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

Projects that alter game functions but do not include new maps belong here.
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.
Locked
User avatar
sidav
Posts: 23
Joined: Sat Jul 23, 2016 9:13 am

Re: D4D - v1.01.4 released (Aug 1st)

Post by sidav »

shotfan 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.
Doomguy is so badass that his ammo changes its caliber at will
User avatar
enderkevin13
Posts: 1383
Joined: Tue Jul 07, 2015 7:30 am
Location: :noiƚɒɔo⅃

Re: D4D - v1.01.4 released (Aug 1st)

Post by enderkevin13 »

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?
User avatar
DBThanatos
Posts: 3101
Joined: Fri Apr 14, 2006 3:17 pm
Location: in "the darkness that lurks in our mind"
Contact:

Re: D4D - v1.01.4 released (Aug 1st)

Post by DBThanatos »

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.
Holy molly! That's awesome! Dont mind if I do! :D

The baron would be absolutely beast. Thank you very much for ripping this guy. Im sure that took tons of time.
User avatar
DBThanatos
Posts: 3101
Joined: Fri Apr 14, 2006 3:17 pm
Location: in "the darkness that lurks in our mind"
Contact:

Re: D4D - v1.01.4 released (Aug 1st)

Post by DBThanatos »

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
User avatar
Captain J
 
 
Posts: 16890
Joined: Tue Oct 02, 2012 2:20 am
Location: An ancient Escape Shuttle(No longer active here anymore)
Contact:

Re: D4D - v1.01.4 released (Aug 1st)

Post by Captain J »

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.
JohnnyTheWolf
Posts: 1145
Joined: Mon Oct 05, 2015 8:37 am

Re: D4D - v1.01.4 released (Aug 1st)

Post by JohnnyTheWolf »

At this rate, it looks like you are going to make Doom 2016 completely obsolete! :P

But for the sake of consistency, those Failed Transfers should be replaced by Tormentor667's Zombie Scientists.
shotfan
Posts: 439
Joined: Tue Mar 22, 2016 1:21 pm
Location: E3M1

Re: D4D - v1.01.4 released (Aug 1st)

Post by shotfan »

How you are able to climb ledges?
User avatar
Caligari87
Admin
Posts: 6174
Joined: Thu Feb 26, 2004 3:02 pm
Preferred Pronouns: He/Him
Contact:

Re: D4D - v1.01.4 released (Aug 1st)

Post by Caligari87 »

shotfan wrote:How you are able to climb ledges?
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.

Then if we can get some kind of contextual melee / glory kill system (without animation locks!) my life would be complete.

8-)
User avatar
Jeimuzu73
Posts: 1661
Joined: Sun Jul 03, 2011 8:44 pm
Location: Dropping today in Station Square.

Re: D4D - v1.01.4 released (Aug 1st)

Post by Jeimuzu73 »

Wait till Kotaku sees those remade levels.
User avatar
DoomKrakken
Posts: 3482
Joined: Sun Oct 19, 2014 6:45 pm
Location: Plahnit Urff
Contact:

Re: D4D - v1.01.4 released (Aug 1st)

Post by DoomKrakken »

WHAT. WAS. THAT?!

THAT WAS AMAZING!

You've started something, and now we must have it! We must all have it! It's possible! :D

It'd be nice if there were DOOM-styled textures to be used in this Doom map...
Caligari87 wrote:Then if we can get some kind of contextual melee / glory kill system (without animation locks!) my life would be complete.
Define "animation locks"...
User avatar
Caligari87
Admin
Posts: 6174
Joined: Thu Feb 26, 2004 3:02 pm
Preferred Pronouns: He/Him
Contact:

Re: D4D - v1.01.4 released (Aug 1st)

Post by Caligari87 »

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.

8-)
User avatar
4thcharacter
Posts: 1183
Joined: Tue Jun 02, 2015 7:54 am

Re: D4D - v1.01.4 released (Aug 1st)

Post by 4thcharacter »

JohnnyTheWolf wrote:At this rate, it looks like you are going to make Doom 2016 completely obsolete! :P

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
TechnoDoomed1
Posts: 89
Joined: Fri Jul 29, 2016 12:36 pm
Location: Spain

Re: D4D - v1.01.4 released (Aug 1st)

Post by TechnoDoomed1 »

Oh. My. God. :shock:

Now the hype's even more than before!! Gimme, gimme.
ClashmanTheThird
Posts: 1
Joined: Wed Sep 07, 2016 12:00 am

Re: D4D - v1.01.4 released (Aug 1st)

Post by ClashmanTheThird »

Getting a fatal error, "Execution could not continue.

Script error, "D4D.pk3:decorate/miscitems.aed" line 31:
Invalid state parameter {"

...Help?
User avatar
Captain J
 
 
Posts: 16890
Joined: Tue Oct 02, 2012 2:20 am
Location: An ancient Escape Shuttle(No longer active here anymore)
Contact:

Re: D4D - v1.01.4 released (Aug 1st)

Post by Captain J »

Welcome to the ZDoom forum and please read this before running the mod!
Locked

Return to “Gameplay Mods”