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.
Re: D4D - v3 Alpha 7 - Slowly coming back - p. 38
Posted: Fri Dec 22, 2017 11:04 am
by Major Cooke
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)
Re: D4D - v3 Alpha 7 - Slowly coming back - p. 38
Posted: Mon Dec 25, 2017 4:21 am
by NantoCodd
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?
Re: D4D - v3 Alpha 7 - Slowly coming back - p. 38
Posted: Mon Dec 25, 2017 9:16 am
by affandede
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.
Re: D4D - v3 Alpha 7 - Slowly coming back - p. 38
Posted: Mon Dec 25, 2017 10:50 am
by Gollgagh
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.
Re: D4D - v3 Alpha 7 - Slowly coming back - p. 38
Posted: Mon Dec 25, 2017 11:20 am
by Techokami
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.
Re: D4D - v3 Alpha 7 - Slowly coming back - p. 38
Posted: Mon Dec 25, 2017 11:56 am
by affandede
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.
Re: D4D - v3 Alpha 7 - Slowly coming back - p. 38
Posted: Wed Dec 27, 2017 12:10 pm
by Major Cooke
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.
Re: D4D - v3 Alpha 7 - Slowly coming back - p. 38
Posted: Wed Dec 27, 2017 12:53 pm
by NantoCodd
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.
Re: D4D - v3 Alpha 7 - Slowly coming back - p. 38
Posted: Wed Dec 27, 2017 3:07 pm
by ToxicFrog
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.
Re: D4D - v3 Alpha 7 - Slowly coming back - p. 38
Posted: Mon Jan 08, 2018 8:54 pm
by Major Cooke
It was broken in 3.2.4, however 3.2.5 fixes it again.
Re: D4D - v3 Alpha 7 - Slowly coming back - p. 38
Posted: Sat Feb 10, 2018 8:34 am
by SLAMNDAN
There's working ledge grab code out there somewhere, Term is using it in a new mod he's been playing around with.
College has had my hands hella full, but I think I'm ready to come at this with a whole new mindset once I'm finished. If you all have suggestions for the mod, even if they're old, I'd like you all to repost them. I'll gladly consider them all again, even if I've said no before, because I may have had a change of heart.
So, hit me.
Aside from the following, which I'm going to confirm here and now will occur.
Finish the fucking akimbo system already or dump it
Add keybind to replace the default keybind for cycling weapons which ignores the akimbo system
Fix the ledge grabbing
And by all means, I do encourage fellow D4Ders to talk about what suggestions are too. I'm only one person so I want to make it fit as middle of the road as possible.
Spoiler: WHY IS IT TAKING YOU SO LONG!?
Long story short, the move and change of administration came as much of a surprise to me as it did for you. Unfortunately, upholding such a mod in a manner is no easy task and since it's only me (Michaelis is currently working on other mods with DBT but Michaelis is still in touch!) and not many people know ZScript, so there hasn't been many contributions to the mod on a whole. Those of you who have contributed though, your work is most appreciated.
That aside, I'm also maintaining two other mods on top of it, AEons of Death and the forthcoming DooMwinia. Every month or two I tend to switch gears.
So yeah. I'm sorry for taking so long. But things may still move at a slow pace at least for a short while. All sorts of nasty bug fixes are needed on all of my mods so far since GZDoom's updates are threatening to break them -- not the engine's fault, though. It just happens.
Re: D4D - v3 Alpha 7 - Suggestions? p.39
Posted: Mon Mar 19, 2018 1:52 am
by insightguy
Money multiplier cvar. For a harder or easier gameplay experience
More guns. If it's possible.
Other upgrades such as argent cells or suit chips.