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

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wildweasel
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Re: WW-Diaz Remake: more assistance needed!

Post by wildweasel »

The slugthrower (the new weapon 5) does fire and reload now, but I haven't implemented the proper checks for it, so at the moment it does not check if there is a clip remaining before reloading. I also have not done any balancing on it whatsoever, and the animations are not finished at all.

Right now, my work is being focused on the new HUD - speaking of which, new beta version has been uploaded with some changes made to the HUD.

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

Changes this time? (Retroactively listing the stuff from previous version as well)
- The new weapon, the K&S AT30 Slugthrower, has been implemented - the Revenant replacement now drops it.
- The slugthrower marines now fire projectiles instead of hitscans.
- The new SBARINFO HUD has been added, designed completely from scratch by me. Regular and fullscreen variants are included.
- I improved some aspects of the existing HUD, correcting a few offsets.
- An extra portion has been added to the normal HUD, displaying the number of remaining clips for each weapon. It does not appear in the fullscreen HUD.
- A backpack icon now appears on the HUD whenever the player has a backpack.

What needs work:
- The Slugthrower, period.
- The inventory bar for the HUD. Currently, it's only implemented in a very ramshackle way - you can select items and see which item you're selecting, but currently there is no way to tell what item is selected without cycling through the inventory. Also, the indicator arrows are in completely the wrong place in both normal and fullscreen modes, and since GZDoom is based on r666, the "noarrows" keyword does not work.

What I need help with:
- The test subject sprites. C'mon, I need help with this...
- SBARINFO-related question: I want the weapon icons on the HUD to turn red whenever their respective weapon has no ammo left in its clip. How would I do this? I had previously attempted to do so with this:

Code: Select all

drawswitchableimage P50Handgun && P50Clip, "nullimage", "WP2AX", "nullimage", "WP2A", 114, 180;
but nothing ever really seemed to happen, whether the weapon was full or empty.
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Phucket
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Re: WW-Diaz Remake: more assistance needed!

Post by Phucket »

Image

I tried downloading it twice, and got the same thing both times.
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lizardcommando
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Re: WW-Diaz Remake: more assistance needed!

Post by lizardcommando »

I just downloaded it and I was able to successfully unzip it. Why don't you try downloading it now?
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DoomRater
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Re: WW-Diaz Remake: more assistance needed!

Post by DoomRater »

How I see HUD

:noob:
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hnsolo77
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Re: WW-Diaz Remake: more assistance needed!

Post by hnsolo77 »

im enjoying your added skill level, and im currently playing through KDiTD with it, i quite like it
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wildweasel
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Re: WW-Diaz Remake: more assistance needed!

Post by wildweasel »

By the way, I've got a challenge for you all...record video/demos of your best times for completing Ultimate Doom's E1M1 on "Wepon Modz R 4 Noobs!" skill. Bonus points if you manage to get 100% kills.
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hnsolo77
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Re: WW-Diaz Remake: more assistance needed!

Post by hnsolo77 »

wildweasel wrote:By the way, I've got a challenge for you all...record video/demos of your best times for completing Ultimate Doom's E1M1 on "Wepon Modz R 4 Noobs!" skill. Bonus points if you manage to get 100% kills.
on it captain!

EDIT - i kinda was screwin' around a bit too i did a bit of the second level but at the end my dogs started play fighting and dragged my cords a bit, notably the mouse so that screwed me up there

http://youtube.com/watch?v=hakOXA4eW3I
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lizardcommando
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Re: WW-Diaz Remake: more assistance needed!

Post by lizardcommando »

Holy crap, I didn't realize how insanely hard the "wepon modz r 4 noobs" difficulty level is. I just tried to attempt your challenge, but I failed miserably. :cry:
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DoomRater
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Re: WW-Diaz Remake: more assistance needed!

Post by DoomRater »

I'll die. I know I will.

Oh, and in case anyone reads that other post, I figured out there's a new version of GZDoom. See, THIS is what being away from the internet too long DOES to me!!!!
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wildweasel
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Re: WW-Diaz Remake: more assistance needed!

Post by wildweasel »

It's time for another monumental update, as the Slugthrower is now officially finished.

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

Changes this time?
- The slugthrower now has proper holster/reload animations, a melee attack, proper reload-checking logic, and a more defined reload animation.

Awaiting feedback - what should I do to balance the slugthrower? Does its damage need a change? Ammo limit changes?
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Re: WW-Diaz Remake: more assistance needed!

Post by DoomRater »

Oh yeah, I hope you caught those IMs I threw out at the last moment- the Martial Arts doesn't fire properly sometimes after a finisher is used, due to some of the counters not being reset (FinalFistCooldown should ALWAYS be set to 0, and the jump spinning roundhouse should set FinalFist to 0 as well)
Jodwin
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Re: WW-Diaz Remake: more assistance needed!

Post by Jodwin »

If you want it to keep the role it has right now, the slug gun needs a small amount of splash damage. Nothing much, it doesn't even have to kill the weakest zombieguys. As long as it is there the gun will make a lot more sense. But that has the problem that it would be clashing with both the revolver and the shotgun in role...yes, the slug gun is slightly stronger, but it also has less ammo, is absolutely wasted against weaker monsters because it can hurt only one at a time while it isn't significantly better against the stronger monsters. :| One choice could be to drop the maximum clips you can carry (5-6 normally), drop the rate the ammo gets dropped a little and then significantly increase the damage. With those changes, ideally you wouldn't have as much ammo as right now, but when you do have the ammo the weapon is practically more useful and it's projectile nature makes it more interesting to use when you need to conserve its ammo. The damage could be either increased impact damage or a short radius splash damage (I don't know if you can set the radius for splash damage, but it should be really small).

Note: I didn't actually play any revenant infested maps to check how much ammo you tend to get. I just tested how the gun works with cheats.
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wildweasel
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Re: WW-Diaz Remake: more assistance needed!

Post by wildweasel »

I've done some tweaking, and finally added in a few things that previously were missing and would have been painless to add...

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

New features:
- Deathmatch Obituaries! And the mod can actually differentiate between primary and secondary attacks (for most weapons). So frying somebody with the Psi-Amp's fireballs is different from using the lightning attack.
- Flame, lightning, and disintegration deaths for Diaz herself, complete with brand new sounds.

Bug fixes:
- Didn't fix any serious bugs this time around...

Balance changes:
- The slugthrower's projectile damage has been changed. A lot. What used to be a damage 32 projectile with a damage 3 explosion is now a 64 damage projectile (with +STRIFEDAMAGE) and an 8 damage explosion with a slightly larger radius. The slugthrower is now better against medium-large monsters like Hell Knights and Mancs, but is also slightly more dangerous (though not to an extreme like the RPG is).

Known bugs and intended future changes:
- The slugthrower's melee attack occurs too late in its animation.
- I intend to make the game differentiate between kills made with the fist and kills made with the kick attack (and to a lesser extent, the finishers...whenever I get around to actually making the super-finishers).
- Can anybody figure out why the Combat Boost is increasing the damage for bullet weapons as well as melee attacks? I only want it to boost melee attacks.
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wildweasel
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Re: WW-Diaz Remake: more assistance needed!

Post by wildweasel »

Another new version!

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

New-ish features:
- The shotgunner now has his own set of sounds, instead of borrowing from the pistol guys. Taken from Soldier of Fortune 2.
- Three additional burning death sounds for non-helmeted foes, again from SoF2. Damn, that game has some great screams!

Changed features:
- Slugthrower's melee attack now hits sooner in its animation. Should be a little easier to connect with it now.
- The martial arts obituaries have now been assigned to its puffs instead of directly to the weapon. In short: you'll now get a different message depending on whether you punched or kicked your foe to death.

Bug fixes:
- Fixed another bug with the martial arts. Previously, using the first two fists in the combo and not continuing would cause the next combo attack to use the chop, instead of starting over from the beginning. This has now been fixed.
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Re: WW-Diaz Remake: more assistance needed!

Post by DoomRater »

Bug in... that big 150 round gun: dryfiring without the weapon set up doesn't make any sort of dryfire noise.

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