Page 3 of 5

Re: Doom 4 Vanilla 2.5.7 - NEW version

PostPosted: Wed Jan 15, 2020 11:51 am
by Phobos867
Korell wrote:I just tried v2.5.7 with D64D2 (one of the recommended mapsets) but when using that PWAD the Gore Nest is bugged. The sprites for the Spider Mastermind and Cacodemon keep showing up and it attacks like a Cacodemon.

Looks like the dehacked files are conflicting with each other, the one inside the map and the other from D4V. Make sure you are playing with the -nodeh paramater (if it doesn't work you can use Slade to remove the dehacked lump from the mapset you want to play). I don't know if this parameter was added on GZDoom yet.

TheOldKingCole wrote:Okay so Personally I find the Supershotgun animation to still be really janky. It goes to reload to soon after firing and the reloading animation feels like it takes way to long. I would recommend having the firing animation be a bit longer and speed up the reload animation by 25%

Alright. The reloading speed is mostly the same from Doom 2, but I can try to improve the animation in some way.

Re: Doom 4 Vanilla 2.5.7 - NEW version

PostPosted: Wed Jan 15, 2020 12:53 pm
by TheOldKingCole
Is it possible to eventually get a version that doesn't change some of the maps?

Re: Doom 4 Vanilla 2.5.7 - NEW version

PostPosted: Fri Jan 17, 2020 8:26 am
by Phobos867
TheOldKingCole wrote:Is it possible to eventually get a version that doesn't change some of the maps?

Yes, sometimes I release with the main file another one called D4V-lite, which is a version without these maps.
However, be aware these are used to prevent soft-locking.

Re: Doom 4 Vanilla 2.5.8 - NEW version

PostPosted: Sat Jan 18, 2020 3:16 pm
by Phobos867
Version 2.5.8 RELEASED
DOWNLOAD: https://www.dropbox.com/s/4eixfsfhx9ay7 ... 8.zip?dl=1

v2.5.8 Changelog:

- Fixed the plasma rifle animation on GZDoom
- Fixed some Pinky sprites (corrected the open mouth)
- Fixed some behavior issues with the Cyberdemon
- Improved lighting and brightmaps for the Cyberdemon
- Finally added back some rocket trail to Zdoom
- Added map07 fixes for Doom Core and Reverie
- Added these maps to the MS-DOS edition
- Lavafall textures are brighter on hardware mode
- Fixed some minor balancing issues
- Restored the Sargeant shot lighting (gzdoom)

Re: Doom 4 Vanilla 2.5.8 - NEW version

PostPosted: Sun Jan 19, 2020 6:50 pm
by VecterStroke
I converted the dehacked file to decorate, and I noticed something. When the possesed are shot, their sprites change to that of an imp. Is this intentional, or a glitch? (I was trying to make a monsters-only version of the wad
EDIT: Ifound this code under the possessed;
Missile:
TROO A -1
stop

Re: Doom 4 Vanilla 2.5.8 - NEW version

PostPosted: Sat Feb 08, 2020 1:53 pm
by Alptraum
I made a video which includes your mod.


Re: Doom 4 Vanilla 2.5.8 - NEW version

PostPosted: Thu Feb 13, 2020 12:45 pm
by Phobos867
Alptraum wrote:I made a video which includes your mod.
Thanks! I'm glad that you liked my mod.
VecterStroke wrote:When the possesed are shot, their sprites change to that of an imp. Is this intentional, or a glitch? (I was trying to make a monsters-only version of the wad
The converters are not always reliable, they will alter some values at random. Probably not a good idea if you don't know them in advance.

Re: Doom 4 Vanilla 2.5.8 - NEW version

PostPosted: Wed Feb 26, 2020 4:36 am
by Kinsie
Hey, sorry to be a pest, but what are the permissions for using assets you created for this mod in other mods? I didn't see anything explicit in the 2.5.8 download files, and I'd rather not be a jerk and make assumptions.

Re: Doom 4 Vanilla 2.5.8

PostPosted: Wed Mar 11, 2020 11:15 am
by Phobos867
Hi Gifty, sorry for the late reply. I will send you a PM

Re: Doom 4 Vanilla 2.5.9 - NEW VERSION

PostPosted: Wed Mar 11, 2020 11:16 am
by Phobos867
VERSION 2.5.9 RELEASED
DOWNLOAD: https://www.dropbox.com/s/dm390ll3f0wl4 ... 9.zip?dl=1
To play with custom maps, D4V have to be loaded first (so the map07 bypasser can work).

- CHANGELOG v2.5.9

    - Imps are a bit more engaging on long-range combat
    - Improved a few animations
    - Improved the Revenant and Cyber-Mancubus sprites
    - Fixed Hell Knights getting too quiet on GZDoom
    - Improved the Gauss Cannon sprite
    - Fixed some balancing inconscistencies
    - H.A.R shots causes more damage
    - Gauss Cannon is faster and more responsible
    - The sound effect for the explosive flame is louder
    - Improved blood sprites and animations
    - Cyber Mancubi have an improved behavior and runs a bit faster
    - For Boom ports - Removed some questionable transluscency, like the ones on Supercharge\MegaDoll
    - For RUDE, the drfrag port - added a fitting text for the Unholy Massacre difficulty
    - ...and some other things I probably forgot already

Re: Doom 4 Vanilla 2.5.9 - NEW VERSION

PostPosted: Wed Mar 11, 2020 1:42 pm
by mamaluigisbagel
I've noticed playing this with additional weapons in glboom, the EMG Pistol seems to be a bit bugged when adding weapons, at least for me. (ie EMG Pistol and Gauss Cannon) The firing sound was different and the placement would shift when firing. I think the fire rate was different too.

Also using ZDL, I can't get the extra weapons to work in Chocolate Doom. Making a bat file works fine though.

Re: Doom 4 Vanilla 2.5.9 - NEW VERSION

PostPosted: Fri Mar 13, 2020 8:30 am
by Phobos867
Quick update: I realized that reverie map07 still have some softlock issues, sorry about that.
Would ask you to download the files again if you want that fixed.

Also took the oportunity to update the imp XDEATH sequence and fixed the chainsaw offset when raising.

Re: Doom 4 Vanilla 2.5.9 - NEW VERSION

PostPosted: Fri Mar 13, 2020 9:35 am
by Barry Burton
Thanks so much for your continued work on this project. Playing old maps with this is like stepping into a different world. Really great stuff. :)

Re: Doom 4 Vanilla 2.5.9 - NEW VERSION

PostPosted: Sat Mar 14, 2020 10:49 am
by Phobos867
mamaluigisbagel wrote:I've noticed playing this with additional weapons in glboom, the EMG Pistol seems to be a bit bugged when adding weapons, at least for me. (ie EMG Pistol and Gauss Cannon) The firing sound was different and the placement would shift when firing. I think the fire rate was different too.

The weapons are still functional? O it was just a problem with deslocated sprites?

I've been noticed some offset issues on GLboom+ but I have no idea what may be causing that, it seems to be the only port with that problem. prBoom+ is probably a better alternative (or maybe GLboom+ on software mode). Fire rate should not be different though... did you tried to use the -nodeh parameter with D4V.deh?

Barry Burton wrote:Thanks so much for your continued work on this project. Playing old maps with this is like stepping into a different world. Really great stuff. :)

Thanks a lot, I'm glad you're enjoying it :-)

Re: Doom 4 Vanilla 2.5.9 - NEW VERSION

PostPosted: Sat Mar 14, 2020 2:18 pm
by mamaluigisbagel
did a bit more testing, and seems in prboom+ (not glboom) the fire rate of the EMG Pistol is still slower, and the sound is different. Here's what I put in the bat file.

Code: Select allExpand view
prboom-plus.exe -iwad doom.wad -file D4V.wad -nodeh -D4V.deh -7_GAUSS.deh


Now note, I'm not used to using bat files, but I've found using them more successful than using ZDL when it comes to this mod on source ports other than GZDoom. Will edit this after a test to see if the extra weapon still works.

EDIT: No, it still looks and acts like the BFG.

EDIT 2: I just noticed I made the bat wrong xD let me try again

EDIT 3: Okay, now that I got rid of the unneeded dashes and added -deh, seems to work fine.