Weasel Presents: Terrorists!

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commander
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Re: Police Brutality (Weasel Presents: Terrorists!) - Beta #

Post by commander »

Where can i get the map in the screenshot? The taser is a bit overpower. When I trained it to lvl 3, it could 1-hit a bunch of enemies. :?
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wildweasel
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Re: Police Brutality (Weasel Presents: Terrorists!) - Beta #

Post by wildweasel »

That's Map15 (or was it 16?) of Fragport.wad by The Ultimate Doomer.
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commander
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Re: Police Brutality (Weasel Presents: Terrorists!) - Beta #

Post by commander »

wildweasel wrote:That's Map15 (or was it 16?) of Fragport.wad by The Ultimate Doomer.
Thanks dude!
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commander
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Re: Police Brutality (Weasel Presents: Terrorists!) - Beta #

Post by commander »

Err I think the SMG silencer upgrade is a bit useless. You should change that to extended clip or something more useful.
The melee attack should have fist attack too, not kick only. :)
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CorSair
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Re: Police Brutality (Weasel Presents: Terrorists!) - Beta #

Post by CorSair »

commander wrote:Err I think the SMG silencer upgrade is a bit useless. You should change that to extended clip or something more useful.
On the contrary. Depending on what skill level you play, silencer can be quite crucial on some hard encounters. Especially, on the Sum of All Fears, sometimes it is mandatory. On easier you can just blast the levels without silencer.
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Viscra Maelstrom
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Re: Police Brutality (Weasel Presents: Terrorists!) - Beta #

Post by Viscra Maelstrom »

Kate wrote:Well, either way, it feels pretty balanced to me so far, outside of the fact that the max explosion damage plus instant explosion of the cocktails will more often than not just outright immediately kill you. That's why I liked the Ace T3's as max level grenades more, the timer means the max explosion damage won't kill you instantly if you happen to throw it while too close to the enemy.
maybe the impact-explosion grenade upgrade should be ditched entirely? i mean, the game already has a weapon that shoots grenades exploding on impact (2, even, if you count the AK upgrade), so having 3 of basically the same weapon feels a bit redundant. plus, it kills the original role of the grenades: lobbing them into a pit of enemies and then running like hell from the explosion.

also, i dunno if this is a bug that occurred because i played the new version of the mod with a save from a previous version of it, but... when i got the level 3 upgrade with the Berducci, i lost all my 9mm ammo. the clips of both guns had their ammo left, but all my reserves were completely drained.
commander wrote:Err I think the SMG silencer upgrade is a bit useless. You should change that to extended clip or something more useful.
it's actually pretty useful it you're running into a room filled with bad guys that are consecutively unaware of you entering and you want to get the upper hand of the battle early on.
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wildweasel
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Re: Police Brutality (Weasel Presents: Terrorists!) - Beta #

Post by wildweasel »

Viscra Maelstrom wrote:also, i dunno if this is a bug that occurred because i played the new version of the mod with a save from a previous version of it, but... when i got the level 3 upgrade with the Berducci, i lost all my 9mm ammo. the clips of both guns had their ammo left, but all my reserves were completely drained.
I think that is a save-version issue. Nothing in my scripts indicates that it should be touching the ammo at all, unless you picked up an IBEX kit while already at level 3. Same goes for the at-this-point unreproducible "Doom monsters" glitch, I really wonder if the reason behind those appearing is in fact old saves loaded in the new version.

I kind of wonder how feasible it is to make ZDoom store the MD5 hashes of all loaded WADs in a save game and warn them if it doesn't match.

Regarding the final grenade, I have been making considerations about replacing it entirely; as cool as a molotov really seems to be (in my head), I've been thinking about possibly making the final grenade act much like the final Taser upgrade, and then nerfing the final Taser just a bit more...Mostly I'm just too lazy to go implement it!
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Re: Police Brutality (Weasel Presents: Terrorists!) - Beta #

Post by proman232 »

What I like about your mods, wildweasel, is that they seem to cater to me specifically. If I am looking for a certain experience while playing, then I will usually pick out one of your mods and a level pack, and that usually does the trick for me. Also, I'm a fan of large-caliber revolvers, and most of your mods have at least one large-caliber revolver to be found. Keep up the awesome work, bro!
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CorSair
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Re: Police Brutality (Weasel Presents: Terrorists!) - Beta #

Post by CorSair »

Another minor, yet annoying bug:
LMG, when fired empty, loops the firing sound. Can be cancelled by using melee.

Also, don't know is this intentional or not, but Berducci gets 27 round(!?!) clip... Not that I am complaining. :mrgreen:
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Re: Police Brutality (Weasel Presents: Terrorists!) - Beta #

Post by wildweasel »

CorSair wrote:Another minor, yet annoying bug:
LMG, when fired empty, loops the firing sound. Can be cancelled by using melee.
Frick. I thought I'd fixed that one. Will look into it in a moment.

[edit] Fixed - to apply this fix yourself, look in ww-terror.pk3/actors/weapons/m60.txt, and change Line 223 from this:

Code: Select all

A_StopSound("CHAN_WEAPON")
to this:

Code: Select all

A_StopSound(CHAN_WEAPON)
Apparently ZDoom doesn't consider them the same thing, as quotation marks screw it up.
Also, don't know is this intentional or not, but Berducci gets 27 round(!?!) clip... Not that I am complaining. :mrgreen:
Clip size gets upgraded when you reach Level 3. Should make the burst fire mode more useful.
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CorSair
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Re: Police Brutality (Weasel Presents: Terrorists!) - Beta #

Post by CorSair »

Yup, that did the trick. Thanks weasel!

And you might want to note clip increase in your OP, section of about upgrades. That's why I had to ask... >.<
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Re: Police Brutality (Weasel Presents: Terrorists!) - Beta #

Post by wildweasel »

The important bit has already been taken care of, in that it does display that when you get the upgrade.
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Re: Police Brutality (Weasel Presents: Terrorists!) - Beta #

Post by Ryan Cordell »

wildweasel wrote:Apparently ZDoom doesn't consider them the same thing, as quotation marks screw it up.
Of course, because strings and identifiers aren't the same thing, actually. :P
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commander
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Re: Police Brutality (Weasel Presents: Terrorists!) - Beta #

Post by commander »

When you use the LMG's secondary mode, you're slowed down, right? But when you reload it when you're using secondary mode, your move speed will return to normal while you're reloading. I think moving while reloading is supposed to slow you donw.
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Re: Police Brutality (Weasel Presents: Terrorists!) - Beta #

Post by Viscra Maelstrom »

it DOES slow down when you're reloading; it's just not noticable if you're firing the LMG from the hip. if you reload it while not having the hip-fire stance enabled, you'll notice that it does slow down your movement speed. however, when you reload when having the hip-stance enabled, the movement speed actually goes UP when you're reloading it, because the movement speed isn't as much penalized when reloading as it is having the gun on the ground. i don't think it needs to slow you down anymore than that, since this is supposed to be a action-packed run 'n gun type of mod, and not a realistic tactical shooter a la Diaz.
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