wildweasel Posted September 21, 2008 http://armory.drdteam.org/wwmods/inprogress/wwhc-diaz.7z The super-superweapon is in place, the test subject's sprites have been replaced with non-stolen graphics, and just about every bug (to my recollection) has been brutally stamped upon. Now, Diaz: WildWeasel's Hits Collection is ready for its final testing phase. I've designed the mod with the latest G/ZDoom SVN versions in mind. It'll look better in GZDoom, due to my usage of colors that aren't in the Doom palette, but aside from that there is no reason why the mod shouldn't work in plain ol' ZDoom. Please have a look at the mod, and if you have the time, test the shit out of it and tell me if there are any really bad glitches with it. I'd especially like to get some thorough testing done on the Lance Driver weapon (dropped by the Arch-Vile-replacement Assault Mecha), the auto-reload toggle system (check your controls menu!), and deathmatch (sorry, Skulltag currently not supported until they get their asses in gear and update to the latest SVN - my SBARINFO doesn't agree with it at the moment). If I hear no feedback or glitches within the next week, I'll deem the mod finished and upload to /idgames. 0 Share this post Link to post
Patrick Posted September 21, 2008 i've followed this mod since november. I'll have a look at it when I get home 0 Share this post Link to post
Deeforce Posted September 21, 2008 I get this when I try to play your wad: Hm... 0 Share this post Link to post
Enjay Posted September 21, 2008 WildWeasel said:I've designed the mod with the latest G/ZDoom SVN versions in mind. The latest Zdoom revision is r1239. You are running 2.2.0 r748. http://svn.drd-team.org/ 0 Share this post Link to post
Deeforce Posted September 21, 2008 Oh, thank you! I looked to the website of ZDoom and saw ZDoom 2.2.0 only. So, I thought I'm using the latest one... ok, now it works :-P ! I like all weapons beside “weapon 5“... for me it looks a bit strange when you fire: I would delete this weapon, but the others are all worth 5/5 stars, best weapons mod I know! 0 Share this post Link to post
Deeforce Posted September 21, 2008 This wad really rocks, just look at the picture below and all this with having a great framerate! I just like that weapon :-P ! 0 Share this post Link to post
Jodwin Posted September 21, 2008 Diaz! I only want to ask, have there been any significant balance changes to the weapons lately? I remember Diaz being pretty balanced for non-HR levels, and I'd hate it if the balance was screwed up with. Also, I think you could move the missile spawn offset of this one gun slightly to the left. If you stand next to a wall and shoot along the wall, all of the missile will hit the wall: 0 Share this post Link to post
wildweasel Posted September 21, 2008 Deeforce said:I like all weapons beside “weapon 5“... for me it looks a bit strange when you fire: [image] That, unfortunately, is one of the many "casualties" when this mod is played in software mode. It does look a lot nicer in GZDoom, and the ammo bar works properly as well (for some reason the HIRESTEX support for ammo bars is different in software than it is in GL).Jodwin said:Diaz! I only want to ask, have there been any significant balance changes to the weapons lately? I remember Diaz being pretty balanced for non-HR levels, and I'd hate it if the balance was screwed up with. Also, I think you could move the missile spawn offset of this one gun slightly to the left. If you stand next to a wall and shoot along the wall, all of the missile will hit the wall: [image] The balance has been more or less kept the same, I feel it's been tweaked to perfection already. At this point it's difficult without being overly frustrating, it makes it fun to play through easier maps again, and turns HR-styled maps into an intense COD4-style fight for survival. So I think you'll be pretty happy with it. =P I really only recommend using the Neutralizer in more open areas because of this - unfortunately the only way I can really fix this is by using old-school methods to offset the projectiles (i.e. offsetting the projectile graphics themselves instead of through Decorate), and I don't like doing that because it makes aiming difficult... Thank you for your feedback so far! 0 Share this post Link to post
wildweasel Posted September 21, 2008 Steeveeo said:Latest release of GZDoom: That's not the latest release of GZDoom. http://svn.drd-team.org/gzdoom/ 0 Share this post Link to post
Deeforce Posted September 21, 2008 Is it possible to integrate an automatic reload for the weapons like it was in Half Life 1 (auto reloading after ammunition is empty)? This would be better (for the lazy persons like me :-P). 0 Share this post Link to post
wildweasel Posted September 21, 2008 Deeforce said:Is it possible to integrate an automatic reload for the weapons like it was in Half Life 1 (auto reloading after ammunition is empty)? This would be better (for the lazy persons like me :-P). Already implemented; check the bottom of the controls menu. 0 Share this post Link to post
The Green Herring Posted September 21, 2008 For some reason, cultists do not turn blue like the other humanoids when you defeat them with the freeze psi-projectile, even though they get frozen and shatter normally. Also, I don't know if it's just me, but flamethrower guys don't seem to harm you when they explode. Odd. 0 Share this post Link to post
Patrick Posted September 21, 2008 for some reason that link doesnt work for me. 0 Share this post Link to post
wildweasel Posted September 21, 2008 Try this one instead, or also try clearing your cookies/cache first: http://svn.drdteam.org/ 0 Share this post Link to post
wildweasel Posted September 21, 2008 I've uploaded a new version, so please redownload: http://armory.drdteam.org/wwmods/inprogress/wwhc-diaz.7z - Added taunts for Hernandez (Marty found some for me... =P) - Fixed rogue cyan pixels on the taunt graphics. - Combat boost now works in ZDoom. - Hint: "Reload" your fists to taunt. This will alert monsters. 0 Share this post Link to post
Deeforce Posted September 22, 2008 Wow, it even works with “Action Doom 2“... look and be astonished :-P ! 0 Share this post Link to post
CeeJay Posted September 22, 2008 Why would you ever want to mash it together with Action Doom 2? 0 Share this post Link to post
Lizardcommando Posted September 23, 2008 Haha. That's actually kinda funny seeing that in Action Doom 2. 0 Share this post Link to post
wildweasel Posted September 24, 2008 http://armory.drdteam.org/wwmods/inprogress/wwhc-diaz.7z This should be the final, final, FINAL version barring any glitches. I intend on uploading this mod in time for next week's Newstuff Chronicles. 0 Share this post Link to post
kaiser_wilhelm Posted September 24, 2008 CeeJay said:Why would you ever want to mash it together with Action Doom 2? I love doing stuff like that, loading wads together that shouldn't be its like the cloning in South park. 0 Share this post Link to post
wildweasel Posted September 24, 2008 On that note, this is actually really fun (if ridiculously difficult) to play with Operation Rheingold and HacX. The only thing about playing it with Rheingold, though, is since Laz opted to use chainsaws as decorations, there is a metric assload worth of SMG's on the floor in the bar areas in the first two maps. 0 Share this post Link to post
Tamashii Posted September 27, 2008 any way to make bullet puffs (sparks that hit wall) turn to splashes when bullets hit water? thanks. 0 Share this post Link to post
wildweasel Posted September 28, 2008 Tamashii said:any way to make bullet puffs (sparks that hit wall) turn to splashes when bullets hit water? thanks. That depends - you aren't going to release another modified version of the wad, are you? I seem to recall telling you (via email) that I was okay with you modifying my wad so long as you didn't release your version. 0 Share this post Link to post
Craigs Posted September 28, 2008 Is there any difference between Diaz's starter pistol and Hernandez (Did I spell that right?) pistol besides the graphics? To be honest, I liked the old sprites for the test subject a little better then the new ones... He just looks weird running around at high speeds with his mouth hanging open and his eyes closed. 0 Share this post Link to post
wildweasel Posted September 29, 2008 The two pistols are similar, but statistically rather different - the P50 is faster and more powerful, but has a slower reload, while the Judgment Mark II (Hernandez's pistol) fires a little slower but is twice as accurate while doing more melee damage. It's up to taste. As for the test subject, I don't know, I thought the previous graphics seemed unfitting and unfinished, plus I didn't like just stealing Scientist's graphics without modifying them. He didn't seem to fit the "test subject" visual very much. More like the guy that's testing the test subject. 0 Share this post Link to post
Tamashii Posted September 30, 2008 yeah, i don't release your wads. i privately modify them and learn from them. nice work btw. this is a lot of fun. i never could figure out how to get the rocket to make a decal on the wall. still can't figure out how you did it. some private changes i've been playing around with is adding doom-enhanced stuff to it. breakable lamps, dead trees, and hanging/impaled corpses etc. and the cyberdemon and mastermind explosions imported from doomenhanced are nice. there's still some problems with crouching. hernandez disappears on crouch. the dune troopers just don't seem to fit well to my taste though. 0 Share this post Link to post
wildweasel Posted September 30, 2008 Tamashii said:there's still some problems with crouching. hernandez disappears on crouch. Works for me. It's finalized and in Incoming. Until it hits Newstuff, here's an Armory-hosted link instead: http://armory.drdteam.org/wwmods/wwhc-diaz.7z 0 Share this post Link to post
Tamashii Posted September 30, 2008 thanks. love playing around with this. hey ww, i see you updated the lancedriver code to have a level 4 charge, but i can't seem to get it in game. 0 Share this post Link to post
wildweasel Posted October 1, 2008 Tamashii said:thanks. love playing around with this. hey ww, i see you updated the lancedriver code to have a level 4 charge, but i can't seem to get it in game. Eh what? I never gave it a level 4 - it's just supposed to go to level 3 and stay there until you release. The fact that the bar keeps charging up doesn't really mean anything. 0 Share this post Link to post