D4D - v3 Alpha 8.8 Final (11/22/2020)

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Credits mode (Again!?)

Keep as is
25
29%
Modify: Doom 2016-esque (see p. 49)
57
66%
Modify: Other (explain please)
0
No votes
Remove
4
5%
 
Total votes: 86

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Major Cooke
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Re: D4D - v3 Alpha 6 (05/14/2017)

Post by Major Cooke »

Whether it's done after release or not doesn't matter. It's how I do it, and if Franco will give them to me directly.

I've been receiving some questions that have been commonly asked of me lately so I think it's time to address them en masse.

Ledge grabbing status?
Broke as fuck. Slowly working on it. Need to enslave Michaelis once more.

Where are the rest of the Multiplayer weapons?
On hold for the moment. I'm waiting on Franco Tieppo to continue negotiations. But they will come, probably by his hand directly instead of through D4T.

So D4T converted its powerups to Doom 2016's...
And D4D will not. It will maintain the route it's going because I honestly like the Quake powerup effects much more than Doom 2016's. I'm not going to budge on this, so you'll have to find someone to make an addon that replaces them.

Plans to bring in a menu like Doom 2016's with the upgrades and all?
Hopefully. But that's going to be extraordinarily difficult. First step, let's see how hard it is to bring back D4D v1's menu...

Multiplayer?
When GZDoom can support it. Definitely planned.

Why wait on GZDoom? Can't it be done on Zandronum?
Not even remotely. Zandronum devs are getting another thing coming to them when it comes to ZScript, and chances are likely they will have to restart on top of GZDoom once again. Besides, you have D4T if you want it NOW NOW NOW so don't go barking up the wrong tree JUST yet. :P

Can the upgrade menu become a portable viewer in Pickup upgrade mode?
Yes, it will be by the time the next update comes around.

Submodules?
Maybe.

Hey, you remember that reeeeaaaaally old Hell on Earth Starter Pack you promised?
I never promised. I stopped working on it when ZScript became a thing, because it means I can grant you all a bunch of even better shinies.

Fast weapon switching after firing--
--is coming. I've decided to unshackle all that shit, you're going to need it for some of the nasty surprises I've planned along with it.

And your addons?
D4D called shotgun. They're in the back seat, but still being given attention -- plenty of it.

How about some new monsters?
Want to volunteer? D4D is open source.
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mamaluigisbagel
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Re: D4D - v3 Alpha 6 -- Q&A Page 23

Post by mamaluigisbagel »

Probably should add a question about the Praetor Suit hands, as I'm sure that'll be asked often now that D4T 2.0 is released. (and I know you can't atm even if you wanted because of the D4T grace period)
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Re: D4D - v3 Alpha 6 -- Q&A Page 23

Post by Major Cooke »

I indirectly addressed it. It's the second question down.
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Re: D4D - v3 Alpha 6 -- Q&A Page 23

Post by mamaluigisbagel »

Ya know, I was going to say "You kinda mentioned it" but oh well xD just wanted to point it out in case. Also don't know if it really matters, but the QnA is page 24. I was looking for it earlier and found it was a page later :P Not trying to point out something to correct, just mentioning for convenience.

Although I'm curious now. This probably won't be a good comparison, but in Smooth Doom, there's an option to change from brown to black gloves. Would it be possible in D4D to have an option to go from Classic gloves to New(Praetor) gloves?

And I'm hoping that multiplayer will happen. :D I'm assuming one thing that needs to happen first is the v1 upgrade menu. I can easily get in local GZDoom multiplayer, but over internet...never tried that xD
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Re: D4D - v3 Alpha 6 -- Q&A Page 23

Post by Major Cooke »

Someone moved it, it appears. It was on 23 earlier. As for v1 menu, it won't be exactly what you think. It'll all be actual menu-based instead of 3D world.
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vidumec
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Re: D4D - v3 Alpha 6 -- Q&A Page 24

Post by vidumec »

Regarding bullet tracer effects and lightning gun beam, if the player is moving, the tracers or beam follow the player with a "rubberband" effect, and they also move up and down if viewbob is enabled. The same problem affects finaldoomer's maser beam, and i guess pretty much any weapon that spawns actors that travel separately from the player.

is this a gzdoom limitation with no workaround?
maybe make the tracer's velocity vector factor in the player's current velocity vector?
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Re: D4D - v3 Alpha 6 -- Q&A Page 24

Post by Major Cooke »

No workaround available. You'll just have to live with it.

Tracers will lag if they copy the player velocity. Also they look weirder if they're not standstill.
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Re: D4D - v3 Alpha 6 -- Q&A Page 24

Post by Major Cooke »

Okay I admit, the idea to reward random upgrades from completionist bonuses on the pickup version is something I should've thought of when making the pickup mode. Yet another task to do!
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Re: D4D - v3 Alpha 6 -- Q&A Page 24

Post by albertoacv4498 »

Which version should I download, BLEEDING EDGE or the alpha?
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Re: D4D - v3 Alpha 6 -- Q&A Page 24

Post by Major Cooke »

I suggest bleeding edge since it fixes a few serious issues dealing with removal of demon runes.
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Re: D4D - v3 Alpha 6 -- Q&A Page 24

Post by albertoacv4498 »

Ok, thanks :D
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Re: D4D - v3 Alpha 6 -- Q&A Page 24

Post by DBThanatos »

Major Cooke wrote:Okay I admit, the idea to reward random upgrades from completionist bonuses on the pickup version is something I should've thought of when making the pickup mode. Yet another task to do!
Huh, it's almost like you want to port d4t inside d4d. So much for each mod doing it's own thing. :shrug:
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Re: D4D - v3 Alpha 6 -- Q&A Page 24

Post by Major Cooke »

Moved reply to page 25.
Last edited by Major Cooke on Sat May 20, 2017 9:19 pm, edited 1 time in total.
albertoacv4498
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Re: D4D - v3 Alpha 6 -- Q&A Page 24

Post by albertoacv4498 »

Tried playing, got this:
Spoiler:
Last edited by Blue Shadow on Sat May 20, 2017 11:15 am, edited 1 time in total.
Reason: Spoilered the log.
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Re: D4D - v3 Alpha 6 -- Q&A Page 24

Post by Major Cooke »

Please only post the errors in red. I will point out a couple of things.

1. Use latest devbuild here. This will fix the error.
2. Remove D4DResources from the load list. D4D.pk3 now autoloads D4DResources if it's in the same file directory.
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