D4D - v3 Alpha 8.8 Final (11/22/2020)

Projects that have specifically been abandoned or considered "dead" get moved here, so people will quit bumping them. If your project has wound up here and it should not be, contact a moderator to have it moved back to the land of the living.

Credits mode (Again!?)

Keep as is
25
29%
Modify: Doom 2016-esque (see p. 49)
57
66%
Modify: Other (explain please)
0
No votes
Remove
4
5%
 
Total votes : 86

Re: D4D - v3 Alpha 7 (06/05/2017) Akimbo Update Pt 1

Postby Major Cooke » Mon Jun 05, 2017 7:04 am

V7 released. Grab it on the front page. Please read the changelog for a list of known quirks and not yet implemented features. Make sure you set up your keybinds!

I would like for everyone to try and break it as thoroughly as possible.
User avatar
Major Cooke
QZDoom Maintenance Team
 
Joined: 28 Jan 2007

Re: D4D - v3 Alpha 7 (06/05/2017) Akimbo Update Pt 1

Postby JohnnyTheWolf » Mon Jun 05, 2017 9:47 am

After giving myself everything, I tried making akimboing the Shotgun and the Supershotgun. However, when I tried to swap them using the Melee button, GZDoom crashed.
You do not have the required permissions to view the files attached to this post.
JohnnyTheWolf
 
Joined: 05 Oct 2015

Re: D4D - v3 Alpha 7 (06/05/2017) Akimbo Update Pt 1

Postby Major Cooke » Mon Jun 05, 2017 9:54 am

Fixed. To stay on top of the fixes, you can use the Bleeding Edge version.
User avatar
Major Cooke
QZDoom Maintenance Team
 
Joined: 28 Jan 2007

Re: D4D - v3 Alpha 7 (06/05/2017) Akimbo Update Pt 1

Postby JohnnyTheWolf » Mon Jun 05, 2017 10:08 am

When trying to use the Mobile Turret while Akimboing the Rocket Launcher and the Chaingun (in that order), the Chaingun just disappears and trying to swap weapons tells me I cannot because I am currently firing.
JohnnyTheWolf
 
Joined: 05 Oct 2015

Re: D4D - v3 Alpha 7 (06/05/2017) Akimbo Update Pt 1

Postby Major Cooke » Mon Jun 05, 2017 10:09 am

I should've just outright disabled the secondary on all those weapons. I'll do that now. They're not ready for secondary yet.

Weapons that have passive mods or secondaries built into them however are fine to use. Not the mod ones.
User avatar
Major Cooke
QZDoom Maintenance Team
 
Joined: 28 Jan 2007

Re: D4D - v3 Alpha 7 (06/05/2017) Akimbo Update Pt 1

Postby JohnnyTheWolf » Mon Jun 05, 2017 10:14 am

Good idea. Besides, I really do not see how even Doomguy could be using the Mobile Turret efficiently while holding two weapons at once.

It just feels too over the top, even for this mod. :P
JohnnyTheWolf
 
Joined: 05 Oct 2015

Re: D4D - v3 Alpha 7 (06/05/2017) Akimbo Update Pt 1

Postby Major Cooke » Mon Jun 05, 2017 10:15 am

Allow me to counter with a question: Ever wondered why the BFG is sideways? ;)
User avatar
Major Cooke
QZDoom Maintenance Team
 
Joined: 28 Jan 2007

Re: D4D - v3 Alpha 7 (06/05/2017) Akimbo Update Pt 1

Postby Gutawer » Mon Jun 05, 2017 10:21 am

So, a few bugs regarding the Static Rifle in Akimbo:
First of all, firing while the Static Rifle is the weapon on the left causes this to happen: https://streamable.com/mjnvp
Second of all, firing while the Static Rifle is on the right causes weird visual bugs, firing the left gun while firing the Static Rifle on the right causes the left gun to never stop firing (and causes the Akimbo weapon to become unswitchable), and the Static Rifle doesn't stop playing its sound when it is switched away from (in Akimbo): https://streamable.com/2lvxt
User avatar
Gutawer
User Accounts Assistant
 
Joined: 16 Apr 2016
Discord: Gutawer#3431

Re: D4D - v3 Alpha 7 (06/05/2017) Akimbo Update Pt 1

Postby Major Cooke » Mon Jun 05, 2017 10:37 am

Give it a try now. I pushed a potential fix for it. The static rifle's offsets have been temporarily disabled though.
User avatar
Major Cooke
QZDoom Maintenance Team
 
Joined: 28 Jan 2007

Re: D4D - v3 Alpha 7 (06/05/2017) Akimbo Update Pt 1

Postby Gutawer » Mon Jun 05, 2017 10:51 am

Alright, so, the Static Rifle is much less weird visually, but still has visual oddities, as there appear to be two guns on top of each other, with only the bottom one moving. Also, the Plasma Rifle does not stop its firing sound if it is put on the right and fired: https://streamable.com/dvdr4
User avatar
Gutawer
User Accounts Assistant
 
Joined: 16 Apr 2016
Discord: Gutawer#3431

Re: D4D - v3 Alpha 7 (06/05/2017) Akimbo Update Pt 1

Postby Major Cooke » Mon Jun 05, 2017 11:10 am

Yeah that'll be fixed a bit later. I have to redo some of the static rifle for that but it shouldn't be hard.

Fixed the plasma rifle sounds.
User avatar
Major Cooke
QZDoom Maintenance Team
 
Joined: 28 Jan 2007

Re: D4D - v3 Alpha 7 (06/05/2017) Akimbo Update Pt 1

Postby MrRumbleRoses » Mon Jun 05, 2017 11:46 am

the pistol with it's secondary firing mode seems to get stuck and ya can't shoot or switch weapons
User avatar
MrRumbleRoses
 
Joined: 25 Feb 2016

Re: D4D - v3 Alpha 7 (06/05/2017) Akimbo Update Pt 1

Postby Major Cooke » Mon Jun 05, 2017 12:42 pm

I pushed a commit in an attempt to address your problem. Hopefully that did it. Wasn't getting any lockups myself so I wonder how you were getting that.
User avatar
Major Cooke
QZDoom Maintenance Team
 
Joined: 28 Jan 2007

Re: D4D - v3 Alpha 7 (06/05/2017) Akimbo Update Pt 1

Postby MrRumbleRoses » Tue Jun 06, 2017 1:33 am

Major Cooke wrote:I pushed a commit in an attempt to address your problem. Hopefully that did it. Wasn't getting any lockups myself so I wonder how you were getting that.

where is it?
User avatar
MrRumbleRoses
 
Joined: 25 Feb 2016

Re: D4D - v3 Alpha 7 (06/05/2017) Akimbo Update Pt 1

Postby SeriousWeasle » Tue Jun 06, 2017 5:58 am

I found a bug where if you change weapon mods on the pistol at the start of the game, you get the Lance Mode for free.

Video of the bug: https://www.youtube.com/watch?v=PqQzNybUpoE
User avatar
SeriousWeasle
All your bugs are belong to us.
 
Joined: 11 Mar 2017
Location: Stuck here on the moon
Discord: SeriousWeasle#5295
Twitch ID: SeriousWeasle
Operating System: Windows 10/8.1/8/201x 64-bit
Graphics Processor: nVidia with Vulkan support

PreviousNext

Return to Abandoned/Dead Projects

Who is online

Users browsing this forum: No registered users and 0 guests