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

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Re: D4D - You kidding? v2.0.3 bugfix! (11/03/16)

Postby wildweasel » Tue Dec 06, 2016 11:59 am

Rowsol wrote:My post had nothing to do with BD, but okay.

Apologies, I didn't follow the link, I only assumed it was relevant because of TCF's reply.
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Re: D4D - You kidding? v2.0.3 bugfix! (11/03/16)

Postby Ssitiss » Tue Dec 06, 2016 12:04 pm

Will you replace the textures of Pinky, lost soul, mancubus, revenant, cyberdemon and arachnotron?
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Re: D4D - You kidding? v2.0.3 bugfix! (11/03/16)

Postby /\/\ayhem » Tue Dec 06, 2016 1:13 pm

I hope for further development of this mod. it's just awesome!!!))
(sry for my engIish, it's very bad, i am from ukraine) When d4d will be updated, i will remade my trailer parodys video)))
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Re: D4D - You kidding? v2.0.3 bugfix! (11/03/16)

Postby Major Cooke » Tue Dec 06, 2016 8:08 pm

Ssitiss, I don't know. If we find some, we might.

In other news, mod voting on ModDB is going on. Go vote for your favorite.
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Re: D4D - You kidding? v2.0.3 bugfix! (11/03/16)

Postby Major Cooke » Tue Dec 06, 2016 11:55 pm

Rowsol wrote:I just realized if you use your melee hotkey while you have berserk you don't get double cash from the kill. Why is that? I mean, I assume it's to encourage use of the fist weapon, but what difference does it really make.


Sounds more like oversight to me.

sidav wrote:Guys, what does SSG's Narrowed Cylinders upgrade mean? It just increases the absolute horizontal spread (thus decreasing the effective range of the weapon even more), or it means that the horizontal spread is the same, but vertical one is decreased?

"Decreases horizontal spread".

Means better accuracy. The horizontal spread is larger than the vertical spread. The upgrade decreases the spread to be even with the vertical (from 11.2 degrees to 7.1).
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Re: D4D - You kidding? v2.0.3 bugfix! (11/03/16)

Postby Rowsol » Wed Dec 07, 2016 6:38 pm

A few more things I'd like to add.

- The smoke from the rocket explosions looks full alpha, like an oil slick. Edit: Well, this is weird. It sometimes is and sometimes isn't. Edit 2: Okay, it happens after you kill a boss. Very odd bug. Edit 3: It has to do with SpiderMastermindDeathFX and the cyberdemon equivilent.
- The demon runes are fun as hell but overpowered as can be. It's basically an invuln sphere that lasts twice as long and gives you a bad ass weapon, usually, unless you're a pain elemental.
- The chainsaw idle is loud, enough to where I avoid walking around with it out. Dropping it 25% worked wonders.
- The scanner on the map is useful for this mod since getting 100% kills is pretty important. However, a lot of things that aren't monsters show up on the map making it borderline annoying.
- The haste powerup seems like it's supposed to double your fire rate but it seems to vary quite a bit. Certain weapons are boosted more than others.
- An option to make the casings and gibs stay longer would be nice. Not sure if the blood has any decals but that would be another welcome addition, some lasting blood. Not sure how many people could actually use it though, pretty demanding mod relatively.
- Berserk does absolute ridiculous damage, 300-500 per punch. Half that would be plenty to wreck house with.
- There's currently no way to tell how much ammo you need to alt-fire down an enemy with the chainsaw, since it varies depending on the health left. I propose that instead of pulling it back in and saying not enough ammo it just hits the guy for the full amount it can, based on how much ammo you have. It seems to do this sometimes already, against bosses anyway.

3rd post, hopefully the last. Been playing this mod for quite a while now, so thanks!
Last edited by Rowsol on Wed Dec 07, 2016 8:14 pm, edited 5 times in total.
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Re: D4D - You kidding? v2.0.3 bugfix! (11/03/16)

Postby VICE » Wed Dec 07, 2016 7:16 pm

Rowsol wrote:- The scanner on the map is useful for this mod since getting 100% kills is pretty important. However, a lot of things that aren't monsters show up on the map making it borderline annoying.

That's an engine thing. Any actor that doesn't have a certain flag set will show up on the automap with the scanner. There's a setting somewhere in the options menu that lets you display sprites instead of polygons on the automap, and the scanner becomes immensely useful with that setting turned on.
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Re: D4D - You kidding? v2.0.3 bugfix! (11/03/16)

Postby DBThanatos » Thu Dec 08, 2016 1:32 pm

VICE wrote:
Rowsol wrote:- The scanner on the map is useful for this mod since getting 100% kills is pretty important. However, a lot of things that aren't monsters show up on the map making it borderline annoying.

That's an engine thing. Any actor that doesn't have a certain flag set will show up on the automap with the scanner. There's a setting somewhere in the options menu that lets you display sprites instead of polygons on the automap, and the scanner becomes immensely useful with that setting turned on.


And you can select to display monsters in a different color, which is what I do. Monsters red. Big powerups and stuff like that as green, smaller pickups blue.

EDIT: NVM :P
Last edited by DBThanatos on Thu Dec 08, 2016 2:03 pm, edited 1 time in total.
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Re: D4D - v2.0.3(11/03/16) - You can vote for D4D now!

Postby DoomKrakken » Thu Dec 08, 2016 1:39 pm

I just got an idea...

What if you could do some kind of charge shot for the BFG, which would use the sound of the BFG when glory killing the Spider Mastermind?
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Re: D4D - v2.0.3(11/03/16)

Postby Rowsol » Thu Dec 08, 2016 2:59 pm

Yeah, not sure why I didn't think of that before. Thanks for the tip.
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Re: D4D - v2.0.3(11/03/16) - You can vote for D4D now!

Postby Major Cooke » Thu Dec 08, 2016 4:27 pm

DoomKrakken wrote:What if you could do some kind of charge shot for the BFG, which would use the sound of the BFG when glory killing the Spider Mastermind?

No, that's what the carrion cannon is for, charging.
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Re: D4D - v2.0.3(11/03/16) - You can vote for D4D now!

Postby Mr.Enchanter » Thu Dec 08, 2016 5:33 pm

Major Cooke wrote:
DoomKrakken wrote:What if you could do some kind of charge shot for the BFG, which would use the sound of the BFG when glory killing the Spider Mastermind?

No, that's what the carrion cannon is for, charging.


I think he means to emulate glory kill performed on the Mastermind in D'16.
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Re: D4D - v2.0.3(11/03/16)

Postby isum8 » Thu Dec 08, 2016 7:04 pm

Hi im loving the mod but there's no HUD.
I've tried changing the HUD setting but no signs of health indicator, armor indicator nothing. Just the number on the top right corner.
So any suggestions?
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Re: D4D - v2.0.3(11/03/16)

Postby isum8 » Thu Dec 08, 2016 8:41 pm

Never mind i just had to press - to turn the HUD on. *FACE PALM*
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Re: D4D - v2.0.3(11/03/16) - You can vote for D4D now!

Postby DoomKrakken » Fri Dec 09, 2016 3:55 am

Mr.Enchanter wrote:
Major Cooke wrote:
DoomKrakken wrote:What if you could do some kind of charge shot for the BFG, which would use the sound of the BFG when glory killing the Spider Mastermind?

No, that's what the carrion cannon is for, charging.


I think he means to emulate glory kill performed on the Mastermind in D'16.


In a way, yes. I was just thinking you could use whatever "firing mode" was used in the glory kill for the Spider Mastermind. What happened there was a point-blank shot from a BFG at an unusual charge level. It'd be interesting to see where else and what else it can do...
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