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

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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 » Wed Jun 14, 2017 9:18 am

worldendDominator wrote:I just noticed that you can shoot without ammo while akimbo.

See the changelog.

Things like ammo won't come until last. My priority focus is on getting the system stable first, balancing it last and only when you can actually see the ammo and huds. No point in having it consume ammo if you can't tell how much you have left. :P
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Re: D4D - v3 Alpha 7 (06/05/2017) Akimbo Update Pt 1

Postby worldendDominator » Wed Jun 14, 2017 9:42 am

Do you mean "Ammo not yet implemented"? That was kinda hard to understand, but I see now.

BFG orbiter is stupidly strong. I just obliterated a big arena battle that always gave me trouble before. I like it!
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Re: D4D - v3 Alpha 7 (06/05/2017) Akimbo Update Pt 1

Postby DoomKrakken » Wed Jun 14, 2017 12:18 pm

@Major Cooke... I don't see an option menu anywhere in the Bleeding Edge. So I can't bind controls like I wanted to...

@worldendDominator... Please link me to the map/mapset that has the big arena battle... :D
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Re: D4D - v3 Alpha 7 (06/05/2017) Akimbo Update Pt 1

Postby worldendDominator » Wed Jun 14, 2017 1:33 pm

@DoomKrakken
It's Back to Saturn X Episode 1, map 24. ;)
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Re: D4D - v3 Alpha 7 (06/05/2017) Akimbo Update Pt 1

Postby DoomKrakken » Thu Jun 15, 2017 1:12 am

Ah, I remember it well... I've played it before. :D

Holy cow, it was a grueling arena...
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Re: D4D - v3 Alpha 7 (06/05/2017) Akimbo Update Pt 1

Postby Major Cooke » Thu Jun 15, 2017 8:11 am

DoomKrakken wrote:@Major Cooke... I don't see an option menu anywhere in the Bleeding Edge. So I can't bind controls like I wanted to...

Fixed.
worldendDominator wrote:Do you mean "Ammo not yet implemented"? That was kinda hard to understand, but I see now.

Yeah, as in the mechanic for ammo checking and consumption is not yet implemented at all. Ammo in its entirety is not present, thought that should have easily sufficed.
No point putting it in either right now when it's unstable. Always get the feature working first, and then ammo will come last as that's part of balance. Balance always comes last.
worldendDominator wrote:BFG orbiter is stupidly strong. I just obliterated a big arena battle that always gave me trouble before. I like it!

Thanks! Heh, yeah. I wind up rarely using it myself though.
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Re: D4D - v3 Alpha 7 (06/05/2017) Akimbo Update Pt 1

Postby DoomKrakken » Thu Jun 15, 2017 1:30 pm

The orbiter is so powerful and so fun to use that it makes the original BFG attack nearly obsolete... XD
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Re: D4D - v3 Alpha 7 (06/05/2017) Akimbo Update Pt 1

Postby Major Cooke » Thu Jun 15, 2017 9:24 pm

It may be effective on the monsters as they are... but when Rainbow monsters comes out? You'll have another thing coming.
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Re: D4D - v3 Alpha 7 (06/05/2017) Akimbo Update Pt 1

Postby Major Cooke » Fri Jun 16, 2017 8:28 am

EDIT: It appears mod switching is broken for the right weapon. Hmm...
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Re: D4D - v3 Alpha 7 (06/05/2017) Akimbo Update Pt 1

Postby Retraux Squid » Fri Jun 16, 2017 12:53 pm

In the Spriting Carnival thread there's a complete sprite set for a Doom 2016-style possessed soldier. It looks great and would totally work with D4D- combined with a spawned shield graphic you could also do the Possessed Security.
I would link it, but I'm on mobile. It's one of the newest posted there as of writing.
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Re: D4D - v3 Alpha 7 (06/05/2017) Akimbo Update Pt 1

Postby Major Cooke » Fri Jun 16, 2017 12:54 pm

Sure. I'll wait for you to link it first since I'm working hard on the akimbo system right now.
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Re: D4D - v3 Alpha 7 (06/05/2017) Akimbo Update Pt 1

Postby DoomKrakken » Fri Jun 16, 2017 9:21 pm

I think he means this:

Image

But it's incomplete. DIMOShunter said so too.
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Re: D4D - v3 Alpha 7 (06/05/2017) Akimbo Update Pt 1

Postby Major Cooke » Fri Jun 16, 2017 10:39 pm

Right. I'd rather wait until he cuts them up into their own pieces too -- I already have little enough time to spare for the akimbo system.
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Re: D4D - v3 Alpha 7 (06/05/2017) Akimbo Update Pt 1

Postby Major Cooke » Sat Jun 17, 2017 6:46 am

Fixed switching of right weapon's mods and added the secondary fire states for the assault rifle's mods.

A pic if you will.

A reminder: With the akimbo system, it's press-to-toggle, not press to hold.
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Re: D4D - v3 Alpha 7 (06/05/2017) Akimbo Update Pt 1

Postby Xeotroid » Fri Jun 23, 2017 4:55 am

Alright, I got around to finding and converting the sounds of multiplayer weapons (Thanks DoomKrakken for reminding me :D). I found some interesting things, but I haven't played much of the multiplayer, so I don't know which sounds are and aren't used in the game. There's also a text file with notes included. If you find some sounds you want pre-mixed in a particular way, let me know.
https://drive.google.com/open?id=0B828- ... EJlTWN4ZDg
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