D4D - v3 Alpha 8.1 - Sneak Peak p. 44

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Classic monsters

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72%
Other (Please comment)
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Total votes : 67

Re: D4D - v3 Alpha 7 - DOOM Eternal p.40

Postby LukasG2004 » Thu Jun 14, 2018 3:32 pm

i could watch that trailer all day
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Re: D4D - v3 Alpha 7 - DOOM Eternal p.40

Postby Smashhacker » Thu Jun 14, 2018 5:06 pm

Noticed in the trailer that most of the monster designs look closer to the classic ones, especially the Pain Elemental and Arch-vile. Even the imps have some semblance to their classic design. Perhaps an update is in order.
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Re: D4D - v3 Alpha 7 - DOOM Eternal p.40

Postby Major Cooke » Tue Jul 03, 2018 1:08 am

Huh. So, apparently someone made D4D for D-Touch.
Looks like D4T has some competition. :P



I had no idea this existed until now. But it does kinda make me want a D-Touch. :mrgreen:

As such, I have had nothing to do with this development, but I did want to give it some love and spread the word.

Just remember, I offer no support for it because I didn't make it. Please talk to the people on that youtube channel or join their discord.
Last edited by Major Cooke on Sat Jul 07, 2018 11:07 am, edited 1 time in total.
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Re: D4D - v3 Alpha 7 - DOOM Eternal p.40

Postby TheSuperSteve » Tue Jul 03, 2018 8:10 am

Major Cooke wrote:Huh. So, apparently someone made D4D for D-Touch.
Looks like D4T has some competition. :P

I had no idea this existed until now. But it does kinda make me want a D-Touch. :mrgreen:

As such, I have had nothing to do with this development, but I did want to give it some love and spread the word.

Just remember, I offer no support for it because I didn't make it. Please talk to the people on that youtube channel or join their discord.


That's Delta Touch made by OpenTouch Gaming, some might know them as Beloko Games, makers of amazing Android source ports. Delta Touch has 4 different Doom source ports built in, including all the latest versions of GZDoom, which is why it can play D4D as well as pretty much every Doom mod ever.
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Re: D4D - v3 Alpha 7 - D-Touch!? p. 42

Postby Major Cooke » Tue Jul 03, 2018 9:16 am

That's actually pretty damn cool!
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Re: D4D - v3 Alpha 7 - D-Touch!? p. 42

Postby TDRR » Tue Jul 03, 2018 2:55 pm

Still, D4D requires a really powerful device, so D4T is still better in this regard.
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Re: D4D - v3 Alpha 7 - D-Touch!? p. 42

Postby Major Cooke » Tue Jul 03, 2018 2:57 pm

Well, give them some credit. Chances are they optimized the hell out of it.
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Re: D4D - v3 Alpha 7 - D-Touch!? p. 42

Postby Mere_Duke » Tue Jul 10, 2018 9:39 pm

Hello! I've tried git version of D4D (since I cannot find stable, I hope this has no bugs at all... I pray for this :D), and I found out that current version cannot be loaded due to error. Error is at MonsterBase.txt Line 329, there are default argument that compiler refuses to accept. To make this work, that line should look like that:
Code: Select allExpand view
   bool CheckPitBeforeTarget(in out double dst)
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Re: D4D - v3 Alpha 7 - D-Touch!? p. 42

Postby Major Cooke » Tue Jul 10, 2018 11:46 pm

What GZDoom version are you using?

I don't receive any errors or warnings, it boots up just fine for me. I'm using GZDoom version 3.4+.
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Re: D4D - v3 Alpha 7 - D-Touch!? p. 42

Postby Valherran » Wed Jul 11, 2018 12:27 am

Sooo... What's on your to-do list now that you are back?
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Re: D4D - v3 Alpha 7 - D-Touch!? p. 42

Postby Major Cooke » Wed Jul 11, 2018 12:42 am

Finish muh beam overhaul. I'm about half way done with it. Been hard at work, now the next step is to replace all the lightning tracers.

Spoiler: Specifics


Then to optimize the hell out of the bullet tracers that are in the fast projectiles and ditch all bullet beams themselves.

Also I've decided to axe all zdoom render support. It's to pave the way forward for multiplayer. Lots of crummy little options that have no effect on gameplay itself are being pruned. That is the price to pay for it, but don't worry. It's not going to be uptight like D4T.

  • Finish lasers
  • Prune options of dead weight
  • Merge in all known addons where possible. Most of the content will be merged. But not all. I.e. I'm keeping the baron and hell knight model sprites.
  • New content!? Better sounds!? Yup.
  • Add in new/improved attacks/defenses for all Rainbow Doom 4 monsters, and better translations.

On that last one, I've been playing Legendary's Complex Addon for Complex Doom and watching UltraViolence playing Clusterfuck, and... well, let's just say it's given me some ideas. :twisted:

And obviously Colorful Hell.

If you want to keep more up to date, hop on Discord. I have a live feed established directly to my github that will notify you the moment I push out updates too, and we chat up a storm about this stuff.
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Re: D4D - v3 Alpha 7 - D-Touch!? p. 42

Postby Doctrine Gamer » Wed Jul 11, 2018 6:59 pm

Major could add upgrade in the D4T style, I know this option already exists but it is rare for the monsters to drop updates to the weapons.
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Re: D4D - v3 Alpha 7 - D-Touch!? p. 42

Postby Major Cooke » Wed Jul 11, 2018 10:25 pm

Done intentionally. It gives you a chance to enjoy what upgrades you do get.
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Re: D4D - v3 Alpha 7 - D-Touch!? p. 42

Postby Doctrine Gamer » Thu Jul 12, 2018 6:01 pm

Got it! Okay then
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Re: D4D - v3 Alpha 7 - Announcement p. 42

Postby Major Cooke » Sat Jul 14, 2018 11:28 pm

EDIT: Moved information to page 43.
Last edited by Major Cooke on Sun Jul 15, 2018 9:14 pm, edited 1 time in total.
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