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Re: D4D - v3 Alpha 8.4 Delta Touch Guide p. 48 by WW

PostPosted: Fri Jul 12, 2019 6:15 am
by Major Cooke
It's not up to date enough. RenderUnderlay is brand new. Give it time and they'll hopefully get it so.

Re: D4D - v3 Alpha 8.4 Delta Touch Guide p. 48 by WW

PostPosted: Tue Jul 16, 2019 6:58 am
by Major Cooke
Okay people. I have finally discovered the biggest cause of the UAC_ROT0 startup issue. Now if you use the Doom4DoomResources-master.zip file, you should no longer encounter UAC_ROT0 issue if you have the load order correct.

FINALLY.

For now, you can continue using D4DResources.pk3. Or if you want to use the zip alternative, please redownload that one from github.

D4D - v3 Alpha 8.4 NEW POLL! p. 49

PostPosted: Mon Jul 22, 2019 7:59 pm
by Major Cooke
I've decided to conclude the previous poll and make a new one.
Spoiler: Classical Monsters results


I've spoken with a few folks about the current credit system and I'm rather unhappy with it as it stands. So there's a new poll to generate ideas on what to do with it...

Your poll options are this, and they mean the following descriptions.

  • Keep it as it is - Self explanatory.
  • Modify: Doom 2016 - This option replaces both credits AND crates mode.

    Credits become akin to Doom 2016: you gain upgrade points per 1/5 kills and per each secret discovered. Completionist can either reward 3-5 tokens, or one random upgrade. But each time you buy an upgrade, the price of all other upgrades increases by 1 across the entire board. Credits can no longer be enhanced to drop more via powerups or items, and enhancements for those will change to be oriented towards health/armor/ammo and crate finds, possibly including powerups spawning from enemies when chainsawing them for example. You CAN choose to purchase a random item without increasing the cost however.

    Drop mode (renamed from Crates) will also be like credits, but you receive a random upgrade. each time. This balances out because of with the credits system, you have the option of choice. Crates mode however, you don't, so you're rewarded a little more earlier for putting up with RNGsus at the risk of not getting something you want... or desperately need. The restriction for weapons you don't have will also be lifted so you can get upgrades for weapons you don't have yet, which can also be a boon... yet also a hindrance.

    Crates will be capped, but can be earned in both modes by kills as usual, along with secrets and what not. Credits can no longer be used to purchase crate items, but they'll drastically be improved. The crate upgrades will increase the cap amount. Completionist will also increase the cap amount, and per every so many monsters killed along with secrets found so you have more to work with in a pinch.
  • Modify: Other - Have an idea yourself? I'm open to ideas.
  • Remove - Also self explanatory.

Re: D4D - v3 Alpha 8.4 NEW POLL! p. 49

PostPosted: Mon Jul 22, 2019 9:46 pm
by LOLANONIMUS
Una cosa si se pudiera fusionar (opción aparte) el modo drop upsgrades y comprar upsgrades estaria muy bueno tambien (sorry por si usan el traductor)

Re: D4D - v3 Alpha 8.4 NEW POLL! p. 49

PostPosted: Mon Jul 22, 2019 10:10 pm
by thedeathrunner123
Major Cooke wrote:I've decided to conclude the previous poll and make a new one.
Spoiler: Classical Monsters results


I've spoken with a few folks about the current credit system and I'm rather unhappy with it as it stands. So there's a new poll to generate ideas on what to do with it...

Your poll options are this, and they mean the following descriptions.

  • Keep it as it is - Self explanatory.
  • Modify: Doom 2016 - This option replaces both credits AND crates mode.

    Credits become akin to Doom 2016: you gain upgrade points per 1/5 kills and per each secret discovered. Completionist can either reward 3-5 tokens, or one random upgrade. But each time you buy an upgrade, the price of all other upgrades increases by 1 across the entire board. Credits can no longer be enhanced to drop more via powerups or items, and enhancements for those will change to be oriented towards health/armor/ammo and crate finds, possibly including powerups spawning from enemies when chainsawing them for example. You CAN choose to purchase a random item without increasing the cost however.

    Drop mode (renamed from Crates) will also be like credits, but you receive a random upgrade. each time. This balances out because of with the credits system, you have the option of choice. Crates mode however, you don't, so you're rewarded a little more earlier for putting up with RNGsus at the risk of not getting something you want... or desperately need. The restriction for weapons you don't have will also be lifted so you can get upgrades for weapons you don't have yet, which can also be a boon... yet also a hindrance.

    Crates will be capped, but can be earned in both modes by kills as usual, along with secrets and what not. Credits can no longer be used to purchase crate items, but they'll drastically be improved. The crate upgrades will increase the cap amount. Completionist will also increase the cap amount, and per every so many monsters killed along with secrets found so you have more to work with in a pinch.
  • Modify: Other - Have an idea yourself? I'm open to ideas.
  • Remove - Also self explanatory.


I chose other. I think it should be made like how either zion or d4t does it, have upgrades spawn randomly around the world, or be dropped by enemies. ( and maybe add a secret script or so for those cheaters who just want to have fun with everything)

Re: D4D - v3 Alpha 8.4 NEW POLL! p. 49

PostPosted: Mon Jul 22, 2019 10:14 pm
by Major Cooke
To be fair, this idea encapsulates the randomness. You get both versions. You pay a bigger price for being able to select directly, but if you buy a random upgrade, you aren't accosted as much. But ultimately, the random mode will still be here and they will drop from monsters regardless in the random mode.

Re: D4D - v3 Alpha 8.4 NEW POLL! p. 49

PostPosted: Mon Jul 22, 2019 11:55 pm
by Major Cooke
LOLANONIMUS wrote:Una cosa si se pudiera fusionar (opción aparte) el modo drop upsgrades y comprar upsgrades estaria muy bueno tambien (sorry por si usan el traductor)


English please.

Re: D4D - v3 Alpha 8.4 NEW POLL! p. 49

PostPosted: Wed Jul 24, 2019 4:21 pm
by Baron Pampa
Hi, I've checked out the mod today. I'm loving it, but I'd like to criticise the lowered difficulty level. I'm sorry if this has been discussed, it'd be hard to find in one megathread. All my remarks compare Ultra Violence in classic Doom, Nightmare in Doom 4 and Nightmare in D4d, which I suppose should all present similar challenge.

When you play through the lower levels of Doom 1/Doom 2, you can pretty much run around and beat everything to death with your bare hands without much effort, which I feel is way too easy. It's basically like a constant berserk mode in Doom 4. I think that the following factors contribute to it:

- Fist damage is too high, or melee attack is too fast, or monster health is too low. In Doom 4 you also need 2 melee attacks to kill a zombie or imp, but they take more time than in D4D, making player more vulnerable to counter attack or attack from other monsters. Weakening or slowing down fists could help with this issue.

- Monsters in Doom 4 actively dodge your attack and try to flank you when in melee, forcing you to take more time before killing them and exposing you to counterattack. In D4D...well, I don't know, they die too quickly.

- Player speed seems unchanged from classic Doom, which makes it easy to close the distance very fast. With monster smart-aiming it's very visible, as you can see how ridiculously far the monsters aim when they predict your future position.

- Monsters seem to drop huge amounts of health regardless of how high the player health is. Because of that if you melee weak enemies you will rarely go below ~70. In Doom 4 if you have high health, a glory kill will only give you 5 - a minimal amount.

- You can one shot imps and zombies with shotgun or pistol at a great range. In classic Doom shotgun had greater spread, making it less useful at distance, and the pistol was just too weak to snipe quickly. Both are stronger in the mod. In Doom 4, shotgun has much higher spread, so you can only one-shot stuff practically at Glory Kill range. The pistol one shots zombies at full charge only, doesn't one shot imps, and seems to have bigger spread.

I'm not sure how those issues should be tackled in order to make the mod more challenging and fun. Nevertheless, I wanted to share the criticism. Despite it I'm amazed at the obvious amounts of love and care put into this mod.

Re: D4D - v3 Alpha 8.4 NEW POLL! p. 49

PostPosted: Thu Jul 25, 2019 10:02 am
by Major Cooke
I am actually working on making it more difficult. I agree, it is too easy. I am working to add more difficult aggression for the monsters which is why I included the option to make monsters aim at where you're going to travel, to make it even harder.

I have plans on adding more attacks and deviations so they present a stronger challenge soon.

On top of that, there's the upcoming Rainbow Doom 4 mode which will really add spice, Hot Wings style, to the variety.

The fact you can have an unlimited number of crates certainly doesn't help either. Hence, the planned overhaul. And boy look at those polls, already streaking ahead to be more Doom 2016-esque.

I'm glad people like that idea. But never worry. The randomized drops mode will remain too.