D4D - v3 Alpha 7 - On Hiatus - p. 37

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are ONLY for YOUR 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.

Crates in Pickup mode are...

Filling up my entire swimming pool. (Excessive)
2
7%
Breaking the cratie bank jar (Moderately too common)
4
15%
Stuffing the pockets full, usually (Little too common)
1
4%
Good enough (No change)
12
44%
Minimum wage levels (Little too rare)
6
22%
Poverty levels (Moderately too rare)
0
No votes
Eaten alive by the UAI.R.S (Way too rare)
2
7%
 
Total votes : 27

D4D - v3 Alpha 7 - On Hiatus - p. 37

Postby Major Cooke » Wed Jan 04, 2017 9:16 am

Join Our Discord!
Check out our new forums!


Image
(Halloween version for anyone still interested in it)

Spoiler: Frequently Posted Errors


NOTICE: The auto-compilation host has shut down. However, this is easily fixed by simply downloading directly from the github itself -- I've taken the liberty of replacing the bleeding edge link already. Simply click on Clone or Download, save it as a download to your normal area where you download it from and use that to launch D4D in place of the original .pk3 (you can rename it to D4D.zip if you'd like.)

=================================================================================
The Alpha Zone
=================================================================================
So you wish to contribute to D4D directly? Well there's some good news for you all:
D4D is now officially open source!
You will need to know how to work with GitHub if you wish to contribute directly with pull requests.
There are rules in the readme section. Please make sure you read them.

The Alpha & Bleeding Edge REQUIRES GZDoom 3.2+
Changelog

*** Installation Instructions ***
  1. Get a DEVBUILD of GZDoom.
  2. Download D4DResources.pk3.
  3. Download Doom4Doom-master.zip BLEEDING EDGE (Click on Clone or Download, save it to your HD.)
  4. Make sure your D4DResources.pk3 and the data file you downloaded are in the same directory.
  5. If you use ZDL launcher, make sure the order is like this, with the mod on top of all others.
    Do not load the resources package yourself!
    Use Doom4Doom-master.zip in place of D4D.pk3, if you were using that.
    Image
Do not load the resources package yourself!

Interested in helping the development or monitoring its status?
Doom4Doom (GitHub)


Naturally, there will be bugs.
If you wish to help the mod along, make sure to post here, use the Issue Tracker, or our other forums (link above).

Announcement: DBT's Retirement Post
GZDoom Download Link

The following is GZDoom 2.2 ONLY. NOT COMPATIBLE WITH GZDOOM 2.3.x AND LATER
Official D4D Download Link

Report all issues here! (Read the readme below!)

=================================================================================
Addons
=================================================================================

Looking for more juicy content to go with D4D? Try out these magnificent addons!

Beed28's Gibbable Corpses + Types (2.0.3 Only)
Phobos's Addon (2.0.3 Only)
D4DHF (2.0.3 Only)
My Little Pet Peeves (In Progress)
Dopefish (In Progress)

NOTICE: Some addons may not be compatible with one another.
If there are bugs and issues from the use of addons, please take it up with with the addon developer(s) first.

=================================================================================
Credits
=================================================================================
D4D Team
Developers
  • Major Cooke
  • Michaelis
  • ZZYZX
  • DBThanatos (Retired Owner)

Code: Select allExpand view
Neccronixis             : Creator of all the Doom 4 weapon sprites &
                          doomdoll pickup and animation.

Major Cooke             : Current owner.
                          Design, creation and implementation of the "Holo
                          upgrade system". General overhaul of the weapon
                          code to enable "hold alt-fire to ready mod". Creator
                          of the BFG tracers and electric effects. Creator
                          of almost all particle effects, including bullet
                          tracers, pickup trails and just about every single
                          fancy particle system found in here. Fine-tuning
                          most of the DECORATE code. Deprecation of many
                          ACS based systems and ported them to DECORATE.
                          Implementation of "Double Double Trouble Trouble"
                          (double super shotgun) via overlays. Behavior and
                          visual effects of syphon grenade explosion. Coder
                          for spawned Holo-player. Developed and implemented
                          Half Life-like laser for Gauss Cannon, Static
                          Rifle and many more. Created the Carrion Cannon.
                          General DECORATE & ZScript mastermind.

DBThanatos              : Retired owner.
                          Project idea and direction. Import, offseting,
                          renaming all of Neccronixis' weapon sprites.
                          Edited all muzleflash sprites from the weapons.
                          Created base functional code of all weapons.
                          Doom4 sound ripping, conversion and processing.
                          Created voxels for: ammo pickups, health pickups,
                          armor pickups, chaingun pickup and it's holograph
                          version, all holo system mod/upgrades and cursor.
                          Created sprites for all voxels DBT made.
                          Coding and adding all decals for monsters and
                          weapons. Coded all monsters. Titlemap. Menu
                          graphics and design. Implementation of DoomDoll
                          and grenade system. "Roach" monster recolor (which
                          was used as D4D imp). Game balance.
                          Resource gatherer and organizer. 
                          Final polishing of visual effects.

Michaelis               : Ripping, conversion and processing of graphics for
                          the Heads Up Display. Implementation of reticles
                          specific to each weapon, including the charging
                          animations. Rip/processing/implementation of blood
                          elements in the hud (along with cacodemon HUD hits).
                          Implementation of multi jump and ledge grabbing.
                          Added powerups and situation-aware crates.
                          General SBARINFO & ACS mastermind.

ZZYZX                   : Making shaders for glory kill effect, shaders for
                          holographic effect. Current internal dev working on
                          top secret stuff.

* Special Credits *

Roxas                   : Creator of the weapon voxels minus the "chaingun".
                          Teaching me how to do voxels from scratch.

Xaser                   : Assistance to create the Titlemap. General advisor.
                          Fine tunning of weapon animations.

HorrorMovieGuy          : Doom 64 pinky with clasic doom's color pallete, glory
                          kill base system

The Zombie Killer       : Footsteps scripting system & sounds.

BeardedDoomGuy          : Creating the "Demon tears mug" image.

Zanieon                 : Bullet tracer model & texture, 1st iteration of baron
                          sounds. Baron of Hell and Hell Knight sprites.

Phobos867               : D4 imp sprite, modified from the "roach" monster and
                          cacodemon sprite
                   
MW-21                   : Sound contributions for Archvile and Arachnotron

* Other credits *


Amuscaria               : Monster sprites for Arachnotron, Archvile, Hell
                          Mancubus, Baron of Hell, Pain Elemental. All from
                          Demon Eclipse.

Voxelbro                : Allmap, radsuit & berserk voxels

ScubaSteve              : First person Mancubus weapons

Mike12                  : First person Revenant cannons

id Software             : Quake 4 / Doom 2016 sounds and graphics

Flying Wild Hog         : Hard Reset Sounds

Activision              : Battlezone I & II Sounds

Monolith                : Sprite used for Baron of Hell hand

Blizzard                : Diablo II Sound (just one!)



* Beta Testers *

- 3xlneed
- BeardedDoomGuy
- Colossus
- Hellser
- iSpook
- JonnyTheWolf
- Matsilagi
- TheZombieKiller
- TiberiumSoul
- DoomKrakken
- Snivyus
- MW-21
- Hellstorm Archon
- TheZombieKiller


* For monsters from Realm667 *


- "Roach" (base sprite for imp)
Sprites vader
Sprite Edit: Ghastly_dragon, Mike12

- "Psychic soul" (lost soul replacement)
Sprites: Id Software
Sprite Edit: Neoworm, Maelstrom

- "Blasterborg" (shotgun guy replacement)
Sprites: Id Software, 3D Realms
Sprite Edit: Neoworm

- "Rapid fire trooper" (zombieman replacement)
Sprites: Id Software
Sprite Edit: NMN, Tormentor667


As usual, your comments and suggestions are greatly appreciated.
Last edited by Major Cooke on Wed Oct 04, 2017 2:42 pm, edited 91 times in total.
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Discord: Major Cooke#0846

Re: D4D - The Doom Marine Marches On

Postby blackfish » Wed Jan 04, 2017 9:55 am

Since there's a new thread, I'll be posting my balance suggestions here. This mod is a lot of fun!

-The value of the credit or Doomguy's salary needs to be raised, because making money is simply too slow. It's very noticeable with the Nightmare difficulty. I've been playing a modded version where the player makes 50% more credits. The results are pretty good but might be a bit too high balance wise. Upgrading to 30% more is simply too expensive! Perhaps a level progression system is needed where doomguy gets a raise after killing so many monsters or completing so many levels.
-Speaking of monies, perhaps add cash bonuses to the Armor/Health bonus pickups.
-Repeater's incendiary is too dang powerful. I'd say give it a slight nerf and have the damage upgrade for it go back to the vanilla value. That, or I think all that's needed is a fire delay after each shot as if the player just shot a heavy burst.
-Slow down the primary fire rate of the peashooter! Secondary is perfect, though.
-The siphon grenade's ability to have it's damage adjusted is a bit silly considering it also works as a perfect stunlock against groups. Combined with the SSG, this thing is a monster.
-Single barrel in double trouble mode seems pointless since the DPS is slowed down considerably. Not sure how to work around it, though.
-I wish the time to kill on monsters would be slower similar to the monsters in Doom 4. Even Doom 2's intimate battles seem to be at a loss thanks to speedy killing in this mod.
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Re: D4D - The Doom Marine Marches On

Postby Major Cooke » Wed Jan 04, 2017 10:04 am

Responses in red.

blackfish wrote:
-The value of the credit or Doomguy's salary needs to be raised, because making money is simply too slow. It's very noticeable with the Nightmare difficulty. I've been playing a modded version where the player makes 50% more credits. The results are pretty good but might be a bit too high balance wise. Upgrading to 30% more is simply too expensive! Perhaps a level progression system is needed where doomguy gets a raise after killing so many monsters or completing so many levels.
No. There are plenty of ways to make an extra buck. Invest in crates and spawn a quad credit powerup, and couple that with the chainsaw altfire. On top of this, the +10/20/30% will stack even further on top of it and the completionist bonus is even affected by the hard +10/20/30% as well.

Invest in melee kills if you need currency quickly and don't spend it all on crates.

-Speaking of monies, perhaps add cash bonuses to the Armor/Health bonus pickups.
No.
-Repeater's incendiary is too dang powerful. I'd say give it a slight nerf and have the damage upgrade for it go back to the vanilla value. That, or I think all that's needed is a fire delay after each shot as if the player just shot a heavy burst.
Most likely won't change. I barely use the thing as is because I think it's underwhelming.
-Slow down the primary fire rate of the peashooter! Secondary is perfect, though.
That depends on what you're using. Remember the auto fire is much slower. Also, no.
-The siphon grenade's ability to have it's damage adjusted is a bit silly considering it also works as a perfect stunlock against groups. Combined with the SSG, this thing is a monster.
Not the damage, the amount it gives you.
-Single barrel in double trouble mode seems pointless since the DPS is slowed down considerably. Not sure how to work around it, though.
When you have DDTT, it stun locks. Explanation is here.
-I wish the time to kill on monsters would be slower similar to the monsters in Doom 4. Even Doom 2's intimate battles seem to be at a loss thanks to speedy killing in this mod. No. That would break the flow of intense battle momentum where Doom 2 is meant to be much faster paced.
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Re: D4D - The Doom Marine Marches On

Postby TechnoDoomed1 » Wed Jan 04, 2017 11:55 am

Awesome. 8-)

I'm happy to see that the mod is still in very capable hands, even if DBThanatos wished to continue the project in a divergent path. And I'm curious about you guys might have in store.
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Re: D4D - The Doom Marine Marches On

Postby Major Cooke » Wed Jan 04, 2017 11:56 am

I just updated the first post right after you had. Take a read and see what you think. :mrgreen:
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Re: D4D - The Doom Marine Marches On

Postby tsukiyomaru0 » Wed Jan 04, 2017 12:00 pm

Good it'll still live. Specially after that well-earned cacoaward
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Re: D4D - The Doom Marine Marches On

Postby Major Cooke » Wed Jan 04, 2017 12:02 pm

Indeed. I would never leave such a mod to die. It's too amazing to do such a thing to.
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Busiest college semester yet. On temporary hiatus.
 
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Discord: Major Cooke#0846

Re: D4D - The Doom Marine Marches On

Postby -Ghost- » Wed Jan 04, 2017 12:02 pm

blackfish wrote:Since there's a new thread, I'll be posting my balance suggestions here. This mod is a lot of fun!

-The value of the credit or Doomguy's salary needs to be raised, because making money is simply too slow. It's very noticeable with the Nightmare difficulty. I've been playing a modded version where the player makes 50% more credits. The results are pretty good but might be a bit too high balance wise. Upgrading to 30% more is simply too expensive! Perhaps a level progression system is needed where doomguy gets a raise after killing so many monsters or completing so many levels.
-Speaking of monies, perhaps add cash bonuses to the Armor/Health bonus pickups.
-Repeater's incendiary is too dang powerful. I'd say give it a slight nerf and have the damage upgrade for it go back to the vanilla value. That, or I think all that's needed is a fire delay after each shot as if the player just shot a heavy burst.
-Slow down the primary fire rate of the peashooter! Secondary is perfect, though.
-The siphon grenade's ability to have it's damage adjusted is a bit silly considering it also works as a perfect stunlock against groups. Combined with the SSG, this thing is a monster.
-Single barrel in double trouble mode seems pointless since the DPS is slowed down considerably. Not sure how to work around it, though.
-I wish the time to kill on monsters would be slower similar to the monsters in Doom 4. Even Doom 2's intimate battles seem to be at a loss thanks to speedy killing in this mod.


I think it'd be nice to be able to find credits out in the maps sometimes, maybe as a somewhat uncommon pickup that can spawn alongside certain items. That way you can keep a constant slow flow in, since for me I tend to rely on that completionist bonus, but sometimes I can't find all the secrets or an enemy bugs out and I lose it.
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Re: D4D - The Doom Marine Marches On

Postby TechnoDoomed1 » Wed Jan 04, 2017 12:03 pm

It sounds awesome, man. Hope that given the mod's popularity enough people will jump into the bandwagon.

Guess I'll have to take a look into ZScript whenever I can, as everyone is making a huge fuss about it. To be honest, it seems rather daunting, never really got much into Decorate to start with.
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Re: D4D - The Doom Marine Marches On

Postby Major Cooke » Wed Jan 04, 2017 12:06 pm

@-Ghost-: There may or may not be new tiers of credit bonuses coming since there are more upgrades on the way.

@TechnoDoomed1: It can be, mainly because of the lack of documentation which I've slowly been picking away at. It's not easy though, considering I'm among just a couple willing to document it all. That's the truly daunting part.
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Re: D4D - Now On GitHub!

Postby Major Cooke » Wed Jan 04, 2017 2:10 pm

Everyone, I'm pleased to announce D4D is now on github. See the first post for details!
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Re: D4D - Now On GitHub!

Postby tsukiyomaru0 » Wed Jan 04, 2017 4:18 pm

I wonder... Does Berserk Pack have an autoswitch? If so I'd suggest adding something to make the autoswitch optional...
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Re: D4D - Now On GitHub!

Postby Techokami » Wed Jan 04, 2017 4:18 pm

And I have christened the new bug tracker, after finding that the version of the mod on the repo doesn't have Carrion drops for some reason.
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Re: D4D - Now On GitHub!

Postby Major Cooke » Wed Jan 04, 2017 4:55 pm

Fixed both issues.
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Re: D4D - Now On GitHub!

Postby Techokami » Wed Jan 04, 2017 8:18 pm

Major Cooke wrote:Fixed both issues.

Thank you very much! :)
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