D4D - Announcement in 1st post (Jan 4th 2017)

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Re: D4D - Released! (Download 1st post)

Postby DBThanatos » Mon Jul 18, 2016 8:56 pm

But indeed you should be able to chainsaw them. Will look into that issue
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Re: D4D - Released! (Download 1st post)

Postby tsukiyomaru0 » Mon Jul 18, 2016 9:13 pm

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.
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Re: D4D - Released! (Download 1st post)

Postby Major Cooke » Mon Jul 18, 2016 9:38 pm

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"


1. "Double ammo" is already a DMFlag.
2. Just turn on infinite ammo DMflag in that regard.

tsukiyomaru0 wrote:Also, it might be best to use a HUD overlay instead of on-map projection for weapon mod management.


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.

Turn on voxels and you'll see for yourself. ;)
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Re: D4D - Released! (Download 1st post)

Postby JohnnyTheWolf » Mon Jul 18, 2016 9:47 pm

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... :shock:
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Re: D4D - Released! (Download 1st post)

Postby Cryomundus » Mon Jul 18, 2016 10:15 pm

Is the BFG supposed to oneshot Spidermasterminds?
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Re: D4D - Released! (Download 1st post)

Postby Zhs2 » Mon Jul 18, 2016 10:19 pm

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Re: D4D - Released! (Download 1st post)

Postby Cryomundus » Mon Jul 18, 2016 10:37 pm



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.

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.
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Re: D4D - Released! (Download 1st post)

Postby iSpook » Mon Jul 18, 2016 10:58 pm

Cryomundus wrote:Things, without stuff


You just wasted a precious BFG shot. Hope you don't have to kill a horde of monsters anytime soon.
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Re: D4D - Released! (Download 1st post)

Postby Cryomundus » Mon Jul 18, 2016 11:25 pm

iSpook wrote:
Cryomundus wrote:Things, without stuff


You just wasted a precious BFG shot. Hope you don't have to kill a horde of monsters anytime soon.


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.

That said, you'd probably just crash gzdoom due to all the gibs spawned if you tried to kill a horde all at once.
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Re: D4D - Released! (Download 1st post)

Postby snarkel » Mon Jul 18, 2016 11:27 pm

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 ','.
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Re: D4D - Released! (Download 1st post)

Postby Captain J » Mon Jul 18, 2016 11:47 pm

My GZDoom g2.2pre-1814-ge56196e just runs it fine. Maybe you should update your gzdoom into very, very recent one.
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Re: D4D - Released! (Download 1st post)

Postby DBThanatos » Tue Jul 19, 2016 12:47 am

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!
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Re: D4D - Released! (Download 1st post)

Postby Gorec » Tue Jul 19, 2016 1:21 am

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?
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Re: D4D - Released! (Download 1st post)

Postby Gorec » Tue Jul 19, 2016 1:25 am

also great mod i really like it :D
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Re: D4D - Released! (Download 1st post)

Postby DBThanatos » Tue Jul 19, 2016 2:17 am

Yes. But it's not unlimited ;)
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