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Posted: Sat Oct 21, 2006 22:24
by TheDarkArchon
wildweasel wrote:
- Shell casings and dropped clips (borrowed code from zero prophet and xaser)
I can't be the only person that doesn't like the G&S+T&J style casings, right?
Posted: Sun Oct 22, 2006 0:49
by wildweasel
What do you mean by G&S+T&J?
Posted: Sun Oct 22, 2006 0:58
by TheDarkArchon
Guns and stuff plus things and junk: The mod that had that style of casing originally.
Posted: Sun Oct 22, 2006 8:13
by wildweasel
Updated the mod again. Pasting the link from last page:
http://armory.drdteam.org/wwmods/inprogress/ww-diaz.rar
Changed the shell casing behavior and fixed a few things.
Posted: Mon Oct 23, 2006 0:15
by Chronoteeth
And for those who are wondering, G&S+T&J was one very old xenophon mod.
Posted: Mon Oct 23, 2006 0:23
by wildweasel
I could have sworn those casings came from Zen Dynamics, not GSTJ.
Posted: Mon Oct 23, 2006 6:48
by Chronoteeth
No, no they came from that mod. Gots to see IRC logs to learn the whole thing.
Posted: Mon Oct 23, 2006 11:45
by TheDarkArchon
ww: Xaser used G&S+T&J's casings for Zen Dynamics
Posted: Mon Oct 30, 2006 8:33
by wildweasel
I updated Diaz and Cola2 today, but unfortunately my Internet is being screwy lately and I'm unable to upload the latest versions to the server. I'll try again after work on Monday. But regardless, here are the changes...
Diaz
- Fixed a minor jump offset error on the RPK, where hitting Reload when not set up would cause it to make a clicking noise instead of setting up and reloading
- Fixed the frame sequences on the Colt and Spas12's melee animations
Mister Cola 2
- Scrapped the current pistol in favor of a Techpistol, as provided by chronoteeth
- Added the shotgun replacement. All three power levels are functional.
- Added the complete set of player sounds from QTest (approximately 22 sound files total)
- Adjusted the power scale for the Techpistol (was too powerful before)
Posted: Thu Nov 02, 2006 0:02
by wildweasel
Mister Cola 2
Still having internet issues - will run a virus scan on here before I go to work tonight. In the meantime, the latest changes:
- Shotgun replacement's power level reduced
- Techpistol's damage scale adjusted - does less damage at level 1, more damage at level 3
- Reduced rate of fire for P90 and increased individual bullet damage
- Added several additional powerups as follows:
-- 7Up - Supercharge
-- Mountain Dew - Super Speed for 60 Seconds (replaces radsuit)
-- Pepsi - Terror Aura (same as the last mod's Terrorsphere)
- Changed a few pickup messages
- Still haven't figured out why the Jolt Cola only gives 1 Armor, and only when the player has none
Code: Select all
ACTOR ColaPowerup : CustomInventory replaces Berserk
{
Inventory.PickupMessage "Coca-Cola - Caffiene Level Up!"
Inventory.PickupSound "pickups/cola"
Scale 0.125
States
{
Spawn:
COLA C 10 BRIGHT
COLA C 10
Loop
Pickup:
TNT1 A 0 A_GiveInventory("HealthBonus",100)
TNT1 A 0 A_GiveInventory("CaffieneLevel",1)
TNT1 A 0
Stop
}
}
ACTOR JoltCola : ColaPowerup replaces InvulnerabilitySphere
{
Inventory.PickupMessage "Jolt Cola - Caffiene Max Level!"
States
{
Spawn:
COLA A 10 BRIGHT
COLA A 10
Loop
Pickup:
TNT1 A 0 A_GiveInventory("HealthBonus",200)
TNT1 A 0 A_GiveInventory("ArmorBonus",200)
TNT1 A 0 A_GiveInventory("CaffieneLevel",2)
TNT1 A 0
Stop
}
}
JoltCola is where the problem lies - ColaPowerup is only there since JoltCola inherits from it
Posted: Sun Nov 05, 2006 20:45
by wildweasel
http://armory.drdteam.org/wwmods/inprogress/ww-diaz.rar
http://armory.drdteam.org/wwmods/inprog ... -cola2.rar
The nearly complete final beta version of Diaz, and the latest version of Cola2. Please give your feedback and feature suggestions (especially for cola2)!
Posted: Sun Nov 12, 2006 2:51
by wildweasel
http://armory.drdteam.org/wwmods/inprogress/ww-diaz.rar
Updated to near-final status. Berserk hypo now powers up the fist to four times the damage, and the zombies have been modified to shoot three-round bursts and drop SMG's 3% of the time. Anybody that downloads this, I need feedback on the following things:
1. Does the fist's Berserk version need to be power-adjusted?
2. Is Magnum ammo too common? Is the Magnum itself too common?
3. Are the initial magazine sizes (how much is in the clip when you first get the weapon) generous enough?
4. Did I just totally screw up the balance by upping the clip size and accuracy of the RPK?
5. Is the Arc Welder powerful enough?
Posted: Wed Nov 15, 2006 8:01
by wolf00
ok i prefer mr cola 1st relase[aka originaly mr cola] this one is quite good ,diaz in my eys is icd like mod for gzdoom finaly ... good work ww, keep you on this way

& item's with you ask is not very comon,i testes map's from dw chronicles with many mod's including diaz ...

Posted: Thu Nov 16, 2006 17:19
by Somagu
Magnums/magnum ammo are a little too common. In the vanilla doom 2 levels, I never really found myself out of ammo, and I use the revolvers pretty heavily. Oh, and pressing alt. fire with the tomed dual magnums in The Stranger Part 2 sets the gun back to normal until you fire again.
Posted: Thu Nov 16, 2006 18:19
by wildweasel
The revolvers issue in TSP2 has been noted and will probably be fixed when I start working on it again. (Actually, I was planning on making a whole new altfire for it...a transformation like in ww-stranger.)