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Posted: Sat Jan 27, 2007 18:07
by wildweasel
http://armory.drdteam.org/wwmods/inprog ... -cola2.rar
Near-final beta version. I've got all the weapons in, the rocket launcher has been replaced with a mercury cannon (at max level, this weapon acts a lot like the SSG replacement from doomos.wad), and a few miscellaneous balance tweaks have been made. I've tried to make the mass driver feel as powerful as possible, going to the point of temporarily freezing the player when firing to let the recoil take effect (this has the awesome side-effect of stopping the player dead in his tracks when running forward while firing a max-level mass driver).
Everybody, post any issues you can find. (I can't fix the graphics bugs with the mercury gun projectiles, though, so please don't post about that particular issue.)
Posted: Sat Jan 27, 2007 23:40
by Snarboo
Haven't been able to find any bugs from my 15 minute playthrough. It's definitely given me a fresh jolt of inspiration, though! I love the caffeine based weapon power levels. Kind of reminds me of Pariah, and might be a good thing to try in my next mod.
Posted: Sun Jan 28, 2007 0:22
by DoomRater
Fer crying out loud, just use inventory instead of ammo types when making counters for weapons like the unarmed! o_o
Posted: Sun Jan 28, 2007 0:45
by TheDarkArchon
Wait, people are still doing that? O_O
Posted: Sun Jan 28, 2007 0:46
by wildweasel
It's a habit - not to mention every time I use FistSeq in a mod, I always grab it from ww-stranger =P
Posted: Sun Jan 28, 2007 0:47
by DoomRater
Weasel apparently is, because I can only attack with the right fist in easiest. It's annoying that he never updated the code.
Posted: Sun Jan 28, 2007 1:00
by Visplane_Overflow
The P-90 is unrealistically quiet. I mean, it's the same as the Doom3 pistol - it sounds like a damned Nerf gun (until you get it to max level, anyway). There's little evidence of recoil on Doomguy's arms when he fires the mass-driver. Other than that, though it seems decent....
Posted: Sun Jan 28, 2007 1:02
by DoomRater
Did I mention how much of a gungasm I got when I fired the final weapon? I went SQUEE~~~ firing that thing.
Posted: Sun Jan 28, 2007 1:36
by wildweasel
The wad has been updated - please redownload. I've added a few sounds, fixed a few things, and changed the fistseq to an inventory item. Hope you're happy now =P
Posted: Sat Feb 03, 2007 20:25
by wildweasel
Updated ww-cola2 again, addressing Visplane_Overflow's complaints about the P90 being too quiet, and adding a secret inventory item and a new DSSECRET sound.
Posted: Sat Feb 03, 2007 21:04
by Chronoteeth
What does Igi-ari do?
Posted: Sun Feb 04, 2007 2:10
by TheDarkArchon
Haha, so THAT's what you did. Nice! (if it worked)

Posted: Sun Feb 04, 2007 13:12
by Snarboo
I just noticed a HUGE bug with the latest version. If you have "drop item" bound, it's completely possible to drop the coffee/caffeine-indicator from your inventory. I found that out on accident, as I have "drop item" bound pretty close to my inventory keys.
Posted: Sun Feb 04, 2007 14:38
by TheDarkArchon
That's deliberate: In co-op you can drop caffiene levels for your mates.
Code: Select all
ACTOR CaffieneLevel : Inventory
{
+INVBAR
Inventory.MaxAmount 3
Inventory.Icon STCOFFEE
Inventory.PickupMessage "Caffiene level-up - drop this item to give it to your co-op pals"
States
{
Spawn:
COFE A -1
Stop
}
}
Posted: Sun Feb 04, 2007 14:44
by Snarboo
Ah, I see. That's pretty cool. But what do you do if you accidently drop and then lose it in Singleplayer? Can you just not upgrade your weapons for that level or?