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Re: WW-Diaz Remake: more assistance needed!

Posted: Fri Jan 11, 2008 4:09 pm
by wildweasel
The only way I can get that to make a dryfire noise is if I let it play it repeatedly as long as the button is held down. I honestly don't think it's worth messing with, because odds are it's going to require me to rewrite the entire gun.

Re: WW-Diaz Remake: more assistance needed!

Posted: Sat Jan 12, 2008 11:31 pm
by hnsolo77
i furthered your challenge a bit and went as far as i could in KDiTD without saving, while i was not drunk when i tried i definitely was not sober

http://www.megaupload.com/?d=38CLZ4QM

its a big file

Re: WW-Diaz Remake: more assistance needed!

Posted: Sat Jan 12, 2008 11:35 pm
by Matt
Dude, I've downloaded [EDIT for legality: things the size of] full feature-length films that took up less space than that D:

Can't you save the FRAPS data under Windows Movie Maker or something?

Re: WW-Diaz Remake: more assistance needed!

Posted: Sat Jan 12, 2008 11:41 pm
by hnsolo77
Vaecrius wrote:Dude, I've downloaded [EDIT for legality: things the size of] full feature-length films that took up less space than that D:

Can't you save the FRAPS data under Windows Movie Maker or something?
must have been some low quality vid files, also for fraps, dont have fraps, i use ZD Soft Game Recorder

also this vid has a bit of better resolution than youtube size vids

Re: WW-Diaz Remake: more assistance needed!

Posted: Sun Jan 13, 2008 12:57 am
by wildweasel
The video is taking forever to download from that site...are you sure you couldn't compress it or something?

Re: WW-Diaz Remake: more assistance needed!

Posted: Sun Jan 13, 2008 1:05 am
by hnsolo77
last time i tried to compress something and save quality it failed horribly

however the vid is a bit over an hour long and i have a video file thats only about 15 or so minutes longer at close to 700 megabytes..

so i imagine it is already pretty compressed...

Re: WW-Diaz Remake: more assistance needed!

Posted: Sun Jan 13, 2008 9:21 am
by MG_Man
Put it on youtube or something

I love the difficulty of WMR4Ns. It's hard, but still manages to be fun nonetheless.

Re: WW-Diaz Remake: more assistance needed!

Posted: Sun Jan 13, 2008 10:00 am
by hnsolo77
id have to split it up into 10 different parts, but it may be possible, itl just take forever

and WMR4N is indeed a fun setting, one thing that makes it a bit easier all around in the mod though is when you use the shotgun just hit the reload button after every use, since you have to pump the thing normally anyway i prefer to just reload it

Re: WW-Diaz Remake: more assistance needed!

Posted: Mon Jan 14, 2008 2:23 am
by wildweasel
Major update.

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

New additions:
- One unique finishing move has been added to the Combat Boosted fist - the full combo now ends with a Falcon Punch.
- More obituaries.
- Fancy new Imps - they look the same, but now they shoot the pretty fireballs like the Psi-Amp, and they have Nashgore-style gibs.

Changed:
- The Combat Booster was completely restructured. I no longer use DamageFactor for it, and instead just use it as a Tome of Power. Only melee attacks have been power-boosted, while the guns and projectile weapons have had their reloads sped up. These changes are not entirely complete, however, and the Boost version of the fists remains very much incomplete as I dream up more ideas for finishing moves.
- CONBACK was changed to TITLEPIC and the menu sounds have been changed.

Bug fixes:
- Due to the Combat Boost rewrite, the bullet weapons no longer receive bonus damage from the Boost.

Re: WW-Diaz Remake: more assistance needed!

Posted: Mon Jan 14, 2008 10:25 am
by Jodwin
I just finished playing Darkening 2 with the second newest version. A few things I noticed were that, first of all, in the beginning of the game the overall difficulty depends a lot on how many zombies there are. If there's barely any around then you might have some trouble with ammo until you get "lucky" weapon drops from the very few zombies (if any). An other thing, regarding the slug thrower, apparently it needs a lot better chances to be dropped. :) Over the course of the wad I got it only once, and ammo never (I guess there isn't a separate ammo drop for it?). Also noticed that HR-styled fights are a huge pain, but that's not necessarily a bad thing. Just means that Diaz is better suited for different kinds of wads than those.

Overall, I really enjoyed playing it through and noticing that all of the guns actually had their uses, even the starting pistol. In fact I'm enjoying this more than Immoral Conduct, if that's even possible. ;)

Re: WW-Diaz Remake: more assistance needed!

Posted: Mon Jan 14, 2008 10:39 am
by wildweasel
Jodwin wrote:I just finished playing Darkening 2 with the second newest version. A few things I noticed were that, first of all, in the beginning of the game the overall difficulty depends a lot on how many zombies there are. If there's barely any around then you might have some trouble with ammo until you get "lucky" weapon drops from the very few zombies (if any).
I was noticing that too - especially if you're particularly unlucky with random numbers and encounter nothing but SMG and Magnum zombies. It's very difficult to start out a map on WMR4N if there's no zombies, too...I haven't yet made it further than three rooms in to Doom's E3M1 on that skill level (but then, I did sort of design it to be as unfair as possible).
An other thing, regarding the slug thrower, apparently it needs a lot better chances to be dropped. :) Over the course of the wad I got it only once, and ammo never (I guess there isn't a separate ammo drop for it?). Also noticed that HR-styled fights are a huge pain, but that's not necessarily a bad thing. Just means that Diaz is better suited for different kinds of wads than those.
You'd be about right on most of that - I forgot to add the slug ammo drops to my slug troopers, and they only drop their rifles 42 times out of 255. I've now changed this so that they drop their weapons 64/255 of the time, and their ammo 84/255 (similar to Heretic). And yeah, HR maps are impossible to complete with Diaz unless you're very patient and have a good place to take cover. The opening area of Equinox.wad Map04 in particular. (But then, I have a hard time with that area even on the overpowered weapon mods of yesteryear.)
Overall, I really enjoyed playing it through and noticing that all of the guns actually had their uses, even the starting pistol. In fact I'm enjoying this more than Immoral Conduct, if that's even possible. ;)
I'm hesitant to compare myself to Immoral Conduct, but I'm flattered that you think so.

Re: WW-Diaz Remake: more assistance needed!

Posted: Mon Jan 14, 2008 2:20 pm
by Jodwin
wildweasel wrote:I'm hesitant to compare myself to Immoral Conduct, but I'm flattered that you think so.
I'd say that surpassing or being close to IC is mostly thanks to the weapon variety and balance; there's no single weapon that you could stick to through most of the game and use the others only in few special situations (like the ssg). Instead the situations where you'd use the ssg are split among the shotgun, magnum, skorpion and the smg and the situations where you'd use the normal shotgun are split among the magnum, 9mm and the smg. What's more, while playing Darkening 2 I often found myself wondering which of the four "ssg replacements" I should be sticking to at that moment, given current ammo, health and what kind of surprises might be coming next. That creates plenty of tension which, IMO, is only a good thing.

Oh, and if possible, there should be a special obituary for if you succeed to kill yourself with the psi amp's fireball attack. :twisted: Damn that thing took me by a surprise.

Re: WW-Diaz Remake: more assistance needed!

Posted: Mon Jan 14, 2008 3:02 pm
by wildweasel
I'd love to be able to specify a suicide obituary for the Psi-Amp, but currently ZDoom doesn't seem to support it...

Re: WW-Diaz Remake: more assistance needed!

Posted: Mon Jan 14, 2008 3:19 pm
by Matt
Jodwin wrote:I'd say that surpassing or being close to IC is mostly thanks to the weapon variety and balance; there's no single weapon that you could stick to through most of the game and use the others only in few special situations (like the ssg). Instead the situations where you'd use the ssg are split among the shotgun, magnum, skorpion and the smg and the situations where you'd use the normal shotgun are split among the magnum, 9mm and the smg. What's more, while playing Darkening 2 I often found myself wondering which of the four "ssg replacements" I should be sticking to at that moment, given current ammo, health and what kind of surprises might be coming next. That creates plenty of tension which, IMO, is only a good thing.
Y'know, for a while now I've found Diaz highly frustrating to play, but just now going through Suspended in Dusk with this kind of play explicitly in mind (and given map pacing that gives you time to think about what weapon to use next) this mod has become enjoyable again. :D

Re: WW-Diaz Remake: more assistance needed!

Posted: Mon Jan 14, 2008 5:22 pm
by wildweasel
There's a new update, with a catch. First, the link:

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

Changes:
- Got rid of the old shell casings, in favor of TDA's new ones. These look a lot better.
- The shotgun shells are now red instead of green.

The Catch:
- For some reason, the first time I pick up a weapon, it gives twice the amount of ammo it used to. What happened? Is it something to do with the Weapon.SisterWeapon stuff? For example, picking up the SMG at the beginning of Doom 2 Map01 now gives you FOUR spare clips. It only used to give two. What can I do, outside of changing the ammo numbers?