D4T (New v2.5 Trailer pg 47)

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Re: D4T: v1.0.1.1 Patched (Jan 31 2017)

Postby Kazudra » Fri Feb 03, 2017 5:31 pm

Script error, "D4Tv1011.pk3:decorate/debug.aed" line 40:
Invalid state parameter acs_namedexecutealways

this still seems to always conflict with invasion (why the push for invasion? Playing 5 days of complex invasion has me pumped)
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Re: D4T: v1.0.1.1 Patched (Jan 31 2017)

Postby wildweasel » Fri Feb 03, 2017 6:44 pm

What version of Zandronum are you trying to run? If I remember right, you need to go redownload the Zandronum 3.0 alpha if you're getting that error.
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Re: D4T: v1.0.1.1 Patched (Jan 31 2017)

Postby Trump Stumper » Fri Feb 03, 2017 6:50 pm

DBThanatos wrote:The issue was that the explosion was damaging the player, so i made player invulnerable to the explosion without changing the damage attribution, so your are still affected by the huge explo, only not taking damage. There was i particular reason i did it this way rather than just changing a flag in the explosion call, but i dont remember right now. Will have to investigate again.


It's OK.

I'd rather not die to a BFG blast. I'll suck it up and keep marching.
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Re: D4T: v1.0.1.1 Patched (Jan 31 2017)

Postby ShinyCrobat » Fri Feb 03, 2017 9:26 pm

Would it be possible to keep Completion Bonuses and Weapon Upgrades between death exits, or is that not possible with the compatibility you're trying to achieve? I know D4D keeps upgrades, but that requires dev builds.
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Re: D4T: v1.0.1.1 Patched (Jan 31 2017)

Postby Captain J » Fri Feb 03, 2017 10:52 pm

Trump Stumper wrote:It's OK.

I'd rather not die to a BFG blast. I'll suck it up and keep marching.
You don't have to, though. Because this bug might cause minor annoyance. Unless you always want to simulate the ID Tech rocket flight after firing the BFG, without dying.
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Re: D4T: v1.0.1.1 Patched (Jan 31 2017)

Postby DBThanatos » Sun Feb 05, 2017 10:48 am

Kazudra wrote:Script error, "D4Tv1011.pk3:decorate/debug.aed" line 40:
Invalid state parameter acs_namedexecutealways

this still seems to always conflict with invasion (why the push for invasion? Playing 5 days of complex invasion has me pumped)


We're trying to make it compatible with invasion but is proving tricky. In our internal build it kinda works but every once in a while things go pretty bad. From "this fight isn't working" to an actual crash.

I make no promises but we sure are trying our best to get it working
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Re: D4T: v1.0.1.1 Patched (Jan 31 2017)

Postby TGminer » Wed Feb 08, 2017 5:10 pm

Really nice, even compatible with Zandronum 3.0!
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Re: D4T: v1.0.1.1 Patched (Jan 31 2017)

Postby DBThanatos » Thu Feb 09, 2017 7:52 pm

TGminer wrote:Really nice, even compatible with Zandronum 3.0!


Thanks! Gzdoom 1.8.6 (for dtouch) & zandronum 3.0 were priority objectives since the very start, hence our dedication to be 100% sure it would work in both.
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Re: D4T: v1.0.1.1 Patched (Jan 31 2017)

Postby GalenKnight56 » Fri Feb 10, 2017 10:51 pm

I recently just ran this mod with Plutonia 2 on Normal Max, however in the first map there is a minor bug where the hell knights don't teleport in at all. They are supposed to when I press the switch to lower the blue key. I tested without this mod and they teleport in just fine. Is this an issue with this mod and can it be fixed?
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Re: D4T: v1.0.1.1 Patched (Jan 31 2017)

Postby DBThanatos » Sat Feb 11, 2017 10:09 pm

GalenKnight56 wrote:I recently just ran this mod with Plutonia 2 on Normal Max, however in the first map there is a minor bug where the hell knights don't teleport in at all. They are supposed to when I press the switch to lower the blue key. I tested without this mod and they teleport in just fine. Is this an issue with this mod and can it be fixed?


Issue confirmed. The reason this happens is because the mapper made the teleporting trap room (where the hell knights are trapped prior to teleport in) so small, that the increased D4T Hell knight speed was making the monster "skip" touching the line. Had the mapper made the room 32 units longer, this wouldnt happen. The monster has the right size, but the increased speed is what's causing issues here. I said "semi fixed" because Im afraid this is gonna happen again in whatever mapset with any other monster that has speed increased. And while there's a way to avoid this (make each A_Chase call last less tics, this also makes monsters that much more aggresive)

But oh well. It's semi fixed in the WIP version, but there will be no patch anytime soon. Sorry about that. We're in the middle of doing things for next release.
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Re: D4T: v1.0.1.1 Patched (Jan 31 2017)

Postby DoomKrakken » Sun Feb 12, 2017 1:13 am

Here's an idea... if you're going to have the actor enter A_Chase even more times, you can omit the state it's supposed to jump to for attacking in some of those extra ones.

OR... you can raise the monster's MinMissileChance property...
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Re: D4T: v1.0.1.1 Patched (Jan 31 2017)

Postby DBThanatos » Mon Feb 13, 2017 5:35 pm

DoomKrakken wrote:Here's an idea... if you're going to have the actor enter A_Chase even more times, you can omit the state it's supposed to jump to for attacking in some of those extra ones.

OR... you can raise the monster's MinMissileChance property...



I remember years ago, messing with that property and never saw a change. Yet i think it's definitely worth to give it a shot again. Thanks for the suggestion!!
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Re: D4T: v1.0.1.1 Patched (Jan 31 2017)

Postby DoomKrakken » Mon Feb 13, 2017 6:52 pm

Well... years ago, the code was a lot different. I can tell you from my experience working with monsters, when I made my monster randomizer, that it does considerably affect how often monsters attack. :)

Alright, you're welcome! :D Hope it works out!
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Re: D4T: v1.0.1.1 Patched (Jan 31 2017)

Postby bigboss96 » Tue Feb 14, 2017 6:54 pm

When I return to the human form after picking up a demon rune I always have 100 points of health and 0 armor, no matter what I had before picking up the run. Is that a bug or is intentional? I ask this because I remember that this was different in D4D. I'm having a lot of fun with the mod. Thanks for your work DBT.
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Re: D4T: v1.0.1.1 Patched (Jan 31 2017)

Postby Stuka » Tue Feb 14, 2017 7:10 pm

bigboss96 wrote:When I return to the human form after picking up a demon rune I always have 100 points of health and 0 armor, no matter what I had before picking up the run. Is that a bug or is intentional? I ask this because I remember that this was different in D4D. I'm having a lot of fun with the mod. Thanks for your work DBT.


The guide says:
"Since demon runes are a kind of powerup, as penalization, after morphing back from demon form the player will lose all surplus armor and health he had"
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