I have no way to confirm this to a 100% percent, because I dont own several phones of different specs to test this. But so far, all the reports i've gotten is from people with phones with 1gb of ram. My phone is in no way stellar in the processor, but it has 2 gb of ram, and it only crashed on me in when i was drawing a lot of stuff in the HUD via ACS; which I later fixed in the development of v2.Voros wrote:Have you confirmed this by any chance? There are other mods that don't seem to crash on D-Touch (but plays poor fps). Brutal Doom's never crashed on D-Touch in my experience, as an example.DBThanatos wrote: Im not too surprised it crashes in dtouch. Dtouch relies in the RAM of the device; we've gotten reports of crashes there when certain something happens (bfg killing many monsters, big things like that) and it's related to memory issues.
For a D-Touch specific version, I would like to see the removal of the monster sprites and no dynamic lights (I hear they affect performance). Don't want to do this myself though, it's time consuming.
Regarding removing monster sprites and dynamic lights. Sprites? i suppose you mean to have the classic monsters look? if so, you'll have to do this on your own. That's not at all planned or even considered for D4T. And dynamic lights, you can just turn them off in the options menu.
What gzdoom version is this?Valherran wrote:This is what I get when it happens:2. I have not experienced this. I tried gzdoom 1.9.1 and 3.0.1 and I get no crashes. Something tells me it could be related to memory issues, although this has never happened to me in gzdoom in the pc. Only in dtouch
VM execution aborted: Tried to read from address zero.
Called from PlayerPawn. CheckWeaponChange at GZDoom. PK3:zscript/shared/player.TXT, line 374
Called from PlayerPawn. TickPSprites at GZDoom. PK3:zscript/shared/player.TXT, line 428
Called from PlayerPawn. PlayerThink at GZDoom. PK3:zscript/shared/player.TXT, line 1247
I had to write that down by hand because trying to take screenshots of the console just gives you a black screen with a 2.0 on the bottom right like it SS the first frame of the menu intro. Very irritating.
For grenades, this is a deliberate design choice. In D4D I hated having to cycle through 3 grenades to find the one i wanted, and that lead me to almost never use them. In D4T i went for a Castlevania approach, where you can carry only one, pick the one you prefer or that you think will come useful in the fights to come; cycling through all 6 or however many there are, was gonna be only worse. The only thing you need to worry about, is a) to scramble through the corpses and find the grenade you want, b) make sure you dont replace it by picking another, which was addressed by adding the grenade lock system. I know it's a bold decision to just have one grenade, but it's a design decision that allowed the game to still be fast without having to "stop here, cycle through grenades, find the one you want, move on", and because i didnt want to have even more keys needed when playing this with a controller or touchscreen. Besides, it also add this micro sense of strategy where "what do i want, a frag grenade that can blow up tons of small monsters, a tesla rocket that can cut through long lines of monsters, syphon to keep myself alive at all times, teleport to have extra mobility, etc" instead of having everything at your disposal at all times.Nems wrote:So I finally had a chance to sit down and play this through at least a third of an Oblige megawad and I have to say it's been an enjoyable experience so far. If I had to sum it up, I'd say D4T is D4D: Gotta Go Fast(er) Edition. It's definitely focused on instantaneous gameplay versus faffing around with menus (which I don't mind at all, which I'll get to in a moment). Everything's been designed around fast-paced gameplay and I like that.
However, there are one, maybe two niggles I have with the mod. The first is how the grenade system works. I don't know if it was a deliberate design choice or a limitation but having different grenades drop from enemies and only being able to carry one grenade can lead to frustration. I generally like to stick with the siphon grenade so it gets really annoying when I'm in the middle of a frantic firefight, only to realize at the end of said firefight that one of the enemies I killed dropped a personal teleporter and that I picked it up by accident, in turn losing my siphon grenade.
The second is the upgrade system. I'll admit that D4D spoiled this for me with regards to earning credits and buying the upgrades/mods that I want. It's something I'll get used to in time though as, again, I know the purpose of this mod.
I am happy you can cancel the demon transformation too at least in the event I accidentally pick up a demon rune. Nice touch there. :>
All in all, D4T is another keeper mod for me along with D4D and Argent as, like the other Doom 2016 themed mods I mentioned, it has its own focus, goals, and priorities and does them well despite whatever complaints I have (which they're all minor, to be honest).
Kudos on DBT et. al. for the hard work put into this. c:
Regarding upgrade system; the main reason i removed it, was because i noticed buying patterns. "Everyone" (generalization) went to buy the micro missiles, but not the scope. Everyone went for the turret, but not the rotator. For the SSG upgrades ASAP, for the X and for the Y. I noticed this in myself. If had credits to buy a tactical scope, i'd rather wait until i had money to buy something bigger and badder. It prioritized what to buy based on perceived or factual power of the upgrades. And that's like ignoring a huge part of the upgrades there are. I'd only get the "others" to have bought everything by the end, but no intentions to use them, despite them being useful (only useful for a different thing). Adding the drop system made it so that a) you're not incredibly OP with upgrades in a couple levels (get a couple completionist in d4d and you can afford a freaking turret!), and you learn to appreciate all the upgrades there are. They are rare precisely so that by the time you get an upgrade you go "ahh shit, it's a scope" but you'll want to use it because that's what you have around and it's better than the regular primary. You'll give them a chance rather than just ignore because you had the option to buy a "better upgrade"-
Thanks a lot for the feedback though; and you nailed it, I wanted this mod to be different than the others in it's goals and features, so that each one remain unique and fit the style player wants.
LOL. It's in the documentation. It's even highlighted in the index along with other new stuff.Nems wrote:Because I didn't even know about it until you mentioned it. After you mentioned it I went back a few pages to see if anything was mentioned, then I looked at the first post and finally found it.SoundOfDarkness wrote:Why don't you guys use the "lock grenade slot" feature?
Not very intuitive but oh well. It is what it is. I found it at least.
Yeah, you could say it's a place holder; but definitely if something better comes along, it'll be used.JohnnyTheWolf wrote:So it is basically a placeholder until a better alternative comes along?DBThanatos wrote:Like DoomKrakken said (you're on fire DK!), this has to do with aesthetics. We dont have custom sprites for the prowler, so I had to use something that somewhat resembled it. Wraith doesnt have hands, and the primary attack method of the prowler is the hands. The monster is not meant to be this huge game changer, that's why it behaves similar to a demon and is an uncommon replacement of an spectre. It wasnt added for a "WOW factor", it was added to also bring a way to get the already-existing-in-DM prowler rune into SP.
Then what about the Imp spritesheet used by Brutal Doom? Unlike the Shadow, it features proper pouncing animations.
And imp from BD? it'd have the same colors as regular imp, wouldnt it? that'd mean having to carefully recolor everything, which im not great at but the pouncing animations sure sound tempting