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

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wildweasel
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Post by wildweasel »

The WAD has been updated today!

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

Changes this version:

- Colt's clip size decreased to 8
- Added Vaecrius' weapon kick code, which was less painful than I thought it'd be
- Also added Vaecrius' pain code, removing the ThrustThingZ effect because I got tired of hearing Diaz's footsteps every time she took damage
- The RPK has been almost entirely recoded, so it is now possible to fire without first setting the gun up, to move while the weapon is shouldered, and to reload whether the gun is set up or not.
- The RPG-7 now slows the player to 75% of normal speed while it is equipped, and also takes about half the time to equip/unequip.
- Weapon numbering was changed so that hand grenades come up first on key 6, with the RPG requiring a second press of the key.
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DoomRater
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Post by DoomRater »

(downloads) can't wait to try it. Will we see balancing soon?
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wildweasel
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Post by wildweasel »

I'll want to add the last two weapons (the Psi-Amp and the Neutralizer) before I start balancing the weapons again.
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DoomRater
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Post by DoomRater »

Wow this kickback and random injury throwaround stuff is fun. I really don't know where I'll be looking after being shot at with a machinegun, which definitely affects balance in multiplayer. I likey.
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Snarboo
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Post by Snarboo »

There's a small bug with the RPK: if you switch to another weapon when its deployed, you still suffer from a speed penalty. It's reversible if you switch back to either the RPK and deploy it or use the Mauser iron sights.
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wildweasel
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Post by wildweasel »

Hmm, I guess I forgot to put an ACS_Execute in the RPK's deselect state. Should be fixed now.
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TheDarkArchon
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Post by TheDarkArchon »

The Mauser reloading glitch is still in there.
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wildweasel
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Post by wildweasel »

TheDarkArchon wrote:The Mauser reloading glitch is still in there.
Which one, the graphic glitch Chronoteeth mentioned, or is it something else?
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TheDarkArchon
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Post by TheDarkArchon »

Something else, though I'm sure I've brought it up already: If you fire the weapon without using the sights and then press reload, the weapon reloads regardless if it's empty or not and regardless if there's spare ammo or not, in essence giving the weapon infinite ammo.
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wildweasel
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Post by wildweasel »

THE MOD RETURNS!

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

New features!

- The Psionic Amplifier, replacing the Invisibility sphere! Nothin' like a fistful of lightning - just don't overuse it or you'll burn out!
- The Compressed Energy Neutralizer, replacing the BFG! Finally, a respectable super weapon!
- Holster/draw sounds!

Bug fixes!

- The Mauser reload glitch has been fixed!
- The RPK slowing you down immensely upon running out of ammo has been fixed!
- The player now animates again!
- You can now pick up more than one pile of hand grenades in co-op with Weapons Stay mode!
- Many other multiplayer glitches have been remedied!

Other things of note!

- Diaz now actually pulls the bolt back when loading more ammo into her Mauser!
- Bullets no longer gib!
- I use too many exclamation points!
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Zippy
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Post by Zippy »

By the way, I'm still working on the HUD, but I haven't put much time into it. Doing a lot of things at once nowadays.
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wildweasel
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Post by wildweasel »

Hey, that's fine, I've still got a ways to go myself.
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lizardcommando
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Post by lizardcommando »

I have two questions:

1. Will this work in GZDoom?
2. Is there another place you can upload the mod?

I can't seem to get the mod with the link you set up.
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wildweasel
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Post by wildweasel »

1. Most of my testing is done in GZDoom, and the mod is also confirmed to work fine in the ZDoom SVN.

2. The download link seems to work fine for me - it might have not worked because I left my FTP client still logged in. Try it again and see if it works.
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lizardcommando
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Post by lizardcommando »

Alright. The link works. I just tested it out for a bit and like what you did with this mod. The recoil effect is really cool even though it makes things alot harder to just run through maps with guns blazing (which is what you probably were intending to do in the first place). The only thing that irks me are the animations for the revolver's melee attack and the Bolt Action Rifle's cocking animation. They look kinda weird. I thought the melee animation for the revolver was different. Wasn't the revolver supposed to be swinging at a different angle? The melee animation for the Colt 1911 are pretty good though. As for the Bolt Action Rifle's cocking animation, isn't the bolt supposed to be pulled back further than how it's currently drawn?

Aside from those complaints, it was definitely a refreshing experience.

BTW, is it just me or is the player taller than usual in this mod?

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