why not use the same variable for all guns?)
- Matt
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Re: The Triumphant Return of WWHC-DIAZ (See page 8)!
I was thinking of the same implementation as WW seems to have in mind. If you don't have the inventory flag you'd always try to fire once before resorting to melee, which looks kinda odd. But then again... that is what the player is actually doing...
As another argument to counteract the lack of precedent, though, given the relatively low capacities for most of the weapons* you're actually running dry and reloading a lot more often, and consequently fiddling with more different controls, than a lot of other mods with reloads - but the guns do start playing more like something from a beat-em-up.
This reminds me of something I've wanted to comment on for a while now: why do all the autofire weapons keep clicking if you hold on to the attack button? Aren't these things dependent on having fired a round to reset the firing cycle?
*They're equal to or larger than equivalent weapons in The Stranger, but in that mod reloading only takes a split second and happens automatically if you attempt to fire a dry weapon, so it's slightly less noticeable.
As another argument to counteract the lack of precedent, though, given the relatively low capacities for most of the weapons* you're actually running dry and reloading a lot more often, and consequently fiddling with more different controls, than a lot of other mods with reloads - but the guns do start playing more like something from a beat-em-up.
This reminds me of something I've wanted to comment on for a while now: why do all the autofire weapons keep clicking if you hold on to the attack button? Aren't these things dependent on having fired a round to reset the firing cycle?
*They're equal to or larger than equivalent weapons in The Stranger, but in that mod reloading only takes a split second and happens automatically if you attempt to fire a dry weapon, so it's slightly less noticeable.
- lizardcommando
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Re: The Triumphant Return of WWHC-DIAZ (See page 8)!
I thought the reason for that was that it was some kind of way to prevent the player from automatically reloading or something. I dunno, but that does seem a bit odd though.
- wildweasel
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Re: The Triumphant Return of WWHC-DIAZ (See page 8)!
While I could argue that the weapons are electric and not gas-operated, that effect does sort of annoy me in retrospect - only problem is, I don't know how I would make the dryfire "semi-automatic" on the automatics.
- DoomRater
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Re: The Triumphant Return of WWHC-DIAZ (See page 8)!
Here's how I do it:
the NOAUTOFIRE flag causes a weapon NOT to refire in the case that it finds A_WeaponReady. However, A_Refire will still cause the weapon to refire. So, for the parts that I want full auto, I use A_Refire on, and the parts I don't, I send back to the ready frames. In most cases it should be a simple matter of adding the flag.
the NOAUTOFIRE flag causes a weapon NOT to refire in the case that it finds A_WeaponReady. However, A_Refire will still cause the weapon to refire. So, for the parts that I want full auto, I use A_Refire on, and the parts I don't, I send back to the ready frames. In most cases it should be a simple matter of adding the flag.
Re: The Triumphant Return of WWHC-DIAZ (See page 8)!
Here is severeal thoughts:
- Hand attack under new berserk is almost useless because it's too slow. I even waited until the effect gone before start melee. May be it will be better make hand attack under berserk not more deadly, but more faster?
- I like pain effects and weapon recoil, this is somethig, that makes this mode unique. The reason why these effects was reduced is clear, but i think their original version still could be implemented on the harder skill.
- Hand attack under new berserk is almost useless because it's too slow. I even waited until the effect gone before start melee. May be it will be better make hand attack under berserk not more deadly, but more faster?
- I like pain effects and weapon recoil, this is somethig, that makes this mode unique. The reason why these effects was reduced is clear, but i think their original version still could be implemented on the harder skill.
- DoomRater
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Re: The Triumphant Return of WWHC-DIAZ (See page 8)!
I woudln't wait for the effect to wear off- I'd just use the kick attack as a boost to my jump. I can almost jump to the top of the life in MAP01 with jump+Chuck Norris kick.
- Matt
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Re: The Triumphant Return of WWHC-DIAZ (See page 8)!
Just a thought: Maybe the reload key could switch between the two different H2H attacks?GuestI wrote:Here is severeal thoughts:
- Hand attack under new berserk is almost useless because it's too slow. I even waited until the effect gone before start melee. May be it will be better make hand attack under berserk not more deadly, but more faster?
- I like pain effects and weapon recoil, this is somethig, that makes this mode unique. The reason why these effects was reduced is clear, but i think their original version still could be implemented on the harder skill.
As for the pain effect... ::ahem::
- wildweasel
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Re: The Triumphant Return of WWHC-DIAZ (See page 8)!
The mod has been updated today - the changes I'm not exactly sure of, but here's what I was doing before I quit working on it a week ago...
The fist attacks were being vastly redesigned - instead of the "designer" combos and completely different move set for Berserk mode, I was redesigning the fist to be a little more like that of Castlevania: Curse of Darkness - primary attacks do "link" moves which string together, and secondary fire uses a "finisher" move which ends the combo. The finisher that is used depends mainly on what link move was last used.
However, the new melee attack system was not actually finished. So there are bugs, and berserk is broken at the moment.
Also, given feedback, I added +NOAUTOFIRE to the Skorpion and SMG39, cleaning them up a fair bit and fixing the automatic dryfire. I didn't do this to the RPK yet.
The fist attacks were being vastly redesigned - instead of the "designer" combos and completely different move set for Berserk mode, I was redesigning the fist to be a little more like that of Castlevania: Curse of Darkness - primary attacks do "link" moves which string together, and secondary fire uses a "finisher" move which ends the combo. The finisher that is used depends mainly on what link move was last used.
However, the new melee attack system was not actually finished. So there are bugs, and berserk is broken at the moment.
Also, given feedback, I added +NOAUTOFIRE to the Skorpion and SMG39, cleaning them up a fair bit and fixing the automatic dryfire. I didn't do this to the RPK yet.
Re: The Triumphant Return of WWHC-DIAZ (See page 8)!
CoolVaecrius wrote:As for the pain effect... ::ahem::

...and more thoughts:
-Launch offset of Neutralizer's projectiles is incorrect. Obviously it was chosen so it's look like they fly out directly from weapon, but in reality they starts to the right of the player. In narrow tunnels or just when the player stay near the wall it became a problem - it's almost impossible to fire.
-If the map is played is not too difficult, PsiAmp almost kills the balance. It fast enough, silent and free, so wad could be finished without using other weapons. On the other hand if map is difficult it doesn't help a lot.
- wildweasel
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Re: The Triumphant Return of WWHC-DIAZ (See page 8)!
Hey guys, update time.
GuestI, your comment has been noted, but unfortunately I can't fix the issue you describe, because otherwise the projectiles are going to appear from the center of the screen. The Neutralizer doesn't work very well in closed spaces anyway due to the spreading effect, so my best advice is to just not use it in narrow hallways.
http://armory.drdteam.org/wwmods/inprog ... c-diaz.rar
The updates this time around mainly consist of the complete removal of the Colt M1911A1, in favor of a brand new handgun: the Kurdd & Schaumers P50. It's a bit weaker than the Colt was, but holds 4 more bullets to its clip, and the player can't hold more than 8 clips at a time (16 with backpack). It's very quick though (providing your trigger finger is quick) and, dare I say it, is the most awesome starting pistol to ever grace a Doom mod.
I think I also increased the Skorpion damage, ever so slightly. Can't remember.
GuestI, your comment has been noted, but unfortunately I can't fix the issue you describe, because otherwise the projectiles are going to appear from the center of the screen. The Neutralizer doesn't work very well in closed spaces anyway due to the spreading effect, so my best advice is to just not use it in narrow hallways.
http://armory.drdteam.org/wwmods/inprog ... c-diaz.rar
The updates this time around mainly consist of the complete removal of the Colt M1911A1, in favor of a brand new handgun: the Kurdd & Schaumers P50. It's a bit weaker than the Colt was, but holds 4 more bullets to its clip, and the player can't hold more than 8 clips at a time (16 with backpack). It's very quick though (providing your trigger finger is quick) and, dare I say it, is the most awesome starting pistol to ever grace a Doom mod.
I think I also increased the Skorpion damage, ever so slightly. Can't remember.
- lizardcommando
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- Project Shadowcat
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Re: The Triumphant Return of WWHC-DIAZ (See page 8)!
Looks like the pistol and all need to be aligned more to the right.
- Matt
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Re: The Triumphant Return of WWHC-DIAZ (See page 8)!
Dude I love you.wildweasel wrote:The updates this time around mainly consist of the complete removal of the Colt M1911A1, in favor of a brand new handgun: the Kurdd & Schaumers P50. It's a bit weaker than the Colt was, but holds 4 more bullets to its clip, and the player can't hold more than 8 clips at a time (16 with backpack). It's very quick though (providing your trigger finger is quick) and, dare I say it, is the most awesome starting pistol to ever grace a Doom mod.
I think I also increased the Skorpion damage, ever so slightly. Can't remember.
EDIT: Except for one bug: pistol zombie guys aren't dropping the new pistol ammo.
- Ryan Cordell
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Re: The Triumphant Return of WWHC-DIAZ (See page 8)!
MUCH better than the previous starting pistol, no offense.