D4T (New v2.5 Trailer pg 47)

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DBThanatos
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Re: D4T v2.0.1 (Patch released 06-06-17)

Post by DBThanatos »

Ahh, i see what you mean. Yeah, that's one of those things. But who knows, maybe each imp fireball is actually a nuke, and the suit protects you from being obliterated, and instead you only lose 87% of your health :P

It's like a second or third layer of suspension of disbelief. XD
JohnnyTheWolf
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Re: D4T v2.0.1 (Patch released 06-06-17)

Post by JohnnyTheWolf »

Anyway, I see the Supershotgun still gets loaded with two shells even after it runs out of ammo. I believe I had reported a similar issue for D4D many months ago. Have you been unable to come up with a solution? I cannot remember.
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DBThanatos
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Re: D4T v2.0.1 (Patch released 06-06-17)

Post by DBThanatos »

Ah, thats easy to fix. I just forgot to do it for this version
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Twitchy2019
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Re: D4T v2.0.1 (Patch released 06-06-17)

Post by Twitchy2019 »

Hey, Mr. Thanatos, do you think for your next revision of this mod you could add these sprites to the mod? Xtor's Doom 4 Sprite Skins?
http://www.moddb.com/mods/death-foretol ... k-xtor-d4t
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twinkieman93
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Re: D4T v2.0.1 (Patch released 06-06-17)

Post by twinkieman93 »

warman2012 wrote:Hey, Mr. Thanatos, do you think for your next revision of this mod you could add these sprites to the mod? Xtor's Doom 4 Sprite Skins?
http://www.moddb.com/mods/death-foretol ... k-xtor-d4t
Ehhhhhh... most of these are kinda meh, IMO. The zombie replacements are super pixelly and indistinct(the shotgunner in particular has busted brightmaps) and the tech mancubus is just... eugh. Just a horribly scaled model rip(the projectiles don't even come out of the cannons). The player sprite is kinda doofy too with how unmoving its torso is(but only from the front, it moves fine from behind!). The mastermind is cool, but, that's just taken wholesale from MetaDoom. It is credited at least, so that's nice, although I don't know Kinsie's stance on other people using MetaDoom resources.
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DoomKrakken
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Re: D4T v2.0.1 (Patch released 06-06-17)

Post by DoomKrakken »

They certainly don't match each other, however. One thing I like about D4T is its consistency on every level of its gameplay.
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DBThanatos
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Re: D4T v2.0.1 (Patch released 06-06-17)

Post by DBThanatos »

Indeed. Im sticking to the aesthetic we currently have of all sprites, no model rips, to keep a consistent look for the mod. The meta doom mastermind looks fantastic, but for the time being and the foreseeable future, i will keep the classic mastermind we have.

The ones i like are the possessed soldier (the normal one made by DIMOShunter), but they lack some shading ATM and thats why i never included them into d4t. I tried shading them myself, but i couldn't keep it consistent through all the sprites and it looked worse :P
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DoomKrakken
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Re: D4T v2.0.1 (Patch released 06-06-17)

Post by DoomKrakken »

How about these, now? :D
Image
Still unfinished, but looks great so far. DIMOShunter has been busy...
JohnnyTheWolf
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Re: D4T v2.0.1 (Patch released 06-06-17)

Post by JohnnyTheWolf »

Even though these sprites are meant for the Zombieman, they actually look like they would work great for the Chaingunner.
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DoomKrakken
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Re: D4T v2.0.1 (Patch released 06-06-17)

Post by DoomKrakken »

JohnnyTheWolf wrote:Even though these sprites are meant for the Zombieman, they actually look like they would work great for the Chaingunner.
Agreed. I'd do that, if there were better Zombieman/Shotgunner replacements (rather than those melee-only cannon fodder zombies), and if the Hell Razer wasn't already such a good candidate for replacing the Chaingunner.

Also, it looks as though the Zombie Soldiers have a similar attack pattern to the Zombiemen from Brutal Doom...
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DBThanatos
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Re: D4T v2.0.1 (Patch released 06-06-17)

Post by DBThanatos »

DoomKrakken wrote:How about these, now? :D
Image
Still unfinished, but looks great so far. DIMOShunter has been busy...
Indeed, they're looking better, but the chest area still bothers me :P

It looks like clay or something like that, and too uniformly lit (let the record show that im not dissing the sprites, they're infinitely Bette than anything I could ever come up with); it needs some shadows for the pecs, abdomen and below the arms, legs and all that jazz. I really hope Dimo can eventually do that, since that's the main thing that's stopping me from adding these.
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Re: D4T v2.0.1 (Patch released 06-06-17)

Post by DoomKrakken »

You may want to address him about that, then... I think he'll appreciate the feedback. :D
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Twitchy2019
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Re: D4T v2.0.1 (Patch released 06-06-17)

Post by Twitchy2019 »

I have an interesting question. From a few of the dev diaries Sgt. MarkIV is making about Brutal Doom, one of the things he mentioned was making first person finishers. Is that something that is possible for this mod, or are things gonna stay the same?
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DoomKrakken
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Re: D4T v2.0.1 (Patch released 06-06-17)

Post by DoomKrakken »

You do know that those "first-person finishers" are known as "Glory Kills" here, right? XD
TechnoDoomed1
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Re: D4T v2.0.1 (Patch released 06-06-17)

Post by TechnoDoomed1 »

Errrr... D4T already has glory kills. What do you exactly mean by first person finishers? Also, I recall something being said about not taking suggestions based on what Brutal Doom does.

EDIT: Ninja'd.
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