D4D - v3 Alpha 8.3 Released (11/01/2018)

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Classic monsters

Remove
14
17%
Keep
61
73%
Other (Please comment)
9
11%
 
Total votes : 84

Re: D4D - Now On GitHub!

Postby Major Cooke » Mon Jan 09, 2017 10:29 am

Sure.
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Re: D4D - Now On GitHub!

Postby TheLightBad96 » Wed Jan 11, 2017 4:36 am

I don't mean to bump the thread but i am sort of curious on one thing with D4D, How do you get those really awesome effects to show in gameplay "you know the really sweet weapon lighting effects that DBThantos had with his recent trailer for the mod".

is there some trick to do it or can i enable if via menu.
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Re: D4D - Now On GitHub!

Postby Major Cooke » Wed Jan 11, 2017 10:32 am

Can you run GZDoom?
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Re: D4D - Now On GitHub!

Postby TheLightBad96 » Wed Jan 11, 2017 9:39 pm

Most definitely, I am running version 2.2.0
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Re: D4D - Now On GitHub!

Postby Major Cooke » Wed Jan 11, 2017 9:52 pm

Are you running with openGL enabled? (type vid_renderer in console. If it says 0 or false, type 'vid_renderer 1' and restart.)

If so, check the options menu. There's lots of toggleable stuff.
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Re: D4D - Now On GitHub!

Postby TheLightBad96 » Wed Jan 11, 2017 10:05 pm

Major Cooke wrote:Are you running with openGL enabled? (type vid_renderer in console. If it says 0 or false, type 'vid_renderer 1' and restart.)

If so, check the options menu. There's lots of toggleable stuff.

I typed that command "vid_renderer" in the menu and it came up as "1" for true, so what toggles am I supposed to look for in the options?
"yet again sorry for the absolute NOOB question"

EDIT - Found what i was supposed to add. and i am satisfied with results, I was looking in the wrong place " I thought it was in D4D options but in reality i had to enable the bloom, " thanks for your assistance.
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Re: D4D - Now On GitHub!

Postby Major Cooke » Thu Jan 12, 2017 3:13 pm

Welp, looks like this is official. I thought it was temporary but it appears to be permanent now.

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Re: D4D - Now On GitHub!

Postby Major Cooke » Fri Jan 13, 2017 5:20 pm

VICE's pistol lance is now in.
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Re: D4D - Now On GitHub!

Postby blackfish » Sun Jan 15, 2017 6:49 pm

Have you considered having the laserimp guy that replaces the chaingunner's charge time to be faster? I feel like the threat level most of the time is minimal compared to the old chaingunner. Many maps like to brutally use chaingun snipers, and for some reason I feel like their replacement's threat seems marginal most of the time.
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Re: D4D - Now On GitHub!

Postby Major Cooke » Sun Jan 15, 2017 7:39 pm

Those guys tend to be the bane of me more often than now. Some maps have them placed all willy nilly style out in the open where their pitiful bullets sometimes fail to hit me... but when the laser guys are on maps from far away and aiming at you? You can be in trouble if you don't pay attention and if the laser setting is on ZDoom instead of GZDoom. :P
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Re: D4D - Now On GitHub!

Postby Trump Stumper » Sun Jan 15, 2017 9:48 pm

Major Cooke wrote:Welp, looks like this is official. I thought it was temporary but it appears to be permanent now.


Eh, shit happens.

Think about it this way: Y'all came together for a brief moment, and made an outstanding mod. Now that mod is having babies of its own.

It's like being a parent.

Also, D4D is better than Brutal Doom. Although the Starter Pack Megawad is still pretty decent.
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Re: D4D - Now On GitHub!

Postby blackfish » Sun Jan 15, 2017 10:34 pm

Major Cooke wrote:Those guys tend to be the bane of me more often than now. Some maps have them placed all willy nilly style out in the open where their pitiful bullets sometimes fail to hit me... but when the laser guys are on maps from far away and aiming at you? You can be in trouble if you don't pay attention and if the laser setting is on ZDoom instead of GZDoom. :P


For me it's anywhere with cover, because anybody who has played Doom 2 for many years who may have mastered the time an AV charges their attack would notice a very similar delay if not longer. Also, I noticed just now that unlike a vile, the laser imp actually pauses in position while firing the red laser instead of chasing the player down with it. If I'm out in the open with chaingunners, I should be punished similar to Doom 2.

The short version is that the player can out pace the laser imps, and with cover the attacks become predictable like an archvile's. If the laser imps still aimed at the player during their blast, it would be a lot more dangerous.
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Re: D4D - Now On GitHub!

Postby Major Cooke » Sun Jan 15, 2017 11:01 pm

Ah, one thing I should have mentioned... DBThanatos, Michaelis and I are more... 'casual' players. We play at our own leisure, we don't try to make it so hard core or do anything super competitive.

But too many times I've had my ass sniped by those bastards and there's plenty of areas that would become insanely difficult on some of my favorite megaWADS if I just crank it the hell up here and now. Sorry. :P

If you want, you could make an addon that cranks up the difficulty yourself.

Also, the archvile doesn't move while attacking.
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Re: D4D - Now On GitHub!

Postby blackfish » Sun Jan 15, 2017 11:08 pm

Major Cooke wrote:
Also, the archvile doesn't move while attacking.


True dat, but the player gets the full damage blast from the vile after the charge. In the case of the chaingunner, I can still avoid damage entirely.

Perhaps make the harder behavior be existent in Nightmare and U-Nightmare difficulties? I noticed in the skill code that monsters are more aggressive, perhaps make this a part of that?
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Re: D4D - Now On GitHub!

Postby Major Cooke » Sun Jan 15, 2017 11:10 pm

Wait, are you talking the summoner or the actual old archvile? Because it's easy to dodge the summoner's if you just keep moving.

Speaking of which, I did add an 'enhanced AI' option that you can try out. It only changes their movement patterns but it's definitely more aggressive.
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