D4D - v3 Alpha 7 - Slowly coming back - p. 38

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Crates in Pickup mode are...

Filling up my entire swimming pool. (Excessive)
3
6%
Breaking the cratie bank jar (Moderately too common)
6
13%
Stuffing the pockets full, usually (Little too common)
2
4%
Good enough (No change)
21
44%
Minimum wage levels (Little too rare)
10
21%
Poverty levels (Moderately too rare)
1
2%
Eaten alive by the UAI.R.S (Way too rare)
5
10%
 
Total votes : 48

Re: D4D - v3 Alpha 7 - Slowly coming back - p. 38

Postby Major Cooke » Sat Dec 09, 2017 10:36 am

Someone was kind enough to give me 2.0.3 so I have uploaded it to modDB.

I've said it over there, and I'll say it again:

NO SUPPORT WILL BE GIVEN FOR THE OLDER VERSIONS.

There are too many differences (v3.0 has been converted to ZScript entirely) in the mod compared to the last release. It would be detrimental to forthcoming progress, plain and simple.
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Re: D4D - v3 Alpha 7 - Slowly coming back - p. 38

Postby Major Cooke » Fri Dec 22, 2017 12:04 pm

A couple of minor adjustments have been made. These are available now on the github.

  • Baron rune secondary hand movements no longer bring up both hands if the secondary attack button is held -- it now goes straight back to charging up a fireball.
  • When the Baron's fireball is ready, the flames change from green to white instead of mixing both.
  • The flames are more transparent so they don't jerk around with the scene light stabilizer as badly (that was annoying).
  • Optimized player runes a bit.
  • Black rune upgrade now hides the rotating rings around different demon runes when morphed, making it easier to find compatible runes.
  • Fixed keys triggering their specials incorrectly when picked up by a demon player.
  • Invulnerability no longer triggers annoyingly if the player doesn't actually take any damage post-mitigation/absorption (i.e. megasphere damage reduction upgrade)
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Re: D4D - v3 Alpha 7 - Slowly coming back - p. 38

Postby NantoCodd » Mon Dec 25, 2017 5:21 am

The latest alpha is excellent except for several weirdness like monster pinatas dropped DURING the glory kill instead of AFTER the glory kill, and upgrade menu for runes didn't work (maybe because I played with official 3.2.4 instead of SVN?)

Also what is this weapon on slot 9? Easter egg?
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Re: D4D - v3 Alpha 7 - Slowly coming back - p. 38

Postby affandede » Mon Dec 25, 2017 10:16 am

I've downloaded resources and master zip, got them in same directory, made a zip of folder inside the master zip (I am not that noob), but with the latest devbuild, no luck. I could only be able to launch vanilla doom.
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Re: D4D - v3 Alpha 7 - Slowly coming back - p. 38

Postby Gollgagh » Mon Dec 25, 2017 11:50 am

affandede wrote:made a zip of folder inside the master zip


You don't need to do that; just load the master zip as it comes from github.
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Re: D4D - v3 Alpha 7 - Slowly coming back - p. 38

Postby Techokami » Mon Dec 25, 2017 12:20 pm

Will there be a way to disable Akimbo weapons? Personally I'm not a fan of that mode, and it makes it a bit longer to scroll through the weapon list with the mouse wheel.
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Re: D4D - v3 Alpha 7 - Slowly coming back - p. 38

Postby affandede » Mon Dec 25, 2017 12:56 pm

Gollgagh wrote:
affandede wrote:made a zip of folder inside the master zip


You don't need to do that; just load the master zip as it comes from github.


Tried that too.
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Re: D4D - v3 Alpha 7 - Slowly coming back - p. 38

Postby Major Cooke » Wed Dec 27, 2017 1:10 pm

NantoCodd wrote:The latest alpha is excellent except for several weirdness like monster pinatas dropped DURING the glory kill instead of AFTER the glory kill, and upgrade menu for runes didn't work.


You're actually supposed to use 3.2.4 now.
I'll take a look into the glory kill thing (never really was a fan of it though so this might take a while).
Can you tell me what's going on with the runes? Are you in credits or crates mode?

Techokami wrote:Will there be a way to disable Akimbo weapons? Personally I'm not a fan of that mode, and it makes it a bit longer to scroll through the weapon list with the mouse wheel.

Yes, in good time. It'll most likely be a custom keybind.

affandede wrote:I've downloaded resources and master zip, got them in same directory, made a zip of folder inside the master zip (I am not that noob), but with the latest devbuild, no luck. I could only be able to launch vanilla doom.

Are you using the launcher from the old 2.0.3 version? If so, you need to change it to load Doom4Doom-master.zip instead of D4D.pk3.

Though I honestly recommend just using ZDL as described on the front page.
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Re: D4D - v3 Alpha 7 - Slowly coming back - p. 38

Postby NantoCodd » Wed Dec 27, 2017 1:53 pm

When I try to buy runes from the menu, it did nothing except showing error in console such as "invalid command for menudef/zscript : openmenu d4dupgrade.pentagramofprotection" GZDoom 3.2.4, credit mode.
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Re: D4D - v3 Alpha 7 - Slowly coming back - p. 38

Postby ToxicFrog » Wed Dec 27, 2017 4:07 pm

NantoCodd wrote:When I try to buy runes from the menu, it did nothing except showing error in console such as "invalid command for menudef/zscript : openmenu d4dupgrade.pentagramofprotection" GZDoom 3.2.4, credit mode.


Same thing happens here. I thought that feature was just broken on 3.2.4 right now, but if it's meant to be working in 3.2.4, well.
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Re: D4D - v3 Alpha 7 - Slowly coming back - p. 38

Postby Major Cooke » Mon Jan 08, 2018 9:54 pm

It was broken in 3.2.4, however 3.2.5 fixes it again.
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Re: D4D - v3 Alpha 7 - Slowly coming back - p. 38

Postby SLAMNDAN » Sat Feb 10, 2018 9:34 am

There's working ledge grab code out there somewhere, Term is using it in a new mod he's been playing around with.

You can see him using it here: https://www.youtube.com/watch?v=WP7jESnMIwA
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Re: D4D - v3 Alpha 7 - Slowly coming back - p. 38

Postby Major Cooke » Sat Feb 10, 2018 10:23 am

I'll consider it.
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