D4T (New v2.5 Trailer pg 47)
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
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Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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Re: D4T v2.1 (Final Version Released 07-19-17)
We have a winner! Not just on ModDB, but in our hearts!
A wonderful blend of new and old DooM. Greatly enjoying it!
A wonderful blend of new and old DooM. Greatly enjoying it!
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Re: D4T v2.1 (Final Version Released 07-19-17)
Oh hey. Thanks a lot for the support.
I dont think we'll make it in the top 100, but then againt, the fact that people keep joining our weekly MP sessions, and that there's still a lot of interest in it, makes us rather happy.
We still have bugs to fix in here, and now with these kind words I feel more motivated to finally deliver a fixed version compatible with gzdoom 3.x
I dont think we'll make it in the top 100, but then againt, the fact that people keep joining our weekly MP sessions, and that there's still a lot of interest in it, makes us rather happy.
We still have bugs to fix in here, and now with these kind words I feel more motivated to finally deliver a fixed version compatible with gzdoom 3.x
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Re: D4T v2.1 (Final Version Released 07-19-17)
This was a reminder to vote for the thing that is over, now all it is is a run on sentence that says you should check out d4t addons and love this mod... Sexually
Last edited by jckfrbn on Mon Dec 11, 2017 1:25 am, edited 1 time in total.
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Re: D4T v2.1 (Final Version Released 07-19-17)
Done and done. Good luck fellas.
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Re: D4T v2.1 (Final Version Released 07-19-17)
DBThanatos wrote:Oh hey. Thanks a lot for the support.
I dont think we'll make it in the top 100, but then againt, the fact that people keep joining our weekly MP sessions, and that there's still a lot of interest in it, makes us rather happy.
We still have bugs to fix in here, and now with these kind words I feel more motivated to finally deliver a fixed version compatible with gzdoom 3.x
Sorry to sound pushy (that's not my intent) but do you think there'll be a 3.x compatible release for Christmas or is all your time taken up with QC?
PS: Oh, and in case you're wondering, it's my birthday on the 28th and I've no plans...
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Re: D4T v2.1 (Final Version Released 07-19-17)
Most definitely busy with our other project. Dont expect any update until 2018.
And congrats for the bday in advance
And congrats for the bday in advance
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Re: D4T v2.1 (Final Version Released 07-19-17)
I kinda figured that to be the case. That's some project you've got on your hands!DBThanatos wrote:Most definitely busy with our other project. Dont expect any update until 2018.
And congrats for the bday in advance
Thanks for the reply and thanks for the birthday wishes... I'm sure I'll find something else to do that day.
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Re: D4T v2.1 (Final Version Released 07-19-17)
Is there any chance of D4T getting a pointbuy mode for character upgrades like D4D? The current completionist system has a few issues; the most obvious is that it makes short, easy levels more rewarding than long, difficult ones, but it also works poorly with WADs like TNT where a lot of levels have messed-up secret definitions or deaf monsters outside the level proper.
E: in 3.2.4 every monster rune crashes the game when it wears off, which is a bit worse, but the game is still playable if you avoid picking up runes.
Is it not meant to be 3.x compatible? I've been playing through TNT.WAD with D4T 2.1 and and gzDoom 3.1.0, and it works fine -- the only problem I've seen is that turning into a Pain Elemental and then using alt-fire crashes it, which is not exactly a game-killing bug.Outtagum wrote:Sorry to sound pushy (that's not my intent) but do you think there'll be a 3.x compatible release for Christmas or is all your time taken up with QC?
PS: Oh, and in case you're wondering, it's my birthday on the 28th and I've no plans...
E: in 3.2.4 every monster rune crashes the game when it wears off, which is a bit worse, but the game is still playable if you avoid picking up runes.
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Re: D4T v2.1 (Final Version Released 07-19-17)
Can somebody make a patch for the menu in newer GZDoom versions?
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Re: D4T v2.1 (Final Version Released 07-19-17)
3.2.5 has the same crash problems with the demon pickups.
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Re: D4T v2.1 (Final Version Released 07-19-17)
If you're able to maneuver Slade it's easy to go in and comment out demon rune pick ups. I did that before GZDoom 3.2.5 because I wasn't a fan of them (I don't think it would make sense for the Doomslayer to become the thing he loathes to fight demons). I'd have to go back and see what folder/file it's located in so I can tell you and others where to go to comment out the offending code.blackfish wrote:3.2.5 has the same crash problems with the demon pickups.
I know that's not the kind of fix people are looking for but it's at least something to try until DBT has a chance to push out a fix. x:
EDIT: For those interested, open up the latest version of D4T in Slade and look for the file called DECORATE.AED. Select it. Near the bottom should be a section called "Demon Morphs". Comment out everything so that it looks like this:
Code: Select all
//#include "Decorate/Demon/DemonBase.aed"
//#include "Decorate/Demon/PlayerArachnotron.aed"
//#include "Decorate/Demon/PlayerBaron.aed"
//#include "Decorate/Demon/PlayerFatso.aed"
//#include "Decorate/Demon/PlayerCacodemon.aed"
//#include "Decorate/Demon/PlayerPainElemental.aed"
//#include "Decorate/Demon/PlayerRevenant.aed"
//#include "Decorate/Demon/PlayerCyberdemon.aed"
//#include "Decorate/Demon/PlayerMastermind.aed"
//#include "Decorate/Demon/PlayerHellknight.aed"
//#include "Decorate/Demon/PlayerSummoner.aed"
//#include "Decorate/Demon/PlayerSpectre.aed"
//#include "Decorate/Demon/PlayerProwler.aed"
//#include "Decorate/Demon/PlayerHarvester.aed"
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Re: D4T v2.1 (Final Version Released 07-19-17)
A you can also use a multi-line comment:
/* open comment
close comment */
/* open comment
close comment */
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Re: D4T v2.1 (Final Version Released 07-19-17)
Sorry for the bump, but demon mode is broken at the moment.
The game seemingly crashes when exiting demon mode manually or automatically (tested on several maps). Also, some maps seem to make keys carry over.(might be the problem of the wad i was playing through though: DTS-T though)
The game seemingly crashes when exiting demon mode manually or automatically (tested on several maps). Also, some maps seem to make keys carry over.(might be the problem of the wad i was playing through though: DTS-T though)
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Re: D4T v2.1 (Final Version Released 07-19-17)
It does that on newer builds of gzdoom, use an older stable release, 3 will work fine.
"GZdoom 1.8.6 to 3.0 compatible."
"Zandronum 3.0 compatible."
"GZdoom 1.8.6 to 3.0 compatible."
"Zandronum 3.0 compatible."
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Re: D4T v2.1 (Final Version Released 07-19-17)
Is the crashing on demon rune mode ending a bug with GZDoom, or is it a bug within D4T that newer GZDoom versions pick up on? If it is only when the demon rune ends then is it some counter associated with the unmorph code within Decorate/Demon/DemonBase.aed?