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Posted: Fri Nov 17, 2006 0:57
by Spray
The ww-diaz.wad you linked to in your previous post does not appear to have been updated (i.e. zombies shoot only one bullet and the hypo does nothing for melee damage).

Posted: Fri Nov 17, 2006 5:45
by wildweasel
That's because I uploaded the latest version to the wrong place...I've reuploaded the file to the inprogress directory, so try the link now.

Posted: Fri Nov 17, 2006 7:11
by Alter
About arc wieldier in diaz i can tell that it's powerful enough to take down mastermind after 4-5 shots but didn't tested it on cyberdemon

Posted: Sat Nov 18, 2006 8:36
by wildweasel
ULTIMATE PUBLIC BETA TIME

I need to figure out how to limit the amount of magnum ammo the player recieves. I've been doing some live beta testing on IRC (nowhere you guys would care about though) and have most of the major issues fixed, including the grenades being far too powerful. Need feedback on the fists, though - are they powerful enough with berserk mode? Also, how can I make the CombatBoost powerup select the fist on pickup?

Posted: Sat Nov 25, 2006 7:54
by wildweasel
I won't bother duplicating the announcement that ww-diaz is released (as the news post already took care of that).

The Hexen mod

My objective: create a weapon mod for Hexen that isn't a skin mod like Cutmanmike's. That's all. My idea for this is a "best of the rest" selection that is essentially a collection of resources that I put together and never used, or mods that I don't feel got much use.

FIGHTER - Agent Zero
1. Zero's Fists - A port of the fists from the unfinished Agent Zero mod.
2. Zero's CX4 (You start with this as well as the fists)
3. G36K (axe)
4. Arctic M40A1 sniper rifle (hammer)
5. Shotgun (replaces first weapon piece)
6. M66 Rocket Launcher (replaces second weapon piece)
5. Ultimate Staff (replaces third weapon piece)

CLERIC - Mini Mods
1. Baseball Bat - from the minimod "Batter Up"
2. Pistol - from the minimod "The STOIC Club"
3. BAR - from the minimod "BAR None"
4. Shotgun - from the minimod "Shotties"
5. Coachgun - Also from "Shotties"
6. Nailgun - from "Fun With Power Tools"
7. Shell Cannon - from "The Shores of Shell"

MAGE - ??? (Extreme Measures?)

Posted: Sat Nov 25, 2006 13:17
by Paul
MAGE - ??? (Extreme Measures?)
How 'bout a cyborg using the stuff from the unfinished mecha mod (ww-xplo)?

Posted: Sat Nov 25, 2006 20:10
by wildweasel
OF COURSE! *headsmack* Thanks, Paul!

Posted: Sat Nov 25, 2006 22:42
by wildweasel
The hexen mod

Weapons 1 and 2 of the Mini Mod Guy (the bat and pistol) are implemented, with a fake Duke3D style reloading for the pistol (because I want all these weapons to use mana). I also completed the fists for Agent Zero, and player sounds for both of them. I have imported all the sounds for the Mecha, but haven't implemented them yet.

I'll upload the first beta version once all six starter weapons are implemented and functional.

Posted: Sun Nov 26, 2006 1:32
by wildweasel
The hexen mod

http://armory.drdteam.org/wwmods/inprog ... -hexen.rar

Contains the starting weaponry for all three classes, and necessary LOADACS scripts to start the player with them. Also contains a mountain of unused sound resources, which is why it's so large.

Posted: Mon Nov 27, 2006 2:59
by wildweasel
http://armory.drdteam.org/wwmods/inprog ... -hexen.rar

Alpha 2.

Changes since last version...

- Fighter and Mage have switched places. The Fighter is now the mecha, and the mage is now Agent Zero.
- Weapon slots condensed down to 4 keys, 2 weapons per key.
- Agent Zero now has a G36K, a sniper rifle, and a shotgun.
- The Minimod Guy now has an SMG.
- The Mecha now has a Calico M960 and a chaingun.
- Miscellaneous damage and ammo usage tweaks, so the player can get more usage out of his mana (I just noticed how hard it is to find mana in Hexen).
- Repaired all the player sounds.

Posted: Wed Dec 13, 2006 4:24
by DoomRater
Cleric still does a default cough when he takes his own poison.

Posted: Wed Dec 13, 2006 4:58
by wildweasel
Nobody's cough sound has been replaced because the sound sets don't have suitable ones. It'll be like that with the mushrooms in Hub 3 as well.

I'm probably going to do something with the flechettes, but otherwise I'm going to null out the cough sounds.

Posted: Wed Dec 13, 2006 16:59
by hitmanx
so is agent zero hermandaz or Diaz, cause like the whole scratching thing threw me, and some of the pain sounds sound like a woman...If you listen hard. But he/she is by far the best character. I'd say a better name for Mini mod guy would be a Mafia guy or something, i mean baseball bat silenced pistol...It can work. Don't really like the mecha...Just my opinion though, i don't like futurustic stuff very much. Great work :D keep it up.

Posted: Wed Dec 13, 2006 17:58
by TheDarkArchon
He's neither: He was made independantly from Diaz and Hernandez. Agent Zero is from an abandoned EDGE mod of the same name.

Posted: Wed Dec 13, 2006 23:14
by Marty Kirra
Yeah, Agent Zero was a mod that CT and Weasel were working on a couple of months ago.