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

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wildweasel
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Re: The Triumphant Return of WWHC-DIAZ (See page 8)!

Post by wildweasel »

Vaecrius wrote:EDIT: Except for one bug: pistol zombie guys aren't dropping the new pistol ammo.
Already fixed, sorry about that - my next task will be finishing off the weapon list with that anti-tank weapon, at which point I'll release another version.
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Cardboard Marty
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Re: The Triumphant Return of WWHC-DIAZ (See page 8)!

Post by Cardboard Marty »

I really like the new pistol. It was really a spur of the moment when I started the graphics for it! Glad to see it's being used in such an amazing way.

The new melee combo seems pretty neat, though the animation for the combo finisher after the first punch is thrown (the punch that was used back when the berzerk replacement was implemented) seems kinda choppy. But that's a minor nitpick and I haven't found any faults with the mod yet! :P
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Ryan Cordell
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Re: The Triumphant Return of WWHC-DIAZ (See page 8)!

Post by Ryan Cordell »

Though I'm wondering if you're considering a centered mode for the pistol, as one of the other weapons have. :P
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Re: The Triumphant Return of WWHC-DIAZ (See page 8)!

Post by Cardboard Marty »

There was some talk about alternate firing modes, but I doubt the pistol would have an iron-sight mode. Really, I think the only reason the rifle has one is because the base graphics came with it. It did take me forever to hand that thing though...
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Re: The Triumphant Return of WWHC-DIAZ (See page 8)!

Post by Matt »

Increase the muzzle climb a bit and allow gangsta-style shooting? :D
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Re: The Triumphant Return of WWHC-DIAZ (See page 8)!

Post by DoomRater »

Wouldn't you actually make the muzzle move horizontally with that mode on?

Personally, I never understood the point of having both inaccuracy spread AND muzzle bink at the same time. I want to build a weapon where you can choose between the two by way of ironsight mode.
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Re: The Triumphant Return of WWHC-DIAZ (See page 8)!

Post by Matt »

DoomRater wrote:Wouldn't you actually make the muzzle move horizontally with that mode on?
Yup. That's the rationale - you can target multiple enemies with minimal effort during your spray-and-pray. :D
Personally, I never understood the point of having both inaccuracy spread AND muzzle bink at the same time. I want to build a weapon where you can choose between the two by way of ironsight mode.
Sounds fun. :O
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Re: The Triumphant Return of WWHC-DIAZ (See page 8)!

Post by lizardcommando »

I found a bug regarding the new pistol. The hand repeats its weaponup and weapondown state when you die.
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Re: The Triumphant Return of WWHC-DIAZ (See page 8)!

Post by Cardboard Marty »

Vaecrius wrote:Increase the muzzle climb a bit and allow gangsta-style shooting? :D
I actually had frames for those, but I lost them. I might remake them again, it shouldn't be too complicated.
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Re: The Triumphant Return of WWHC-DIAZ (See page 8)!

Post by chronoteeth »

Is it me or did anyone else feel like the colt was more like a torakev?

Anyways, I was thinking about something. If you wait till you're dry to reload, you've used up all your ammo and get back a full clip, but if you reload early, you're just saving your butt and wasting what could be a full clip. I was thinking if there were more to than wasting a full clip, such as maybe faster reloading if you reload before the clip is reloading, sorta like in real life: you're not gonna cock the chamber of a pistol if a round is in there, or clear the casing port on a rifle if you reload and theres still a bullet in the chamber. Pretty much it just an idea to balance it out more, making it useful to do both at certain times.
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Re: WW-Diaz Remake: more assistance needed!

Post by wildweasel »

I am in need of more assistance with wwhc-diaz - namely with monster sprites and one weapon.

Monster sprites first - as with the three zombie enemies, I would like to have a pair of replacements for the Imp. The first would simply be an aesthetically enhanced Imp with a better-looking fireball attack and resistance to fire. But the second is going to require a set of new monster sprites.

The second, slightly more powerful Imp replacement will be an escaped test subject. I've probably talked about this before. The test subject will be equipped with a weak Psi-Amp and will shoot either fireballs or lightning, like Diaz's Amp is also capable of doing, but much weaker. The test subject would also have a psi-shield that it would randomly turn on, but he'd be unable to attack or move. It would be similar to the Hexen Centaur but it wouldn't be triggered by his pain state.

I need sprites for him, though. Previously I was linked to a set of sprites for a Wolfenstein mod featuring a guy in a lab coat with bruises, scratches, and a weird alien guy on his back. I thought the idea was genius. Unfortunately, these sprites were unusable due to a lack of complete frames for him - he only had two walking frames for eight rotations. (And also, I didn't want the alien guy on his back.) So I'd like to ask any capable sprite artist to try their hand at creating a test subject character for Diaz to fight.

The second issue I have that I need help with: I'm looking for some help with the Martial Arts weapon. It's pretty buggy at the moment. The primary combo doesn't always work properly, looping between the second and third attacks if the button is rapid-fired (instead of disallowing the player from pressing the primary fire again until the attack is over). I've attempted to fix it once but that cut off functionality of being able to use the secondary fire as a finisher. If an experienced coder could attempt to have a look at it, I'd appreciate it.

Oh, and I also uploaded the very latest version that I've been doing things with - http://armory.drdteam.org/wwmods/inprog ... c-diaz.rar - featuring a few bugfixes regarding existing weapons, a significant power boost for the Skorpion (10.5 damage now as opposed to the 9 earlier), less carry capacity for Skorpion clips, and the graphics (and placeholder code) for the final weapon: the Kurdd & Schaumers AT30 Slugthrower, on slot 5. It doesn't work yet - the graphics are there though.
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Re: WW-Diaz Remake: more assistance needed!

Post by DoomRater »

I'm ALWAYS up for debugging weapons. I'll take a look at it right away if TDA doesn't beat me to it.

Here are the combos I could perform:

fire altfire - right hook left straight (Diaz is lefty? cooooool)
fire fire altfire - right-left hook roundhouse kick
fire fire fire altfire - right-left hook chop jump roundhouse
fire fire * fire altfire - right left hook, then chop straight

The bug you were complaining about was I believe fire fire fire fire fire which produced right-left hook chop left hook chop... you don't want fire performing anything after the fourth fire. Giving it a crack~

Edit after looking at code: I CAN fix this, but with some extensive jumps. I need to test code really quick and then see if that does the trick... and I think that should do it.
Spoiler:
Spoiler:
Nother Edit: I forgot to clean up the FinalFistCooldown in the Finisher part. Stick this right after AltFire: MART Q 0 A_TakeInventory("FinalFistCooldown",4)
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Re: WW-Diaz Remake: more assistance needed!

Post by wildweasel »

The fist no longer has the aforementioned bugs, thanks to DoomRater! Now all I need to do is come up with alternate finishing moves for Berserk mode... I was inspired by Kinsie's Night of the Homeless mod - I'm going to add radius quakes to all my explosives to enhance their impact. Also, I'm still working on the final weapon.

Does anybody want to take up the sprite work for the Test Subject?
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Re: WW-Diaz Remake: more assistance needed!

Post by Ryan Cordell »

Berserk finishing move?

Roundhouse Kick. :P
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Re: WW-Diaz Remake: more assistance needed!

Post by DoomRater »

The roundhouse kick is already in there as the finisher to punch punch chop. And this single move makes Diaz very good at jumping if you time it right... I can jump on top of the MAP01 lift with it!
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