D4T (New v2.5 Trailer pg 47)

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Re: [WIP] D4T: Death Foretold Out now!! pg1

Postby jckfrbn » Sat Jan 14, 2017 2:17 am

Alrighty, time for me to give my thoughts after a full day of playing this mod(In sp &coop) cause I love giving my thoughts....
(It got long and I kinda compare d4d to d4t cause there in the same free mod market, PLAY BOTH!!)
Spoiler: My personal view
To summarize all this it comes down to a change in spirit, one was made to test the limits, the other to build something amazing within limits

D4d is Doom 4, I need to level up my arsenal
D4t is Doom 4, I need to survive with my arsenal

Both great, both amazing, but being lighter makes you more flexible!

Doomguy5th wrote: May I ask how do you switch mods? Do you just use the keys you binded for "Next Item" and "Previous Item"?

You hit whatever your mod key is to cycle though them, I use r
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Re: [WIP] D4T: Death Foretold Out now!! pg1

Postby Doomguy5th » Sat Jan 14, 2017 9:31 am

Oh whoops I didn't mean mods :| Sorry!

I meant to ask how to switch equipment (grenades, etc)
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Re: [WIP] D4T: Death Foretold Out now!! pg1

Postby Jeimuzu73 » Sat Jan 14, 2017 9:44 am

Doomguy5th wrote:Oh whoops I didn't mean mods :| Sorry!

I meant to ask how to switch equipment (grenades, etc)

You can't switch equipment - according to the manual, you can only carry one kind of equipment at a time. If you pick up another type of equipment it will replace the previous type in your inventory.
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Re: [WIP] D4T: Death Foretold Out now!! pg1

Postby JohnnyTheWolf » Sat Jan 14, 2017 10:34 pm

EDIT: Nevermind. The charged shot becomes red once you acquire the Charged Shot Upgrade.
Last edited by JohnnyTheWolf on Sun Jan 15, 2017 12:21 pm, edited 3 times in total.
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Re: [WIP] D4T: Death Foretold Out now!! pg1

Postby rabid marine » Sat Jan 14, 2017 10:36 pm

JohnnyTheWolf wrote:I noticed the Pistol's neon lines revert back to blue when charging a shot with the red mode.

I think that was intentional. As far as I know, the different modes only affect the primary fire.
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Re: [WIP] D4T: Death Foretold Out now!! pg1

Postby Funky Gnoll » Sun Jan 15, 2017 8:32 am

When I pick up a backpack, the mod number in the HUD has a little + above it. What does this mean?
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Re: [WIP] D4T: Death Foretold Out now!! pg1

Postby JohnnyTheWolf » Sun Jan 15, 2017 12:17 pm

rabid marine wrote:
JohnnyTheWolf wrote:I noticed the Pistol's neon lines revert back to blue when charging a shot with the red mode.

I think that was intentional. As far as I know, the different modes only affect the primary fire.


You are right. Also, the charged shot does become red once you acquire the Charged Shot Upgrade.

Anyway, noticed a typo in the Death Foretold Options: "convinience"
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Re: [WIP] D4T: Death Foretold Out now!! pg1

Postby DBThanatos » Sun Jan 15, 2017 1:37 pm

Overlord wrote:DBT can you upload it to the TSPG website?

I believe that it has been uploaded there already

ShockwaveS08 wrote:Bug report from a D-Touch user: Whenever Pinky Demons are moving about, every other frame they appear to bounce up and down. My guess is that some movement sprites still need Y-axis repositioning in relation to the ground. Otherwise, very good work so far! :)

Yeah, should've seen this one coming. That's because the pinky has some really weird canvases. As temporary fix, you can go to display options -> opengl options -> preferences -> Adjust sprite clippíng and set it to never.

bigboss96 wrote:Awesome work with this new mod. So far I'm having a great time with it. Because my monitor has a 1440x900 resolution, I only see half of the right ammo bar. The only way I can see the ammo bar complete is forcing a 16:9 resolution, but it doesn't look good. Is there a way for you to fix this? Thank you for the mod.

We couldnt figure out how to display that thing in a better position for non 16:9 aspect ratio. Sorry about that. Not sure it can be fixed


XLightningStormL wrote:Nice, a version for my potato.
Gratzi.

Great! potatos needed some love


JohnnyTheWolf wrote:The mod does not seem to be compatible with Ultimate Doom, as it keeps giving me the following error every time I tried to launch the game:

Script error, "D4T.pk3:animdefs.aed" line 70:
Unknown texture SLIME01

I use GZDoom 2.2. What am I doing wrong?

Regarding the gameplay itself, so far I like it a lot!

One thing I am confused about, though: what is supposed to be the difference between the backpack and the ammo increase? The guide does not tell.

Funky Gnoll wrote:When I pick up a backpack, the mod number in the HUD has a little + above it. What does this mean?

About doom1 compat, my bad. Will be fixed in next patch
About backpack:
1st backpack you pick will greatly increase the ammo capacity. From there, ever 5 backpacks your capacity will increase even further, but in small increments. That's what the "+" signs mean: how many backpacks you've picked. After you get 5 backpacks you'll see a number which says at which "ammo level" you're currently at.


Kazudra wrote:Wierd Zan Bug, Either dying while hitting the mod/Cancel demon key or spawning on a Demon Power-up you'll be in a demon/human form staying that way for the rest of the game, It was pretty fun playing half the campaign as an Archvile.

Also, seems incompatable with every invasion mod I've tried so far...

About the bug: thanks! will look into it.
About invasion: I dont have any idea how to even begin there. Please link me to one and I can look into how it works and see if it'll be invasion compatible in the future

Deii wrote:[insert longest RIP AND TEAR ever here]

This is too good. I seriously have nothing else to say aside of a possible bug to report: whenever I pick up a demon rune and its timer expires, I stay in demon form and have to lose all my HP to get back. I'm almost certain this is because I'm using a dev version of GZDoom (g2.3pre-1035-g78737f9 if I recall correctly), but I didn't have time to test that in the official 2.2 build just yet - that's mostly just because in the short time I played on it, no runes dropped.

Tiny edit: forgot mentioning I was playing on Doom 2 singleplayer.

That's a very common-ish GZDoom 2.2 bug. This happens when you become a demon, save, and load. If you do that, you'll be stuck in demon form. The way to avoid it: dont save while in demon form. Save right before pickup and right after unmorphing, not in between. This bug however, has been fixed in GZD 2.3.2 it seems.

Captain J wrote:So it's finally here, eh? ROCKING!! This is just amazing that i could've helpful fo this amazing another project.

So, i found no bugs to report except the revealed ones, so good luck with finding other bugs!

You know my thoughts man: Thanks for helping us :D

Doomguy5th wrote:Very nice mod. In the future, will you add options that toggle screen effects by any chance? That would be awesome if you could (along with having demon runes spawn, etc.)

May I ask how do you switch mods? Do you just use the keys you binded for "Next Item" and "Previous Item"?

Also I don't know if this was intentional or if it is a bug, but I picked up berserk and every time I punch with the normal fists, it makes a monster pain sound?

Screen effects: Sorry, there really arent nor there will be options to toggle stuff on or off. That's D4D's role.
Switch mods: you configure that on the key configurations part. Switch mod / Quit Demon
Berserk: Totally intentional. Every time you throw a punch, you can hear that demonic sound as indicator you're ready to rip some guts.

jckfrbn wrote:Stuff

Hey man. We already discussed this over Discord, but I'll give a short version here so that people can read it.

About glory kills: They're not exactly meant to be used in the middle of a fight. I use them more at the end when everything is under control, to regain health. However, an additional precaution was taken for "GK in the middle of a fight" where after glory killing the monster, you'll be invulnerable for a little bit to allow you to move, and not take damage from projectiles that were coming your way while you were frozen. It's not a whole lot of time of invul though, so you gotta get moving fast.

About the mod/upgrades being rare, that's most definitely intentional. D4D ended up being "by map 15 i have bought every single mod/upgrade" and that meant from that point onwards the game was all the same at all times (or even before that point if the player has favorite mods/upgrades and always buys the same in every session). I did not want that here. Besides the rare drops mean you'll actually appreciate when you get one. You wont buy a "tactical scope" just to say "ok, i bought everything now" and never use it. In here, if you find that thing before micro missiles you'll be like "woo! at last! something dropped... oh, scope? let's use that" and learn why the scope has a place in the mod.

Many mods were rebalance to make them more useful, and others nerfed a bit to be less useful. The idea is to get what you get, and use what you've gotten. And if you didnt get every single mod/upgrade in one doom2 run, well, there you go, next time you play it, it will be slightly different since the drops are random.

jckfrbn wrote:D4d is Doom 4, I need to level up my arsenal
D4t is Doom 4, I need to survive with my arsenal

GREAT!! you get it a 100% cheers for that! :cheers:

JohnnyTheWolf wrote:Anyway, noticed a typo in the Death Foretold Options: "convinience"

Oh my. Will fix for next patch
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Re: [WIP] D4T: Death Foretold Out now!! pg1

Postby Major Cooke » Sun Jan 15, 2017 2:51 pm

DBThanatos wrote:About glory kills: They're not exactly meant to be used in the middle of a fight. I use them more at the end when everything is under control, to regain health. However, an additional precaution was taken for "GK in the middle of a fight" where after glory killing the monster, you'll be invulnerable for a little bit to allow you to move, and not take damage from projectiles that were coming your way while you were frozen. It's not a whole lot of time of invul though, so you gotta get moving fast.

About the mod/upgrades being rare, that's most definitely intentional. D4D ended up being "by map 15 i have bought every single mod/upgrade" and that meant from that point onwards the game was all the same at all times (or even before that point if the player has favorite mods/upgrades and always buys the same in every session). I did not want that here. Besides the rare drops mean you'll actually appreciate when you get one. You wont buy a "tactical scope" just to say "ok, i bought everything now" and never use it. In here, if you find that thing before micro missiles you'll be like "woo! at last! something dropped... oh, scope? let's use that" and learn why the scope has a place in the mod.

Many mods were rebalance to make them more useful, and others nerfed a bit to be less useful. The idea is to get what you get, and use what you've gotten. And if you didnt get every single mod/upgrade in one doom2 run, well, there you go, next time you play it, it will be slightly different since the drops are random.


Can you give me a rundown on how you rebalanced them? A list of general details about x/y/z. I too have been thinking about changing up credit costs in D4D as I find myself sometimes buying some, or forgetting to buy some, then buying a whole bunch at once and never using some of them as a result.

WHAT!?

Can you also give me an idea of how many 1 in # monsters will drop one? Sounds like it's 1/1000.

Also, I think I will implement an alternative mode where it provides drops like this in D4D -- but it won't be on the fly switching. In order to go back, one must restart the game so as to not cheese through it. :P

Thanks for the inspiration!
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Re: [WIP] D4T: Death Foretold Out now!! pg1

Postby SyntherAugustus » Sun Jan 15, 2017 3:34 pm

Frankly, I'm on the boat where the weapon already has an upgrade (or even just an alt-fire) attached to it.

edit: Perhaps make it a server option?
Last edited by SyntherAugustus on Sun Jan 15, 2017 4:37 pm, edited 1 time in total.
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Re: [WIP] D4T: Death Foretold Out now!! pg1

Postby bigboss96 » Sun Jan 15, 2017 4:31 pm

DBThanatos wrote:We couldnt figure out how to display that thing in a better position for non 16:9 aspect ratio. Sorry about that. Not sure it can be fixed

Thanks for the answer. I'm thinking in buying a new PC and a new monitor, so hopefully I'm going to see the ammo bar complete after that.

I just finished Plutonia with D4T and I have to say that I really love this mod. The random upgrades/mods and the rewards for killing every monster and finding every secret are great. The gamplays is challenging but not frustrating. I'm not a great Doom player, but It felt harder than D4D. Excelent job with the mod.

I don't know if it is intentional, but when I have armor I don't see any indicator in the screen when I'm being hit. It happened some times that I was being hit form behind while having armor and I didn't notice.
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Re: [WIP] D4T: Death Foretold Out now!! pg1

Postby Xangi » Mon Jan 16, 2017 12:42 am

Hey so I commented on the moddb page too, but specifically for imps the glory kill effect seems a bit hard to notice in the middle of firing (also since it lacks an animation people who are colorblind might not be able to see it at all on ANY monster, which would really suck for them). Also spectres don't seem to light up at ll, probably a bug but maybe not. Other than that great work, runs a lot better on my toaster laptop than D4D, and with a slight fix it plays Doom 1 perfectly. I do think the mod drop rate could be a wee bit higher for Doom 1 (if that compatibility is planned) due to the episode structure, but other than that the balance seems pretty good.

Spoiler:
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Re: [WIP] D4T: Death Foretold Out now!! pg1

Postby DBThanatos » Tue Jan 17, 2017 3:07 pm

bigboss96 wrote:I don't know if it is intentional, but when I have armor I don't see any indicator in the screen when I'm being hit. It happened some times that I was being hit form behind while having armor and I didn't notice.


Yeah, we're looking into re-adding a pain sound or something. It does get annoying to not be able to notice you're being damaged

Xangi wrote:Hey so I commented on the moddb page too, but specifically for imps the glory kill effect seems a bit hard to notice in the middle of firing (also since it lacks an animation people who are colorblind might not be able to see it at all on ANY monster, which would really suck for them). Also spectres don't seem to light up at ll, probably a bug but maybe not. Other than that great work, runs a lot better on my toaster laptop than D4D, and with a slight fix it plays Doom 1 perfectly. I do think the mod drop rate could be a wee bit higher for Doom 1 (if that compatibility is planned) due to the episode structure, but other than that the balance seems pretty good.

Spoiler:


Thanks for the feedback. Well, at some point there was no highlight at all. :P

The highlight is primitive but that's what we got so far. No animations because we dont have animation sprites to do such thing, and Im unsure the color can be changed like that in menu or something. But if it's possible, I might just add that indeed like you said, at least to make them more or less noticeable, but dont expect a ton of customization options, because that's just not gonna happen :P

Spectres wont light up. That's normal. They're always invisible so it's a side effect. In D4 they actually removed the entire GK from spectres altogether.

Im glad to hear it works great on a toaster, and about the drop rates, this is a controversial subject, but they're currently as they were planned. Really rare. The idea is not to get every single upgrade. Is to use the weapons in the base form, which is 100% usable, and any upgrade/mod you get is a bonus, not so much a requirement.
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Re: [WIP] D4T: Death Foretold Out now!! pg1

Postby MrRumbleRoses » Wed Jan 18, 2017 4:02 am

so. what are some good wad with maps to play D4T with?
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Re: [WIP] D4T: Death Foretold Out now!! pg1

Postby Trump Stumper » Wed Jan 18, 2017 7:23 am

MrRumbleRoses wrote:so. what are some good wad with maps to play D4T with?


I still like the Starter Pack megawad that a certain unpopular modder made for BD. It's not a bad reinterpretation of the Doom storyline. The double jumping makes it possible to play through the maps, which you couldn't really do with vanilla-ish Doom. Playing it with Freedoom and D4T essentially gives you a new free game. I tend to think of it as Doom 2.5.

And I'm guessing that modder gave up on making his own version of D4D at some point... oh well.
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