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.
-
- Posts: 3101
- Joined: Fri Apr 14, 2006 3:17 pm
- Location: in "the darkness that lurks in our mind"
Re: D4D - Released! (Download 1st post)
But indeed you should be able to chainsaw them. Will look into that issue
-
- Posts: 297
- Joined: Sat May 29, 2010 6:20 pm
Re: D4D - Released! (Download 1st post)
Settings idea:
1. "Ammo Capacity", with settings "Ammo Starvation (Default)", "Classic" (restores to Doom 1 and 2's capacities and makes the Backpack double the maximum capacities), "Double" (Doubles from Default, but no backpack!)
2. "Chainsaw Fueling", with settings "Default", "Static" (charges as you move), "Infinite"
Also, it might be best to use a HUD overlay instead of on-map projection for weapon mod management.
1. "Ammo Capacity", with settings "Ammo Starvation (Default)", "Classic" (restores to Doom 1 and 2's capacities and makes the Backpack double the maximum capacities), "Double" (Doubles from Default, but no backpack!)
2. "Chainsaw Fueling", with settings "Default", "Static" (charges as you move), "Infinite"
Also, it might be best to use a HUD overlay instead of on-map projection for weapon mod management.
-
- Posts: 8191
- Joined: Sun Jan 28, 2007 3:55 pm
- Preferred Pronouns: He/Him
- Location: QZDoom Maintenance Team
Re: D4D - Released! (Download 1st post)
1. "Double ammo" is already a DMFlag.tsukiyomaru0 wrote:Settings idea:
1. "Ammo Capacity", with settings "Ammo Starvation (Default)", "Classic" (restores to Doom 1 and 2's capacities and makes the Backpack double the maximum capacities), "Double" (Doubles from Default, but no backpack!)
2. "Chainsaw Fueling", with settings "Default", "Static" (charges as you move), "Infinite"
2. Just turn on infinite ammo DMflag in that regard.
No. I spent WAY too much time and put in so much effort just to have this changed. This looks far sexier than huds will ever be.tsukiyomaru0 wrote:Also, it might be best to use a HUD overlay instead of on-map projection for weapon mod management.
Turn on voxels and you'll see for yourself.
-
- Posts: 1157
- Joined: Mon Oct 05, 2015 8:37 am
Re: D4D - Released! (Download 1st post)
I gotta say, playing this mod in Ultra Nightmare - that includes forcing myself to restart from the beginning to better emulate the Doom 2016 experience - with Aubrey Hodges' PSX soundtrack makes even Knee Deep in the Dead freaking TENSE! Those freaking Pinkies...
-
- Posts: 497
- Joined: Thu Oct 31, 2013 12:33 pm
Re: D4D - Released! (Download 1st post)
Is the BFG supposed to oneshot Spidermasterminds?
-
- Posts: 1284
- Joined: Fri Nov 07, 2008 3:29 pm
- Graphics Processor: ATI/AMD with Vulkan/Metal Support
- Location: Maryland, USA, but probably also in someone's mod somewhere
-
- Posts: 497
- Joined: Thu Oct 31, 2013 12:33 pm
Re: D4D - Released! (Download 1st post)
Yeah, but that requires you to hug it and hope RNG likes you. This one I just fired from a distance and it just died.Zhs2 wrote:Doesn't the Vanilla BFG do the same thing?
Like, I didn't even need to hug it so all the tracers would hit it, it's just aim in it's general direction and no more spidermastermind.
-
- Posts: 743
- Joined: Sun Feb 05, 2006 9:23 am
- Location: In the middle of Stephen King Territory
Re: D4D - Released! (Download 1st post)
You just wasted a precious BFG shot. Hope you don't have to kill a horde of monsters anytime soon.Cryomundus wrote:Things, without stuff
-
- Posts: 497
- Joined: Thu Oct 31, 2013 12:33 pm
Re: D4D - Released! (Download 1st post)
Tbh if you're fighting that much, there's probably more bfg ammo somewhere nearby. Besides one nicely placed shot with this bfg will take out a good chuck of the map, really. It's kinda strong.iSpook wrote:You just wasted a precious BFG shot. Hope you don't have to kill a horde of monsters anytime soon.Cryomundus wrote:Things, without stuff
That said, you'd probably just crash gzdoom due to all the gibs spawned if you tried to kill a horde all at once.
-
- Posts: 139
- Joined: Wed Aug 06, 2014 9:02 pm
- Preferred Pronouns: He/Him
Re: D4D - Released! (Download 1st post)
I got the latest GZDoom Dev build and followed the Readme files but I keep getting this
Script error, "D4D.pk3:decorate/misceffects.aed" line 20:
"ROLLSPRITE" is an unknown flag
Script error, "D4D.pk3:decorate/misceffects.aed" line 49:
"ROLLSPRITE" is an unknown flag
Script error, "D4D.pk3:decorate/misceffects.aed" line 76:
"ROLLSPRITE" is an unknown flag
Execution could not continue.
Script error, "D4D.pk3:decorate/doom4player.aed" line 103:
Expected ')', got ','.
Script error, "D4D.pk3:decorate/misceffects.aed" line 20:
"ROLLSPRITE" is an unknown flag
Script error, "D4D.pk3:decorate/misceffects.aed" line 49:
"ROLLSPRITE" is an unknown flag
Script error, "D4D.pk3:decorate/misceffects.aed" line 76:
"ROLLSPRITE" is an unknown flag
Execution could not continue.
Script error, "D4D.pk3:decorate/doom4player.aed" line 103:
Expected ')', got ','.
-
-
- Posts: 16890
- Joined: Tue Oct 02, 2012 2:20 am
- Location: An ancient Escape Shuttle(No longer active here anymore)
Re: D4D - Released! (Download 1st post)
My GZDoom g2.2pre-1814-ge56196e just runs it fine. Maybe you should update your gzdoom into very, very recent one.
-
- Posts: 3101
- Joined: Fri Apr 14, 2006 3:17 pm
- Location: in "the darkness that lurks in our mind"
Re: D4D - Released! (Download 1st post)
Thanks to everyone for all the feedback we have got in the first 24hrs of release. The reception we have had is nothing short of amazing!
We're working to release ASAP the v1.01.1 which addresses some bugs within the mod: weapon exploits, wrong graphics here and there, and the ocassional code-driven crash. However, there are some crashes that are bugs of the engine itself, and that's outside our reach. We can only hope that's fixed soon.
GZDOOM NOT RUNNING BECAUSE OF OLD HARDWARE. HOW TO FIX.
In the meantime, it has called our attention that a portion of users can't play the GZdoom devbuilds due to old hardware, particularly the graphics card. The jump of GZdoom from the 1.x to 2.x meant it needed newer shaders, only available in "newer" video cards. This doesnt mean it needs state of the art hardware, but it indeed is a higher requirement than what the 1.x versions had.
This has caused that some people just cant run GZDoom at all, with or without D4D. It just so happens that D4D requires the very latest GZdoom's features, only available in the 2.x versions of the engine.
However, there's two ways around this, neither of these are pretty, but they will allow people to somewhat play D4D if they so desire. They both are about using the software render, but remember
SOFTWARE RENDERING DOES NOT HAVE FULL COLOR SUPPORT. IT USES A 256 COLOR PALETTE, AND THE D4D EFFECTS WILL LOOK LESS THAN OPTIMAL: BAD COLORS AND OTHER VISUAL GLITCHES, ESPECIALLY IN LASER EFFECTS, be ready for ugliness.
That being said, this a non elegant solution for players that simply cannot run the hardware render. Might look ugly, but is better than nothing, right?
** Method 1 **
The first one is the easiest: getting the latest Zdoom devbuild (instead of GZDoom). Zdoom has only software rendering, so therefore, will work even with computers with the weakest video hardware (with exceptions probably).
Download Zdoom devbuilds here:
http://devbuilds.drdteam.org/zdoom/
** Method 2 **
The second, is to enable gzdoom's software render, but this is slightly tricky.
1. Run Gzdoom. It will crash/inform the lack of hardware. Close the application.
2. GZdoom will create a .ini with the name of your computer in the same folder where you have GZdoom.
3. Open the .ini with notepad and search for "vid_render" without the quotes.
4. Change it's value to 0
5. Save the file
6. Run the game
At this point, it will be in software render and you will be able to load and play D4D.
Once again, we, the team, want to thank everybody for their kind words! We hope you have a lot of fun with this thing!
We're working to release ASAP the v1.01.1 which addresses some bugs within the mod: weapon exploits, wrong graphics here and there, and the ocassional code-driven crash. However, there are some crashes that are bugs of the engine itself, and that's outside our reach. We can only hope that's fixed soon.
GZDOOM NOT RUNNING BECAUSE OF OLD HARDWARE. HOW TO FIX.
In the meantime, it has called our attention that a portion of users can't play the GZdoom devbuilds due to old hardware, particularly the graphics card. The jump of GZdoom from the 1.x to 2.x meant it needed newer shaders, only available in "newer" video cards. This doesnt mean it needs state of the art hardware, but it indeed is a higher requirement than what the 1.x versions had.
This has caused that some people just cant run GZDoom at all, with or without D4D. It just so happens that D4D requires the very latest GZdoom's features, only available in the 2.x versions of the engine.
However, there's two ways around this, neither of these are pretty, but they will allow people to somewhat play D4D if they so desire. They both are about using the software render, but remember
SOFTWARE RENDERING DOES NOT HAVE FULL COLOR SUPPORT. IT USES A 256 COLOR PALETTE, AND THE D4D EFFECTS WILL LOOK LESS THAN OPTIMAL: BAD COLORS AND OTHER VISUAL GLITCHES, ESPECIALLY IN LASER EFFECTS, be ready for ugliness.
That being said, this a non elegant solution for players that simply cannot run the hardware render. Might look ugly, but is better than nothing, right?
** Method 1 **
The first one is the easiest: getting the latest Zdoom devbuild (instead of GZDoom). Zdoom has only software rendering, so therefore, will work even with computers with the weakest video hardware (with exceptions probably).
Download Zdoom devbuilds here:
http://devbuilds.drdteam.org/zdoom/
** Method 2 **
The second, is to enable gzdoom's software render, but this is slightly tricky.
1. Run Gzdoom. It will crash/inform the lack of hardware. Close the application.
2. GZdoom will create a .ini with the name of your computer in the same folder where you have GZdoom.
3. Open the .ini with notepad and search for "vid_render" without the quotes.
4. Change it's value to 0
5. Save the file
6. Run the game
At this point, it will be in software render and you will be able to load and play D4D.
Once again, we, the team, want to thank everybody for their kind words! We hope you have a lot of fun with this thing!
-
- Posts: 318
- Joined: Tue Feb 09, 2016 9:41 pm
- Operating System Version (Optional): Windows 11
- Location: )()()()()()()()()()()()(
Re: D4D - Released! (Download 1st post)
when i picked up brofist it restored my health and armor and if i will use it again it still restores health.this is normal,riiiiiight?
-
- Posts: 318
- Joined: Tue Feb 09, 2016 9:41 pm
- Operating System Version (Optional): Windows 11
- Location: )()()()()()()()()()()()(
Re: D4D - Released! (Download 1st post)
also great mod i really like it
-
- Posts: 3101
- Joined: Fri Apr 14, 2006 3:17 pm
- Location: in "the darkness that lurks in our mind"
Re: D4D - Released! (Download 1st post)
Yes. But it's not unlimited