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Posted: Sat Aug 19, 2006 6:58
by wildweasel
The New Project

Well, given my current boredom involving pretty much anything Ransom-related, and the fact that I still don't have enough Level 1 weapons to start workin' on the ARW compilation, I figured I needed a good project to keep myself occupied, lest I fall into the depths of Leaving The Community Forever like some other DRD Team members I know (but I won't name names). This project needs a little bit of background for you all to understand its significance.

Those of you that read Marty's mods journal have noticed that he has been putting a lot of work into a mod called Agent Hernandez: Dawn of Tomorrow. Well, behind the scenes, he and I have been working on a little miniature continuity to fit into this mod - which involves the creation of characters other than Hernandez. One of these characters is another agent named Olivia Diaz, who is more or less a love interest for Hernandez.

The plan between the two of us is this: while Marty works on the Hernandez mod, I make the Diaz version. They're essentially two seperate entities as far as graphics, sounds, and weapons are concerned - but Marty and I have been collaborating quite a bit on the different aspects of each mod. I've been aiding him with code and sound effects, and he has been providing valuable graphical resources (which I have not hesitated to put to use myself).

And so, I am happy to announce the creation of...

Diaz

The current weapons loadout:
  1. Martial Arts. Diaz is an experienced Muay Thai fighter, and she has access to a quick punch-punch-kick combo. This is also affected by Berserk (actually a well-concealed Tome of Power that only affects the combo attack).
  2. Colt M1911A1 handgun. A decent sidearm with good power and common ammo.
  3. MarTeba G3 revolver. A reliable dual-action revolver, with a new and interesting reload animation inspired by HL2's.
  4. Assault shotgun. You might have seen this kind of shotgun several times before, but I designed it differently this time - rather than a few really powerful pellets, this one shoots about 45 pellets that do 2 damage each.
  5. Skorpion. My submission to the ARW returns, with reloading and a new firing sound (whoop-de-doo).
  6. Hand grenades. That's what I was trying to fix over at the ZDoom forums - and now that it works (hallelujah), it's probably the most fun I've ever had with frag grenades. I also did the throwing differently - I didn't want it to be quite as bouncy, so what I did was reduced the projectile speed, and added a ThrustThingZ to the spawn state so that the grenade's trajectory was offset higher (so the player doesn't need to look up 75 degrees to hit a zombie 50 feet away).
I've got plenty more ideas on hand, and trust me, even though you've seen these weapons before, they're different enough that they'll feel completely new. I've also got a fresh new set of hands, player sounds, and all that kind of crap.

I'll be posting screenshots later - and if I feel like it, I'll also start uploading public betas like Eliwood and others have been doing. I don't really think the "anticipation" route works here =P

Posted: Sat Aug 19, 2006 18:33
by wildweasel
Diaz

First beta version released - http://armory.drdteam.org/wwmods/inprogress/ww-diaz.rar

Works fine with ZDoom and GZDoom.

Features all the weapons listed above (all of which currently lack alt-fires). Remember to bind a reload key. All weapons except the hand grenades can be picked up through normal gameplay. The status bar is not quite complete yet, and no, I don't intend on making the arms/ammo counters work (the ammo counters won't even work, anyway, since I'm using new ammo types).

Known issues:
Reloading the Skorpion while it's still shouldered will "snap" it to un-shouldered. This is obviously not an issue if you reload when the weapon isn't shouldered.
I haven't adjusted the shotgun's power in proportion to how common the ammo is (and how much the player can carry).
I should probably also adjust the revolver's power and max ammo, or else fix the shotgunners so that they carry and drop something other than revolver ammo.

Oh, and one more thing - do not rip the edited weapons seen in this wad! Marty and I worked quite hard getting everything to the point that it is right now.

Posted: Sat Aug 19, 2006 18:40
by Alter
Don't worry i'm not going to steal your sprites because you're doom armory grandmaster :P
anyway later i will test the beta of diaz :) sounds interesting

Posted: Sat Aug 19, 2006 22:31
by TheDarkArchon
Weasel: Two things.

1) The BounceFactor property effects how high a projectile bounces after each impact. Default it 0.7
2.) I found the problem with my shouldering fix: The check for SkorRaise should jump 7 states, not 1.

Posted: Sat Aug 19, 2006 22:36
by wildweasel
I'm thinking I should either expand the blast radius on the grenades, or add more frags from the explosion. And TDA, your two fixes have been implemented (the grenades' bounce factor is now 0.5).

Posted: Sun Aug 20, 2006 3:36
by hitmanx
i have some "constructive" criticism.

-The revolver reload animation. It looks like she has arthritis.
-The grenade doesent hurt you unless your like a centimeter away.
-Shotgun reloading, she only puts in one shell. "

And yes i know it's just a beta. Don't be mad at me lol, Key word Constructive!

Keep up the good work

Posted: Sun Aug 20, 2006 3:54
by wildweasel
I can't seem to get the shotgun to reload like I want it to. I'd appreciate it if anybody could help set up a different reload system that can be interrupted easily (because I hate it when I get stuck reloading the damn shotgun).

Posted: Sun Aug 20, 2006 9:08
by wildweasel
I've made two sprites so far to use for the rocket launcher replacement. I'm surprised how well this came out, considering it used to be a Half-Life replacement model. Here's a screenshot of the weapon so far:

Image

That sprite (and an alternate version with the rocket missing) is all I have of the weapon so far. I'll resume work on it tomorrow.

Posted: Sun Aug 20, 2006 19:30
by Marty Kirra
That is...drool-worthy :O

Posted: Sun Aug 20, 2006 20:14
by wildweasel
I've fixed the shotgun reloading to the point where I'm quite happy with it - the clip handling is changed so that Diaz loads single shells instead of shell packs, the reload is interruptible by pressing Fire, and I've corrected all bugs relating to the gun continuing to reload even after the clip is full (a result of a rogue JumpIfInventory).

Once I've got the RPG put together, I'm going to put up another beta.

Posted: Sun Aug 20, 2006 21:12
by wildweasel
New version: http://armory.drdteam.org/wwmods/inprogress/ww-diaz.rar

This version includes the following fixes:

Shotgun reloading is more logical
Fixed the Skorpion reload glitch
Grenades are less bouncy and launch more fragments
Grenade fragments now have the Ripper flag
Added the RPG-7 (replaces Rocket launcher, ammo is single rockets)
Grenades are now pickupable (replaces Rocket Boxes)
Updated the "diaz-sg" lump with credits for all current graphics and sounds

Posted: Mon Aug 21, 2006 2:36
by wildweasel
http://armory.drdteam.org/wwmods/inprogress/ww-diaz.rar - Updated again.

Changes this time:

RPG-7 reloads a little slower; damage was tweaked and ammo max was increased from 6/12 to 8/16
Grenade damage tweaked - explosion radius is larger and does less damage, frags damage was cut from 5 to 2 and Strifedamage is now applied to lessen the effects of Ripper (but it still manages to kill Spiderdemons in a single well-placed toss - I won't bother fixing that)
Fixed a minor animation glitch on the fists
Added in-flight sound for RPG-7 and tweaked the parameters on FireCustomMissile so it'd look a little nicer

Posted: Mon Aug 21, 2006 9:13
by wildweasel
I've created a new and interesting weapon. Anybody here play Day of Defeat? You know how you have to set up your heavy machine guns before you can shoot them (well, unless you want to be firing at the sky)? Well, I've accomplished this.

The weapon in question here is an RPK mounted machine gun. It's essentially a modified AK-47 with open sights, a bipod, and 100-round drum clip. Before Diaz can use this weapon, she must first set it up on its bipod (alt-fire), or else be scolded by a rapid clicking noise (I experimented with A_Print, but I didn't like how it flooded the console). Setting up the weapon renders you immobile, but the result is a very powerful machine gun capable of laying waste to hordes of foes in no time flat. If you need to move again, pressing Alt-fire again will unmount the machine gun (with a slight delay), enabling you to move freely.

By design, I've made it so you can't reload unless the gun is mounted (mostly to save myself from wasting more space with extra sprites). Reloading with an unmounted gun will automatically mount it, while attempting to switch weapons while the gun is mounted will automatically unmount it.

So far, the only glitches I've found are the fact that you can still crouch and jump while mounted, and that Diaz spontaneously decides to unmount the gun when she's dead. Outside of that, everything's just peachy.

I'll be doing some more stresstesting and will upload the new version tomorrow.

Posted: Tue Aug 22, 2006 0:13
by wildweasel
http://armory.drdteam.org/wwmods/inprogress/ww-diaz.rar

Changes:

The RPD mounted machine gun has been added. It replaces the Plasma Rifle, and its ammo replaces Cell Packs.
The Skorpion's accuracy has been tightened up from 7/4 to 4/2, and its damage has been raised from 5 to 6. In addition, the max clip size is now 40 rounds.
Shotgun shells have been recolored from red to green, from advice given by Chronoteeth (because my shotgun actually fires birdshot, not buckshot).

Notes:

I'm thinking about removing Berserk and simply making the melee attacks more powerful by default. Perhaps I'll change Berserk into a pile of ammo? Or should I create a whole new weapon altogether?

I don't have any idea what to do for the Chainsaw and BFG replacements. Well, actually, I've got one thought on the Chainsaw - perhaps some kind of sharpshooter rifle? Maybe a wrist-mounted minicrossbow, a la Deus Ex or Perfect Dark? But what do I do about the BFG? Remote C4?

Posted: Tue Aug 22, 2006 7:25
by Alter
About berserk replacement better if it would be new weapon! it would be hmmmm.... Metal gloves which deals more damage than martial arts?