Doomguy is so badass that his ammo changes its caliber at willshotfan wrote:I was not saying that 50mm is too big for him, but that there are two weapons chambered in different calibers that use the same ammunition.
D4D - Announcement in 1st post (Jan 4th 2017)
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
Re: D4D - v1.01.4 released (Aug 1st)
- enderkevin13
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Re: D4D - v1.01.4 released (Aug 1st)
I just wanna say that this mod looks great with bloom enabled! I decided to see if bloom would run well for me with D4D, and it does! Should I make a video showing how it looks?
- DBThanatos
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Re: D4D - v1.01.4 released (Aug 1st)
Holy molly! That's awesome! Dont mind if I do!Zanieon wrote:Welp since this is related to Doom 4 i think this is a good place to i post a thing i did which may be useful...
Recently i've been playing with Doom 4 models and since no one found a way to reach the textures inside the MEGATEXTURES™ packages of the game due to encryption i made my own attempts of texturing them, but today i released i sprite version of the Hellknight.
Probably the next one is Baron of Hell and after him i'll probably take Pinky and done.
The baron would be absolutely beast. Thank you very much for ripping this guy. Im sure that took tons of time.
- DBThanatos
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Re: D4D - v1.01.4 released (Aug 1st)
So, how would Doom4's intro look if it was made in doom 2?
Something like this!
DISCLAIMER
The music was added in "post-production". The map has no specific music, nor it changes with the fights
Something like this!
DISCLAIMER
The music was added in "post-production". The map has no specific music, nor it changes with the fights
- Captain J
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Re: D4D - v1.01.4 released (Aug 1st)
Looks amazing, perhaps you should consider about to add some informational messages on the map! Then it would be more like tutorial!
And am i seeing the Q4 Rejected stroggs in 0:29? Hmm, i wonder where they come from.
And am i seeing the Q4 Rejected stroggs in 0:29? Hmm, i wonder where they come from.
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Re: D4D - v1.01.4 released (Aug 1st)
At this rate, it looks like you are going to make Doom 2016 completely obsolete!
But for the sake of consistency, those Failed Transfers should be replaced by Tormentor667's Zombie Scientists.
But for the sake of consistency, those Failed Transfers should be replaced by Tormentor667's Zombie Scientists.
Re: D4D - v1.01.4 released (Aug 1st)
How you are able to climb ledges?
- Caligari87
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Re: D4D - v1.01.4 released (Aug 1st)
I was just about to ask that, looks like a new/unreleased feature. I've been wanting mantling to be included for a while now.shotfan wrote:How you are able to climb ledges?
Then if we can get some kind of contextual melee / glory kill system (without animation locks!) my life would be complete.
Re: D4D - v1.01.4 released (Aug 1st)
Wait till Kotaku sees those remade levels.
- DoomKrakken
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Re: D4D - v1.01.4 released (Aug 1st)
WHAT. WAS. THAT?!
THAT WAS AMAZING!
You've started something, and now we must have it! We must all have it! It's possible!
It'd be nice if there were DOOM-styled textures to be used in this Doom map...
THAT WAS AMAZING!
You've started something, and now we must have it! We must all have it! It's possible!
It'd be nice if there were DOOM-styled textures to be used in this Doom map...
Define "animation locks"...Caligari87 wrote:Then if we can get some kind of contextual melee / glory kill system (without animation locks!) my life would be complete.
- Caligari87
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Re: D4D - v1.01.4 released (Aug 1st)
In Doom 2016, using the chainsaw or a glory kill briefly locks you into an animation with the victim. In D4D, the chainsaw doesn't lock you up like that, so a glory kill shouldn't either. My thought is to just have a contextual insta-kill melee button that only triggers if the target under your crosshairs is staggered or low health. This would be especially useful for Imps, because they sometimes need more than one shotgun shell, but two is a waste and takes longer, especially if I've already closed in expecting them to die on the first shot.
- 4thcharacter
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Re: D4D - v1.01.4 released (Aug 1st)
JohnnyTheWolf wrote:At this rate, it looks like you are going to make Doom 2016 completely obsolete!
But for the sake of consistency, those Failed Transfers should be replaced by Tormentor667's Zombie Scientists.
Better yet, this one: http://www.realm667.com/index.php/en/ku ... bie-fodder
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Re: D4D - v1.01.4 released (Aug 1st)
Oh. My. God.
Now the hype's even more than before!! Gimme, gimme.
Now the hype's even more than before!! Gimme, gimme.
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Re: D4D - v1.01.4 released (Aug 1st)
Getting a fatal error, "Execution could not continue.
Script error, "D4D.pk3:decorate/miscitems.aed" line 31:
Invalid state parameter {"
...Help?
Script error, "D4D.pk3:decorate/miscitems.aed" line 31:
Invalid state parameter {"
...Help?
- Captain J
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Re: D4D - v1.01.4 released (Aug 1st)
Welcome to the ZDoom forum and please read this before running the mod!