D4T (New v2.5 Trailer pg 47)

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DBThanatos
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Location: in "the darkness that lurks in our mind"

Re: D4T v2.1 (New version Released 07-19-17)

Post by DBThanatos »



Well, after giving it enough time to breathe, we are releasing the semi final version (semi, because there might still be bugs we'll need to fix at some point).

However, as the video shows, this version has a couple new upgrades tricks in it's sleeve. Just a bit of help for those slaughterwad lovers. Yet, carefully tweaked to still be balanced even in non slaughtermaps.

Remember we also play coop & deathmatch every friday, we organize it through our discord ( https://discord.gg/7mgS6vQ ), and we play mapsets based on votes of our little community.



....::::::Download v2.1 here::::::....


[spoiler="Changelog"]V2.1 (07/19/17)

Balance
  • Added a subtle balancing system, where the game gets progressively harder the more "upgraded" player is (system not active in "Mobile" skills)
  • Added upgrades for BFG: volley fire and 10K altfire
  • Buffed Hell Razer to better match Chaingun Guy balance
  • Baron of Hell is now more vulnerable to BFG
  • Buffed Repeater upgrades
  • In co-op, Gore Nests and Field Drones appear more often
  • Nerfed multi-backpack ammo increment
  • Adjusted DM healing
  • Pistol max upgrade requires more pieces
  • Arachnotrons are now immune to Mastermind gas
  • Explosive equipment now alerts monsters
  • Friendly lost souls are silent and more aggressive
  • SP/Coop hologram alerts monsters

Quality of life
  • Added sound to indicate you are taking damage
  • Added replacers for stealth monsters, spawning non-stealth versions
  • Added a different sound clue for Power Demon Rune spawning in DM
  • Added a cvar sv_noPowerWeapons, applicable in DM
  • Cyberdemon chance to use "stone wall" greatly decreased
  • HUD shows pistol upgrade number now
  • DM bots now dodge more
  • Pinky visual size better matches collision size
  • Unwilling sounds volume decreased

Fixes
  • Personal teleporter no more works after death
  • BFG pickup message no longer appears twice
  • Hellshot is no longer invisible when dropped in coop
  • TDM Prowler morph no longer affects teammates
  • Cornered HUD now shows changing colors of health bar
  • Fixed ally markers not following players in coop
  • Fixed many weapons not showing upgrades on HUD when automap is up
  • Co-op demon morphs no longer hit players
  • Cyberdemon Stone Wall no more looks all white under certain circumstances
  • Playing a mapset with inventory resets no longer provokes missing bonus error
  • SSG doens't reload when out of ammo
  • Pistol no more cuts off at the bottom
  • Increased health capacity no longer multiplies when "resurrect" ccmd is used
  • Fixed monsters seizure-jumpy state while the animation of glory kill happens
  • Fixed HAR micro missiles not dealing damage to Cyberdemons nor Masterminds
  • Fixed cyberdemon's low mass

Misc.
  • BONE SNAP SOUND VOLUME INCREASED
  • Made all blood and gibblets CLIENTSIDEONLY which should help with network performance
  • A bunch of other changes I couldn't remember
[/spoiler]
Last edited by DBThanatos on Wed Jul 19, 2017 9:10 pm, edited 1 time in total.
JohnnyTheWolf
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Re: D4T v2.1 (New version Released 07-19-17)

Post by JohnnyTheWolf »

Finally! :D

A small nitpick regarding the changelog, though: I believe it should be "Personal teleporter no longer works after death".
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LkMax
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Re: D4T v2.1 (New version Released 07-19-17)

Post by LkMax »

First time I've seen this mod, damn those are some fine and smooth gun sprites, nice implementation of D4 mechanics, the mod looks very well made all around.
Despite liking the new doom I like the pace of the classic doom better (even with brutal doom's harder AI), but I recognise a job well done when I see one. :p
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DBThanatos
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Re: D4T v2.1 (New version Released 07-19-17)

Post by DBThanatos »

@Johnny: LOL. Yeah, broken english is broken :P

@LkMax: thanks! i sure hope you give it a shot, also in multiplayer, since it tends to shine there :P
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Doomenator
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Re: D4T v2.1 (New version Released 07-19-17)

Post by Doomenator »

Bots have become like mad. But they do not dodges they just move randomly and chaotically. :)
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DBThanatos
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Re: D4T v2.1 (Final Version Released 07-19-17)

Post by DBThanatos »

True. But since we can't actually make the bots "smarter", erratic movement makes them end up dodging attacks as a result. Oddly enough you can get used to the bots vanilla strafing patterns. With this at least spices it up a bit.

So, adding erratic movement + aimbot + bot buffing cvars, they stop being so easy. :P
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MrRumbleRoses
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Re: D4T v2.1 (Final Version Released 07-19-17)

Post by MrRumbleRoses »

i think that with D4T, there should be a little options thing. to have the super shotgun spawn in The Ultimate Doom. it doesn't have to perminatly replace the shotgun, but it could be like a randomizer. that could be something to add into the mod, or at least made as an addon for D4T
JohnnyTheWolf
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Re: D4T v2.1 (Final Version Released 07-19-17)

Post by JohnnyTheWolf »

Check out the Crucible addon:

- Added function which determines current IWAD and allows player find super shotgun instead shotgun in Doom and The Ultimate Doom. In settings you can choose automatic, only shotgun, only super shotgun or 50/50. By default this function with automatic parameter.


Keep in mind that it was released before D4T 2.1,though.
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Doomenator
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Re: D4T v2.1 (Final Version Released 07-19-17)

Post by Doomenator »

MrRumbleRoses wrote:i think that with D4T, there should be a little options thing. to have the super shotgun spawn in The Ultimate Doom. it doesn't have to perminatly replace the shotgun, but it could be like a randomizer. that could be something to add into the mod, or at least made as an addon for D4T

http://allfearthesentinel.net/download? ... -d1-v3.pk3
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DoomKrakken
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Re: D4T v2.1 (Final Version Released 07-19-17)

Post by DoomKrakken »

Downloading for some of the additional effects. :D

I absolutely need those outer rings. :D
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MrRumbleRoses
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Re: D4T v2.1 (Final Version Released 07-19-17)

Post by MrRumbleRoses »

Doomenator wrote:
MrRumbleRoses wrote:i think that with D4T, there should be a little options thing. to have the super shotgun spawn in The Ultimate Doom. it doesn't have to perminatly replace the shotgun, but it could be like a randomizer. that could be something to add into the mod, or at least made as an addon for D4T

http://allfearthesentinel.net/download? ... -d1-v3.pk3

i already know of that, but i'm talking about just the weaponry instead of also adding Doom 2 monsters. D4T could take that concept from that mod, and imply it into the mod itself, and it could be a new feature that'll happen with no need for commands or anything. or it could be added as an option to have for Ultimate Doom
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MrRumbleRoses
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Re: D4T v2.1 (Final Version Released 07-19-17)

Post by MrRumbleRoses »

JohnnyTheWolf wrote:Check out the Crucible addon:

- Added function which determines current IWAD and allows player find super shotgun instead shotgun in Doom and The Ultimate Doom. In settings you can choose automatic, only shotgun, only super shotgun or 50/50. By default this function with automatic parameter.


Keep in mind that it was released before D4T 2.1,though.

yeah. plus that guy messed with the pistol. if it was left alone, then maybe i would of used that. but yeah
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Doomenator
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Re: D4T v2.1 (Final Version Released 07-19-17)

Post by Doomenator »

MrRumbleRoses wrote:i already know of that, but i'm talking about just the weaponry instead of also adding Doom 2 monsters. D4T could take that concept from that mod, and imply it into the mod itself, and it could be a new feature that'll happen with no need for commands or anything. or it could be added as an option to have for Ultimate Doom

Just edit DECORATE file. It's easier than write on the forum. :D

edit: http://allfearthesentinel.net/download? ... ssg-v2.pk3
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TheCrimsonFucker
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Re: D4T v2.1 (Final Version Released 07-19-17)

Post by TheCrimsonFucker »

There is little bug that's need to fix - siege mode in gauss cannon not working.

UPD: Sorry, i'm just stupid. To use siege mode need just click on LMB not hold. :oops:
kldrc
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Joined: Sun Jul 23, 2017 6:17 am

Re: D4T v2.1 (Final Version Released 07-19-17)

Post by kldrc »

Sir, thanks for making a great mod!
I have a question:
Do we have any console command to get all weapon mods?

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