D4T (New v2.5 Trailer pg 47)

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TechnoDoomed1
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Re: D4T v2.0 (Released! 19-05-17)

Post by TechnoDoomed1 »

Congratulations of this superb, well-made mod! :3:

Ever since D4D moved to ZScript I couldn't play with the addons, and so I remained on the old v2. This is exactly the modernization I was looking for: Phobos' addon is already in for sprite fidelity to the original Doom 2016, and the new awesome edited sprites by Fran Tieppo further increases immersion. It really feels like playing the Doomslayer now. Fucking awesome. :twisted: Extra changes to the bosses are just an added bonus: contrary to most, I really love the new cyberdemon wall encasing attack!

I found a bug though: in some mapsets where the inventory is restarted after each map (see D20M), upon killing all monsters and finding all secrets you should get a completionist bonus, but although the image pops up, the description is blank and I really see no bonus in effect. It's like nothing happens.
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DBThanatos
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Re: D4T v2.0 (Released! 19-05-17)

Post by DBThanatos »

Most definitely a bug. We'll see how to prevent this, but the system relies in player having the previous completionist inventory items to give the next one in the pool. If player has no items, it doesn't know what to give.
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mutator
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Re: D4T v2.0 (Released! 19-05-17)

Post by mutator »

Also I had a random map completion bonus upgrade...my health increased to 120 and in next level said my max health is 110...is this intentional?
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DBThanatos
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Re: D4T v2.0 (Released! 19-05-17)

Post by DBThanatos »

Nope. This shouldnt happen. They are not that random. They have a certain level of priority and they're incremental.

What sourceport were you using?
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Nems
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Re: D4T v2.0 (Released! 19-05-17)

Post by Nems »

I forgot to ask this when I posted last time. I know that as of right now D4T defaults to the doom2.wad and that if I wanna play other IWAD's I have to resort to command line sorcery until there's a future update. So knowing this, what would I have to put in the command line to run a PWAD alongside a different IWAD? For example, I wanna play D4T with TNT2: Revilution, which I know requires the TNT: Evilution IWAD to run it.

Thanks in advance. c:
Blue Shadow
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Re: D4T v2.0 (Released! 19-05-17)

Post by Blue Shadow »

Code: Select all

gzdoom -iwad tnt.wad -file <mod1> <mod2>
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mutator
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Re: D4T v2.0 (Released! 19-05-17)

Post by mutator »

DBThanatos wrote:Nope. This shouldnt happen. They are not that random. They have a certain level of priority and they're incremental.

What sourceport were you using?
I'm using gzdoom 3.0.0 official version
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DBThanatos
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Re: D4T v2.0 (Released! 19-05-17)

Post by DBThanatos »

Nems wrote:I forgot to ask this when I posted last time. I know that as of right now D4T defaults to the doom2.wad and that if I wanna play other IWAD's I have to resort to command line sorcery until there's a future update. So knowing this, what would I have to put in the command line to run a PWAD alongside a different IWAD? For example, I wanna play D4T with TNT2: Revilution, which I know requires the TNT: Evilution IWAD to run it.

Thanks in advance. c:
In addition to the solution Blue Shadow gave, we've fixed this already in the upcoming patch that should be coming out this week

@mutator: no idea. We've never seen this happen at all despite constant testing all along the development.
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Pyrolex
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Re: D4T v2.0 (Released! 19-05-17)

Post by Pyrolex »

Nice. I was just going to ask about this, glad to hear there's gonna be an update. Vastly superior to other DOOM2016-esque mods I've seen.
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Atendega
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Re: D4T v2.0 (Released! 19-05-17)

Post by Atendega »

So, I hate to ask this again, but I don't suppose there's any chance of you fixing the gross vertical stretching? Because this thing is pretty great, besides the fact that literally everything is stretched. One of the most basic quirks of the Doom engine is the unusual pixel aspect ratio, I'd think compensating for that would be a priority.
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DoomKrakken
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Re: D4T v2.0 (Released! 19-05-17)

Post by DoomKrakken »

I would think making sure the mod runs and that it has Praetor Suit hands are more of a priority right now, though a bunch of that stuff has happened.

A lot of things get warped by the Aspect Ratio these days, so I doubt it'd be that big of an issue. It's merely aesthetic.
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Atendega
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Re: D4T v2.0 (Released! 19-05-17)

Post by Atendega »

I wouldn't say it's "merely aesthetic". The aesthetics are a big part of this mod's appeal, and nearly every piece of art it uses is grossly distorted. Just because a lot of mods don't bother fixing the aspect ratio doesn't mean this mod shouldn't.

And what do the Praetor hands have to do with it? They're part of the weapon sprites, they're stretched too. Everything is.

How did it come to be that it's considered fine to just leave all of the visuals in a mod messed up? I see this all over the place, it looks terrible, and again, it's one of the most basic quirks of the Doom engine. I'd think ignoring it would be frowned upon.

It's obvious that truckloads of time and effort went into this, but doing all that work while leaving a major, obvious flaw uncorrected just seems odd to me.
Last edited by Atendega on Sun Jun 04, 2017 4:40 pm, edited 1 time in total.
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Jeimuzu73
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Re: D4T v2.0 (Released! 19-05-17)

Post by Jeimuzu73 »

I'd say it's due more to the source port than the mod; versions 3 and up have replaced the "stretch fullscreen HUD" option with scaling options and these might be responsible for the stretching.
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Atendega
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Re: D4T v2.0 (Released! 19-05-17)

Post by Atendega »

This isn't a result of that, nothing has changed in regards to the vertical stretching of the game world. Doom has always been vertically stretched in this manner.
TechnoDoomed1
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Re: D4T v2.0 (Released! 19-05-17)

Post by TechnoDoomed1 »

Force the 4:3 ratio as Doom is intended to be played, and your stretching problems will be gone. Also, the distracting right bar with all the weapons and ammo will disappear from your view.
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