D4T (New v2.5 Trailer pg 47)

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DBThanatos
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Re: D4T (Death Foretold) The last teaser (3)

Post by DBThanatos »

Perhaps as an addon, if anybody cares to even make one.

Not as options inside the mod, because as you might have noticed, i purposely didnt add any "mod options" in D4T. This was a deliverate decision, because trying to maintain so many variables (literal and figurative), it gets just ridiculous, much more with multiplayer being a big deal in the mod. Zandronum is really finnicky regarding many things in the 3.0 betas. Also, we're penny-pinching regarding processes for the computer, the less thing the game has to worry about (checking conditions constantly in every actor to spawn or not extra effects, amongst many things we did to simplify the game and make it smoother), the better, since non-top-tier mobile processors + dtouch can easily throw performance down the toilet.

And on top of that, like the description read long ago: D4D is the mod for options, customizing everything, to play in the flavour you want; D4T is a mod where you play it as is, not even cosmetic options exist. It's a throw back to "plug and play".
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jckfrbn
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Re: D4T (Death Foretold) The last teaser (3)

Post by jckfrbn »

Well I mean you can easily modify your gzdoom ini to be plug-in-play, my personal one looks like this
| Program Main Folder | Sub Folder | Files to import
[Global.Autoload]
Path=$PROGDIR/Level Select/*.pk3
Path=$PROGDIR/Level Select/*.wad

Then for some more fun heres 2 files you might enjoy, ones my earlier super stupid voxel d4t port
And the other is a stripped down version of Parkmore, with only dodging and ledge grabbing(and turning if you hit back while jumping near a wall)
(If using the style above just rename them with numbers/letters for ordering)

Then of coarse you can further customize with damage numbers, Rando Fog Effects(moddb), psx brightmaps, the works
There always ways to customize, if you are creative
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DBThanatos
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Re: D4T (Death Foretold) The last teaser (3)

Post by DBThanatos »

Yeah, addons seem like they would work nicely, but that's exactly it: as addons. Not so much as a core part of the mod which is what im trying to keep as "simple" as possible.
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Jeimuzu73
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Re: D4T (Death Foretold) The last teaser (3)

Post by Jeimuzu73 »

In the wake of issues involving insufficient credits for borrowed resources, what's the policy regarding the use of sprites and sounds from this mod for other mods?
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DBThanatos
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Re: D4T (Death Foretold) The last teaser (3)

Post by DBThanatos »

You can use stuff from the mod, so long as they're specific credits.

AKA
Credits wrote:Gauss cannon from D4T.
YES (Might be too simplistic, but at least you're saying where it comes from and it can be traced back)


Credits wrote:Neccronixis for the Gauss Cannon, from D4T
YES (Why the "From D4T"? because we made extra edits not found in the regular Neccronixis' sprite set)


Credits wrote:Some sprites and sounds from D4T
Nope (which ones?)
Credits wrote:DBThanatos for D4T stuff
Nope (I didnt do it all, so this is wrong)


If you need any help with finding where something came from or who to credit, do ask :D
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Jeimuzu73
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Re: D4T (Death Foretold) The last teaser (3)

Post by Jeimuzu73 »

I was wondering if I could borrow some enemy sprites and sounds (e.g. imp, pinky, etc) from the mod.
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DBThanatos
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Re: D4T (Death Foretold) The last teaser (3)

Post by DBThanatos »

Go for it! The Imp, pinky, hell knight and lost soul were made by Phobos867. All the sounds were ripped by me.
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tsukiyomaru0
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Re: D4T (Death Foretold) The last teaser (3)

Post by tsukiyomaru0 »

So, sometimes the Syphon Grenade flat out disappears when next to a moving sector. I seem to observe this when throwing the grenade next to a split up-down door before opening it in Doom 64 maps. It starts pulsing but, as soon as I open the door, BOOM! Gone into nothingness.
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DoomKrakken
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Re: D4T (Death Foretold) The last teaser (3)

Post by DoomKrakken »

What kind of moving sector? Elevator? Crusher?
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tsukiyomaru0
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Re: D4T (Death Foretold) The last teaser (3)

Post by tsukiyomaru0 »

actually, seems it can happen with anything between the grenade's non-activated status and activated one. If you throw it from up close against an enemy (like Baron Of Hell), you'll only see the first few frames of the Syphon Grenade's active animation before it flat out disappears.
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DoomKrakken
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Re: D4T (Death Foretold) The last teaser (3)

Post by DoomKrakken »

I'm guessing it spawns something, but the spawn fails because there's no room.

Is NOINTERACTION anywhere in the grenade's code? And does the Syphon Grenade still work as intended, mechanically? Or does the Syphon Grenade also fail to work?
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tsukiyomaru0
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Re: D4T (Death Foretold) The last teaser (3)

Post by tsukiyomaru0 »

I don't know if it is supposed to pull enemies in or just do the health drain, but it does drain health fine. I don't recall seeing NOINTERACTION, and I assume it's exactly that it tries to spawn but fails to, as you said.
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DoomKrakken
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Re: D4T (Death Foretold) The last teaser (3)

Post by DoomKrakken »

Alright then...

No... as far as I know, it's not supposed to pull enemies in. It just drains health from them.

Sounds about right. ;)
Xtor98
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Re: D4T (Death Foretold) The last teaser (3)

Post by Xtor98 »

If you want to add player sprites from DOOM 2016 to your mod, you can take resources from my package. I warn you once - there are no frames of pain and death.
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tsukiyomaru0
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Re: D4T (Death Foretold) The last teaser (3)

Post by tsukiyomaru0 »

Hell Knights, Baron of Hell and perhaps other enemies have the ability to cause damage through walls or 3D floors when using their slam. This is observable when you are on a high ledge and they still Slam your Jam

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