D4D - v3 Alpha 8.5 Released (11/8/2019)

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are ONLY for YOUR PROJECTS! If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.

Credits mode (Again!?)

Keep as is
8
24%
Modify: Doom 2016-esque (see p. 49)
24
73%
Modify: Other (explain please)
0
No votes
Remove
1
3%
 
Total votes : 33

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

Postby Spaceman333 » Sun Nov 04, 2018 4:08 am

Major Cooke wrote:Man, you know how to take some good screenshots. Question, what mod are you using to display enemy names/health/etc? I wonder if that's using the tag system so I can put that in and have it properly show the names of the monsters instead of their internals.

Akimbo system is temporarily disabled for the time being until I can make new weapon sprites without hands attached. Furthermore, it would require necessitating fixing a bunch of functionality that's not worth doing until after the weapons are completed.

Just be warned, 2.0.3 is completely unsupported, so don't bother with bug reports.

I'm glad you're having fun thought! :mrgreen:


Screenshots were automatically taken as I played with this mod. Big thanks to m8f for adding that feature:
viewtopic.php?f=43&t=59889#p1045558

The enemy health display mod is this one and its *very* customizable:
viewtopic.php?f=43&t=60784
And yeah, it will use the tag if a monster has provided one, otherwise it'll default to the actor's internal name.

Ah, gotcha about the akimbo system. So for now only the super shotgun akimbo is in with its special upgrade.
Sounds exciting though, since now I have something cool and new to look forward to in the future while I play the current version.

Understood about the 2.0.3. I had already downloaded it many months ago with all the addons, but instead of playing those I went to get the latest D4D first. It'll be interesting to see how the mod has changed since then.
User avatar
Spaceman333
 
Joined: 13 Oct 2016

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

Postby ReaperAA » Sun Nov 04, 2018 4:47 am

Hi Major Cookie
Is it possible to implement D4T's improved weapon sprites/preator glove sprites for D4D in future (maybe u can ask DBT kindly for permission). Infact in moddb, someone made an addon that changes D4D's sprites with that of D4T but the addon is for the outdated 2.0.3 version
User avatar
ReaperAA
 
Joined: 19 Oct 2018

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

Postby Major Cooke » Sun Nov 04, 2018 6:54 pm

I will not be using D4T's weapon sprites. I will be making and using my own to replace the current ones.
User avatar
Major Cooke
Do unto others as you would have unto you. Judge yourself first.
 
Joined: 28 Jan 2007

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

Postby Spaceman333 » Mon Nov 05, 2018 4:37 pm

I'm having so much fun with this mod.

Spoiler: "Carnage!"

Spoiler: "Total Overdrive!"


The action is crazy and I'm having a really good time. Currently doing a huge 32 level oblige megawad playthrough with nuts! enemies and crazy enemy randomization (bosses everywhere lol).

Some minor, really nitpicky things I thought about while playing:
  • The grenade launcher pickup voxel seems smaller than the rest of weapons.
  • The buy menu can occasionally not update the color to green with certain purchases (like buying max armor will not make the category green until more upgrades are bought).
  • Would be cool if the melee punch would leave an impact decal on walls.
  • Occasionally I'd start a new level being taller (larger than normal player height), but I think this is more a fault of an addon I'm using (jp-mobility that allows a floor sliding dash move) combined with morphing into a tall monster and changing back to doomguy. Reloading an earlier save and retrying to go to the next level fixes the issue.

Also thank you for including the Docs folder in the mod, got a lot of good info on how the stuff in the mod works. :thumb:
User avatar
Spaceman333
 
Joined: 13 Oct 2016

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

Postby Cuzum83 » Thu Dec 20, 2018 8:05 pm

Hi. I'm loving the mod :D
I'm working on a map for D4D and I think I might have found a bug. Using Thing_Hate in a script or on a line doesn't wake up monsters. I have also noticed the same behavior when using NoiseAlert.
Thank you :)
Cuzum83
 
Joined: 20 Dec 2018

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

Postby Major Cooke » Fri Dec 21, 2018 11:37 am

Replies in red.
Spaceman333 wrote:Some minor, really nitpicky things I thought about while playing:
  • The grenade launcher pickup voxel seems smaller than the rest of weapons.
    Amusingly, the voxels are actually bigger than the ordinary pickups in Doom 4. The grenade launcher is not a voxel
  • The buy menu can occasionally not update the color to green with certain purchases (like buying max armor will not make the category green until more upgrades are bought).
    The menu is still WIP but I'll look into it.
  • Would be cool if the melee punch would leave an impact decal on walls.
    Maybe.
  • Occasionally I'd start a new level being taller (larger than normal player height), but I think this is more a fault of an addon I'm using (jp-mobility that allows a floor sliding dash move) combined with morphing into a tall monster and changing back to doomguy. Reloading an earlier save and retrying to go to the next level fixes the issue.
    I've never encountered this issue before.

Also thank you for including the Docs folder in the mod, got a lot of good info on how the stuff in the mod works. :thumb:
No problem!


Cuzum83 wrote:Hi. I'm loving the mod :D
I'm working on a map for D4D and I think I might have found a bug. Using Thing_Hate in a script or on a line doesn't wake up monsters. I have also noticed the same behavior when using NoiseAlert.
Thank you :)

I'll take a look into it. I think I know what may be causing it.
User avatar
Major Cooke
Do unto others as you would have unto you. Judge yourself first.
 
Joined: 28 Jan 2007

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

Postby TDRR » Sun Dec 23, 2018 7:43 am

I should have reported this AGES ago (like before D4D even reached alpha 5) but if a monster is standing in front of a staggering monster, you can g-kill it even if it's at 100% health.

And sometimes g-kills get stuck with the roll slightly sideways and it looks strange, it happens extremely rarely and i don't know the cause.

EDIT: Those Google Drive links don't work for me, i keep getting this "page isn't redirecting correctly" error and doesn't allow me to download, does anyone have a mirror?
User avatar
TDRR
iDeas from the deep (pit of hacks)
 
Joined: 11 Mar 2018
Location: Venezuela
Operating System: Windows Vista/7 64-bit
Graphics Processor: Intel (Modern GZDoom)

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

Postby Major Cooke » Tue Jan 01, 2019 11:50 am

TDRR wrote:I should have reported this AGES ago (like before D4D even reached alpha 5) but if a monster is standing in front of a staggering monster, you can g-kill it even if it's at 100% health.

And sometimes g-kills get stuck with the roll slightly sideways and it looks strange, it happens extremely rarely and i don't know the cause.

I'll see if I can fix it. Never really was keen on the glory kill system honestly.

TDRR wrote:EDIT: Those Google Drive links don't work for me, i keep getting this "page isn't redirecting correctly" error and doesn't allow me to download, does anyone have a mirror?


A common symptom if you're using firefox. Maybe this will help you out. Since I use google drive a lot, I just switched to chrome. Apparently you have to do something about using "Forget about this site" for Drive in particular.
User avatar
Major Cooke
Do unto others as you would have unto you. Judge yourself first.
 
Joined: 28 Jan 2007

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

Postby GamingMarine » Sun Jan 27, 2019 8:07 pm

Trying to load the current D4D build from GitHub gives me this error:

Script error, "Doom4Doom-master.zip:zd4d/monsters/painelemental.txt" line 267:
Function 'compat_limitpain' used without ().


Execution could not continue.

1 errors while parsing DECORATE scripts
User avatar
GamingMarine
 
Joined: 30 Oct 2016
Location: Houston, Texas, USA

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

Postby Major Cooke » Thu Feb 07, 2019 6:49 pm

That issue stems from the level refactor. I've disabled the compatibility flag check for now until Graf fixes it.

In other news, D4D will be compatible with ClusterPlex as some may have seen announced. The next alpha release will contain a change to keybindings: in particular, the 'throw grenade' and 'switch weapon mods' keys are being switched. This is to coincide with the actual reload key being the same as the weapons in Clusterplex.
User avatar
Major Cooke
Do unto others as you would have unto you. Judge yourself first.
 
Joined: 28 Jan 2007

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

Postby BladeDragon9 » Wed Mar 06, 2019 5:02 am

I use gzdoom 3.7.2 new version on D4DResources.pk3 and D4D.pk3 and it new version that make items black texture and plz update D4D new version for gzdoom version 3.7.2 plz
BladeDragon9
 
Joined: 25 Dec 2018

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

Postby Major Cooke » Wed Mar 06, 2019 8:39 am

Use the bleeding edge for now. These have the fixes already. I cannot release a new build just yet until some critical elements have been fixed so for now, use the bleeding edge from github.
User avatar
Major Cooke
Do unto others as you would have unto you. Judge yourself first.
 
Joined: 28 Jan 2007

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

Postby Beezle » Wed Mar 06, 2019 10:13 am

After Doom Eternal releases, are you going to rename the mod to Doom Eternal 4 Doom? Lol
Beezle
 
Joined: 16 Aug 2018
Discord: #8423

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

Postby Major Cooke » Wed Mar 06, 2019 10:15 am

That's the plan. I did mention that a while ago. :twisted:
User avatar
Major Cooke
Do unto others as you would have unto you. Judge yourself first.
 
Joined: 28 Jan 2007

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

Postby Beezle » Thu Mar 14, 2019 12:59 pm

Code: Select allExpand view
I_Init: Setting up machine state.
CPU speed: 2594 MHz
CPU Vendor ID: GenuineIntel
  Name: Intel(R) Core(TM) i5-3320M CPU @ 2.60GHz
  Family 6, Model 58, Stepping 9
  Features: SSE2 SSE3 SSSE3 SSE4.1 SSE4.2 HyperThreading
I_InitSound: Initializing OpenAL
  Opened device OpenAL Soft on Communication Headphones (IDT High Definition Audio CODEC)
  EFX enabled
V_Init: allocate screen.
S_Init: Setting up sound.
ST_Init: Init startup screen.
Music "loading" not found
Checking cmd-line parameters...
S_InitData: Load sound definitions.
G_ParseMapInfo: Load map definitions.
Texman.Init: Init texture manager.
Attempting to remap non-existent texture R016N0 to R016N0H
Attempting to remap texture M_DOOM to non-existent lump H_DOOM
Attempting to remap texture M_EPISOD to non-existent lump Episode
Attempting to remap texture M_EPI1 to non-existent lump ep01
Attempting to remap texture M_EPI2 to non-existent lump ep02
Attempting to remap texture M_EPI3 to non-existent lump ep03
Attempting to remap non-existent texture M_EPI4 to ep04
Attempting to remap texture M_SKILL to non-existent lump skill
Attempting to remap texture M_JKILL to non-existent lump sk00
Attempting to remap texture M_ROUGH to non-existent lump sk01
Attempting to remap texture M_HURT to non-existent lump sk02
Attempting to remap texture M_ULTRA to non-existent lump sk03
Attempting to remap texture M_NMARE to non-existent lump sk04
Attempting to remap texture M_NGAME to non-existent lump 01NewG
Attempting to remap texture M_OPTION to non-existent lump 02Opt
Attempting to remap texture M_SAVEG to non-existent lump 03Save
Attempting to remap texture M_LOADG to non-existent lump 04Load
Attempting to remap texture M_RDTHIS to non-existent lump 05info
Attempting to remap texture M_QUITG to non-existent lump 06quit
Attempting to remap texture M_PAUSE to non-existent lump pause
Attempting to remap texture M_OPTTTL to non-existent lump 02Opt
Attempting to remap non-existent texture HB2MA0 to HB2MA0H
Attempting to remap non-existent texture HB2MB0 to HB2MB0H
Attempting to remap non-existent texture HB2MC0 to HB2MC0H
Attempting to remap non-existent texture HB2MD0 to HB2MD0H
Attempting to remap non-existent texture HB2ME0 to HB2ME0H
Attempting to remap non-existent texture HB2MF0 to HB2MF0H
Attempting to remap non-existent texture HB2MG0 to HB2MG0H
Attempting to remap non-existent texture HB2MH0 to HB2MH0H
Attempting to remap non-existent texture HB2NA0 to HB2NA0H
Attempting to remap non-existent texture HB2NB0 to HB2NB0H
Attempting to remap non-existent texture HB2NC0 to HB2NC0H
Attempting to remap non-existent texture HB2ND0 to HB2ND0H
Attempting to remap non-existent texture HB2NE0 to HB2NE0H
Attempting to remap non-existent texture HB2NF0 to HB2NF0H
Attempting to remap non-existent texture HB2NG0 to HB2NG0H
Attempting to remap non-existent texture HB2NH0 to HB2NH0H
Attempting to remap non-existent texture HB2SA0 to HB2SA0H
Attempting to remap non-existent texture HB2SB0 to HB2SB0H
Attempting to remap non-existent texture HB2SC0 to HB2SC0H
Script warning, "Doom4Doom-master.zip:textures.aed" line 12:
Unknown patch 'X202B0' in texture 'X202C0'

Script warning, "Doom4Doom-master.zip:textures.aed" line 22:
Unknown patch 'X202B0' in texture 'X202D0'

Script warning, "Doom4Doom-master.zip:textures.aed" line 33:
Unknown patch 'X202B0' in texture 'X202E0'

Script warning, "Doom4Doom-master.zip:textures.aed" line 44:
Unknown patch 'X202B0' in texture 'X202F0'

Script warning, "Doom4Doom-master.zip:textures.aed" line 54:
Unknown patch 'X202B0' in texture 'X202G0'

Script warning, "Doom4Doom-master.zip:textures.aed" line 65:
Unknown patch 'X202B0' in texture 'X202H0'

Script warning, "Doom4Doom-master.zip:textures.aed" line 76:
Unknown patch 'X202B0' in texture 'X202I0'

Script warning, "Doom4Doom-master.zip:textures.aed" line 86:
Unknown patch 'X202B0' in texture 'X202J0'

Script warning, "Doom4Doom-master.zip:textures.aed" line 96:
Unknown patch 'X202B0' in texture 'X202K0'

Script warning, "Doom4Doom-master.zip:textures.aed" line 102:
Unknown patch 'X202B0' in texture 'X202Z0'

script error, "Doom4Doom-master.zip:animdefs.aed" line 3:
Unknown texture UAC_ROT0

Got this error with the last bleeding edge commit.
Last edited by Beezle on Thu Mar 14, 2019 1:03 pm, edited 1 time in total.
Beezle
 
Joined: 16 Aug 2018
Discord: #8423

PreviousNext

Return to Gameplay Mods

Who is online

Users browsing this forum: No registered users and 7 guests