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

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Credits mode (Again!?)

Keep as is
7
25%
Modify: Doom 2016-esque (see p. 49)
20
71%
Modify: Other (explain please)
0
No votes
Remove
1
4%
 
Total votes : 28

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

Postby Twitchy2019 » Sun Sep 08, 2019 10:02 pm

So is that Doom 64 pinkie replaced? Of all the things need replacing, if nothing else, this one is it.
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Re: D4D - v3 Alpha 8.4 NEW POLL! p. 49

Postby MaxRideWizardLord » Mon Sep 09, 2019 1:13 am

Major Cooke wrote:You mean the crosshairs? You can turn those off in the D4D options menu. I always play with GZDoom's crosshair on personally. Also, all of them are aligned just fine. If you mean the Baron of Hell's, that's on purpose. It was set to the side because it's an indicator that he throws with the right hand.

As for the demon blood edges, I made them centered. They may still clip a little over the sides but at least its even now.


Yes crosshair, sorry for mistake! I've download your latest alpha and unfortunatelly, a lot of things are still out of place, especially the crosshair and red frameworks. Take a look:
Spoiler:
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Re: D4D - v3 Alpha 8.5 Released (11/8/2019)

Postby Cherno » Mon Sep 09, 2019 3:51 am

Is there an add-on pack that reintroduces the voxel models? I like them better then the new models :)
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Re: D4D - v3 Alpha 8.5 Released (11/8/2019)

Postby Major Cooke » Mon Sep 09, 2019 1:25 pm

Had to push out another quick little update to fix armor pinatas not magnetizing correctly, along with the teleport fog not properly spawning. Redownload it if you want those.

@Twitchy: No. It won't come for a while. Right now I'm focused on adding the rest of the MP utilities and weapons first. Monster reworks will come much later. Furthermore, the developer of D4V contacted me and asked me to hold off attempting to use his sprites for now.

@MaxRideWizardLord: What resolution are you playing on?

@Cherno: No, and models override voxels. Furthermore, voxels are slower to render. I don't think addons will be possible to work with this. Sorry.
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Re: D4D - v3 Alpha 8.5 Released (11/8/2019)

Postby MaxRideWizardLord » Mon Sep 09, 2019 2:34 pm

Major Cooke wrote:@MaxRideWizardLord: What resolution are you playing on?


1280x1024, i.e. 5:4 LED LCD. I doubt there are other resolutions were made for 5:4 format.

Also, how do I activate Flame Belch? Looked in options and changelogs but no info. Would love to have infinite ammo flamethrower from beginning of game!
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Re: D4D - v3 Alpha 8.5 Released (11/8/2019)

Postby Major Cooke » Mon Sep 09, 2019 3:11 pm

The same way you use Doom 2016's grenades. Flame belch is a "grenade" utility. You can switch to it like the grenades. Check your keybinds. I really need to rename them...

I'll take a look at the resolutions.
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Re: D4D - v3 Alpha 8.5 Released (11/8/2019)

Postby MaxRideWizardLord » Mon Sep 09, 2019 4:38 pm

Major Cooke wrote:The same way you use Doom 2016's grenades. Flame belch is a "grenade" utility. You can switch to it like the grenades. Check your keybinds. I really need to rename them...


Oh, I thought of something else then. Any chance to see some Doom Eternal features in this mod somewhat in future, though? :P A lot of features can be seen right now, and shoulder-mounted flamethrower with infinite ammo is one of them. :D
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Re: D4D - v3 Alpha 8.5 Released (11/8/2019)

Postby Major Cooke » Mon Sep 09, 2019 6:00 pm

The mod will slowly but surely transition towards DE4D, yes. It will keep building upon itself, naturally. I'm gonna hold off changing the name until after Doom Eternal comes out though.
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Re: D4D - v3 Alpha 8.5 Released (11/8/2019)

Postby Deybar_TECH » Thu Sep 12, 2019 11:31 am

Hi.
I downloaded the (D4D-master) a long time ago and I want to ask if I can use
some of the codes (ZScript) of this game.
At the moment I only need the old function: (action Actor LockOn { })
but apparently there is a new and I will see it can be used (action bool, double CheckLockOn {Actor mo, Vector3 forw})
The credits will be for:

From (Doom4D-master.pk3: RocketLauncher.txt)
Sprites: Neccronixis
MuzzleFlash sprite edit: DBThanatos
Original Code: DBThanatos
Code rewrite + layer support: Major Cooke
Tweaks Offset: Xaser
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