Diaz v3 - Random Public Beta #3.5! [p.13]

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hitmanx
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Re: Diaz v3 - Still need actors, random public beta! [p.8]

Post by hitmanx »

Did you get my psi dude lines? it's in my sent box so that means it sent right? Let me know if there are any problems. Downloading this now, i'll post my thoughts later :)
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XutaWoo
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Re: Diaz v3 - Still need actors, random public beta! [p.8]

Post by XutaWoo »

Haven't had full time to collect my thoughts, but I feel the need to note that single-shot weapons that usually instant kill weaker enemies should probably always pain stun them. Like the revolver.

Speaking of, the revolver is still my main weapon. Love that thing.
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wildweasel
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Re: Diaz v3 - Still need actors, random public beta! [p.8]

Post by wildweasel »

hitmanx wrote:Did you get my psi dude lines? it's in my sent box so that means it sent right? Let me know if there are any problems. Downloading this now, i'll post my thoughts later :)
I'm so sorry, I meant to check those out and completely forgot. Looking them over now - I'll send feedback via PM.
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Pisstepank
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Re: Diaz v3 - Still need actors, random public beta! [p.8]

Post by Pisstepank »

That new assault rifle, looks really nice !
I found a bug, I selected Hernandez, and start playing, but when I pick up the KS P50 pistol (dropped by a zombie), i can't switch weapon anymore. I use GZDOOM 1:5:3 (r990)
And can you change the Makoto 305 ?
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wildweasel
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Re: Diaz v3 - Still need actors, random public beta! [p.8]

Post by wildweasel »

Pisstepank wrote:That new assault rifle, looks really nice !
I found a bug, I selected Hernandez, and start playing, but when I pick up the KS P50 pistol (dropped by a zombie), i can't switch weapon anymore. I use GZDOOM 1:5:3 (r990)
And can you change the Makoto 305 ?
To cut back on weapon key overflow, avoid player confusion, and make player selection a bit more meaningful, the player characters are no longer allowed to select each other's starting weapons. Diaz can't use the Judgment, and Hernandez can't use the P50. I may slightly alter the Judgment's damage to compensate for the slightly reduced firing rate.

As for the minishotgun, yes, that's on the to-do list as soon as I can figure out what would be a suitable replacement for it (not just what it'd be, but what resources I'd use).
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Big C
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Re: Diaz v3 - Still need actors, random public beta! [p.8]

Post by Big C »

I was gonna suggest using an FN SCAR-H for the assault rifle, since it has the same ammo capacity and high-power in real life (if I may draw parallels), but that new rifle is good stuff. I approve.

Oh, and the new recoil mechanics feel so much smoother and cleaner. I like.

If I may make a recommendation I think a new sprite for the RPK would be a good idea.

Also, regarding new sprites for the shotgun, I think the Serbu Super-Shorty would be a suitable replacement, although personally I would like a shotgun with a larger ammo capacity as the current one holds four shells and usually when I charge into a room in-game there's way more than just four enemies. :?

If any of this post doesn't make sense or is annoying, I apologize, as my sleep patterns are totally bleeped up lately.

I have found an error! The high-explosive slug rifle in slot 5 fires its slugs at where the crosshairs will aim AFTER recoil, not before!
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wildweasel
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Re: Diaz v3 - Still need actors, random public beta! [p.8]

Post by wildweasel »

Big C wrote:I have found an error! The high-explosive slug rifle in slot 5 fires its slugs at where the crosshairs will aim AFTER recoil, not before!
Yep, already noted. Thanks, though!
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Big C
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Re: Diaz v3 - Still need actors, random public beta! [p.8]

Post by Big C »

Welcome! Also...

A) I approve of the new Diaz/Hernandez sprites!

B) YOU GAVE THE KAR98 ACTUAL ZOOM THANK YOU THANK YOU THANK YOU THANK YOOOOUUUUU!!!!!11one...Err, sorry. :mrgreen:
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wildweasel
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Re: Diaz v3 - Still need actors, random public beta! [p.8]

Post by wildweasel »

Figured I'd upload a "fix" version: http://files.drdteam.org/index.php/file ... iaz-v3.pk3

Fixes:
  • I expanded the AN-41 graphic so I could bring it higher on screen without disembodying it. Also, it's now widescreen compliant.
  • AN-41 now supports the combat boost again - reloading is faster and recoil is less.
  • Reloading the P50 handgun is faster with the Combat Boost.
  • During the Marteba's reloading sequence, you can now pull the trigger at any time during the cylinder spin.
  • The Marteba is all-around faster when Boosted - you can fire slightly faster, and the reload while Boosted no longer spins the cylinder to save time. Recoil is also reduced while Boosted.
  • Replaced the (translated) SWAT trooper graphics with Marty Kirra's improved edits, so SWAT troopers no longer turn brown when electrocuted since I'm no longer translating that color range.
  • Fixed a glitch with the AN-41's holster sequence messing up other weapon's select sequences.
  • Uh...other fixes I may have forgotten
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Slax
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Re: Diaz v3 - Still need actors, random public beta #2! [p.9

Post by Slax »

How about giving the assault rifle a random chance of shooting right through a target (or something similar)? Mostly every weapon in Diaz feels special but the AR stands out as plain and uninteresting.
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wildweasel
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Re: Diaz v3 - Still need actors, random public beta #2! [p.9

Post by wildweasel »

Bullet penetration is hard to do if the weapon is not 100% accurate. The only viable way I could make a shot penetrate through an enemy would be to fire several bullets per shot, and it would only penetrate the enemy if they had few enough hitpoints to be killed by one of those bullets. Also, if there's any accuracy spread at all, the illusion is shattered, as to a player it will seem as if the weapon is firing shotgun shells.

If anybody knows how to accomplish such an effect without resorting to the above, please get in touch. Otherwise, the AR is (unfortunately) going to stay as it is.
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hitmanx
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Re: Diaz v3 - Still need actors, random public beta #2! [p.9

Post by hitmanx »

Alright i'm glad you like the voices. I sent a reply :)
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Ethril
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Re: Diaz v3 - Still need actors, random public beta #2! [p.9

Post by Ethril »

wildweasel wrote:Bullet penetration is hard to do if the weapon is not 100% accurate. The only viable way I could make a shot penetrate through an enemy would be to fire several bullets per shot, and it would only penetrate the enemy if they had few enough hitpoints to be killed by one of those bullets. Also, if there's any accuracy spread at all, the illusion is shattered, as to a player it will seem as if the weapon is firing shotgun shells.

If anybody knows how to accomplish such an effect without resorting to the above, please get in touch. Otherwise, the AR is (unfortunately) going to stay as it is.
This is hacky and doesn't work properly* anyway, but...

Code: Select all

actor PiercePistol : Pistol
{
 states
 {
  Fire:
    PISG A 4
    PISG B 6 A_FireBullets(5.6, 0, 1, 5, "PiercePuff")
    PISG C 4
    PISG B 5 A_ReFire
    Goto Ready
 }
}

actor PiercePuff : BulletPuff
{
 +PUFFONACTORS
 +PUFFGETSOWNER
 -ALLOWPARTICLES
 obituary "%o got pierced."
 States
  {
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_SetAngle(180+angle)
	TNT1 A 0 A_CustomBulletAttack(0,0,1,2,"BulletPuff",1024,1)
    Stop
  }
}

actor PierceZombieman : Zombieman replaces Zombieman
{
 health 6
 dropitem PiercePistol
 states
 {
   Missile:
    POSS E 10 A_FaceTarget
    POSS F 8 A_CustomBulletAttack(5.6, 0, 1, 5, "PiercePuff")
    POSS E 8
    Goto See
 }
}
*I can't figure out any way to make it take the initial shot's pitch into account, it seems to fire the second bullet from a higher position than the first's impact, and obituaries/frags don't work, but it's just the concept of the thing, so maybe someone who knows what they're doing can make it work, if that's even possible.
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Crudux Cruo
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Re: Diaz v3 - Still need actors, random public beta #2! [p.9

Post by Crudux Cruo »

Good progress from 2 i'd say, but since you are already digging around, here are some changes i'd like to see;

-changed shotty sounds and graphics.
-another shotgun: an auto shotgun that does 75% damage and larger spread, but holds 8 rounds. 48 shells is hard to shoot off with a 4 shell pump.

-improved reload for AN-94: almost every other gun has a visible reload; in photoshop, it would be simple enough to tilt the gun to the side so we
can see whats going on. and yes, i realize the original assault rifle didn't have this.

- improved Hernandez gun; a improved bullet (.40s&w) that while hitting harder (30% damage boost) has more recoil than a 9 mm, and will be harder to control. 10 round mag?
- Dual wielding pistols would be an awesome way to burn off extra pistol mags! more often than not, pistols become less and less important. in
Immoral Conduct, this was never a problem. a good but dated mod, but foundational. however, unlike immoral conduct, picking up double
should be a either or situation for inventory purposes; left handed gun would be 25% more inaccurate, and have as much recoil.
- silencers would be VERY helpful. but for balancing purposes, the could only last about 100-120 rounds and would be pretty hard to find.
if not, please remove the text in the diazlore about it, since its only a tease :(.
- dynamic rpg reload would be nice; a little better bang, but a reload; one that you can choose.

- mixed martial arts upgrade: knife. a knife would make martial arts even more lethal, therefore more helpful against a larger foe. there have been many times where i went toe to toe with a pain elemental or a cacodemon and would use martial arts, and it would take 4 combos.


comments:

i like the new hud, new assault rifle, and the new sounds; i also think that the psi amp is starting to look like bioshock's system but i love bioshock so thats good with me :P

keep up the excellent work! thanks for reviving a good mod
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NeuralStunner
 
 
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Re: Diaz v3 - Still need actors, random public beta #2! [p.9

Post by NeuralStunner »

wildweasel wrote:The only viable way I could make a shot penetrate through an enemy would be to fire several bullets per shot, and it would only penetrate the enemy if they had few enough hitpoints to be killed by one of those bullets. Also, if there's any accuracy spread at all, the illusion is shattered, as to a player it will seem as if the weapon is firing shotgun shells.
This is how I do it.

Assuming you're not using them for anything else, the Player's Args[] are handy for weapons. To explain most clearly, here's an excerpt form a working weapon:

Code: Select all

		PSTB B 0 A_SetArg (3, Random[Bullet](-100,100))
		PSTB B 0 A_SetArg (4, Random[Bullet](-100,100))

		PSTB BBB 0 A_FireBullets (Args[3] * 0.001, Args[4] * 0.001, -1, Random[Bullet](5,10), "NS_NullPuff", FBF_USEAMMO|FBF_NORANDOM|FBF_EXPLICITANGLE) 
		PSTB B 0 A_FireBullets (Args[3] * 0.001, Args[4] * 0.001, -1, Random[Bullet](5,10), "NS_BulletPuff", FBF_USEAMMO|FBF_NORANDOM|FBF_EXPLICITANGLE) 
(The NullPuff is simply to prevent multiple bullet puffs on walls, I plan to change the puff later to be a single "particle" per hitscan, then I'll consolidate those firing frames into one line.) My apologies for any line wrapping. ;)

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