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

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Classic monsters

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16
17%
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69
72%
Other (Please comment)
11
11%
 
Total votes : 96

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.
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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 Infact in moddb, someone made an addon that changes D4D's sprites with that of D4T but the addon is for the outdated 2.0.3 version
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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.
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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:
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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 :)
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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.
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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?
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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.
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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
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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.
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