D4D - Announcement in 1st post (Jan 4th 2017)
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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.
- DBThanatos
- Posts: 3101
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Re: D4D - Released! (New Version Jul-21, pg1)
Oh! you're absolutely right. Now that's a bug indeed
Re: D4D - Released! (New Version Jul-21, pg1)
Thought I was the only one. XD
Spoiler:
- Viscra Maelstrom
- Posts: 6200
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Re: D4D - Released! (New Version Jul-21, pg1)
could i make a suggestion for an effects choker in a future patch? areas like the final map of Equinox are literally unplayable on my system due to all the enemy projectiles slowing my system down to a crawl, and there's no way to lower those effects from happening it seems.
- DBThanatos
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Re: D4D - Released! (New Version Jul-21, pg1)
Upon reviewing this, i think it's just bad luck on your side. D4DChainguns spawn sometimes in the regular doom chaingun spots, even though mostly it spawns HAR. Same with the plasma/LG. But the LG is much more rare. I'll make sure vanilla chaingunners have a chance to drop the chaingun too though.Doctrine Dark wrote:I forgot to mention that it is not only the Chaingun that makes it impossible to catch up with the monsters of Doom Classic, Lightning Gun is also inaccessible with these monsters.DBThanatos wrote:Re BFG lag: we're working as we speak to add an option to toggle hi-quality bfg effects (current) and low quality version (for performance).
And those animations for the gauss are great. Will definitely add. Im gonna post another update tomorrow probably, addressing several of the issues brought up here.
Re: D4D - Released! (New Version Jul-21, pg1)
I'd like to make a comment on the lost souls. They are INCREDIBLY resilient to damage. I don't know if this hp ramp up of theirs is got to do with the intended balance of the mod, but the point is it's oftentimes pointless to even try and engage them when you've got nothing below the standard shotgun and tons of monsters roaming around, as is the case with BTSX E2's MAP01. They eat up HAR bullets like no tomorrow, and by the time it takes you to get rid of *one*, two more have already taken its rightful place, snuck up on your side and started pelting you near instantly, 10 damage each. As of now it's much more efficient to just let them hit you and regain your health back by berserking other monsters or with a syphon on a relatively crowded area.
I only wanted to point that out because their behavior as is really throws me off and sticks out like a sore thumb, especially when compared to D4's lost souls which take no more than the usual 5 rounds to kill.
I only wanted to point that out because their behavior as is really throws me off and sticks out like a sore thumb, especially when compared to D4's lost souls which take no more than the usual 5 rounds to kill.
- Major Cooke
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Re: D4D - Released! (New Version Jul-21, pg1)
Yeah, we'll consider it.Viscra Maelstrom wrote:could i make a suggestion for an effects choker in a future patch? areas like the final map of Equinox are literally unplayable on my system due to all the enemy projectiles slowing my system down to a crawl, and there's no way to lower those effects from happening it seems.
I agree. They're stupidly difficult and need a drastic nerfing.Almonds wrote:I'd like to make a comment on the lost souls. They are INCREDIBLY resilient to damage. I don't know if this hp ramp up of theirs is got to do with the intended balance of the mod, but the point is it's oftentimes pointless to even try and engage them when you've got nothing below the standard shotgun and tons of monsters roaming around, as is the case with BTSX E2's MAP01. They eat up HAR bullets like no tomorrow, and by the time it takes you to get rid of *one*, two more have already taken its rightful place, snuck up on your side and started pelting you near instantly, 10 damage each. As of now it's much more efficient to just let them hit you and regain your health back by berserking other monsters or with a syphon on a relatively crowded area.
I only wanted to point that out because their behavior as is really throws me off and sticks out like a sore thumb, especially when compared to D4's lost souls which take no more than the usual 5 rounds to kill.
- DBThanatos
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- Joined: Fri Apr 14, 2006 3:17 pm
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Re: D4D - Released! (New Version Jul-21, pg1)
Which version are you using?Almonds wrote:I'd like to make a comment on the lost souls. They are INCREDIBLY resilient to damage. I don't know if this hp ramp up of theirs is got to do with the intended balance of the mod, but the point is it's oftentimes pointless to even try and engage them when you've got nothing below the standard shotgun and tons of monsters roaming around, as is the case with BTSX E2's MAP01. They eat up HAR bullets like no tomorrow, and by the time it takes you to get rid of *one*, two more have already taken its rightful place, snuck up on your side and started pelting you near instantly, 10 damage each. As of now it's much more efficient to just let them hit you and regain your health back by berserking other monsters or with a syphon on a relatively crowded area.
I only wanted to point that out because their behavior as is really throws me off and sticks out like a sore thumb, especially when compared to D4's lost souls which take no more than the usual 5 rounds to kill.
Re: D4D - Released! (New Version Jul-21, pg1)
well, I've only recently finished downloading 1.1.0.2 today, and set out to do a run of BTSX E2 alongside it after having finished the first episode two days ago or so.
I've played like, the first three or four maps I believe?? until I realized they were being real dickbutts and I felt that was enough to come here and rant about haha.
I've played like, the first three or four maps I believe?? until I realized they were being real dickbutts and I felt that was enough to come here and rant about haha.
- Viscra Maelstrom
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Re: D4D - Released! (New Version Jul-21, pg1)
how was the option to enable and disable voxels through the menu done? i wouldn't mind using something similar for the ZDoom voxels pack, so i could autoload it without any issue most of the time...
i noticed a grammatical error when picking up the Gauss Cannon: it says "Gauss Cannon picked", but it omits the "up" part at the end.
the Static Rifle's noises are a bit weird. sometimes, the noises don't seem to play at all, or at least not loud enough, other times it is louder, at what i would assume is the intended volume for the gun?
also not a huge issue, but ZDoom levels with stealth monsters will be their original counter-parts and not net credits upon killing them. probably not a too big issue though, considering the amount of ZDoom mods that doesn't have custom mosnters, which would be incompatible with this mod anyway, are probably more than the ZDoom levels that only has stealth monsters.
i noticed a grammatical error when picking up the Gauss Cannon: it says "Gauss Cannon picked", but it omits the "up" part at the end.
the Static Rifle's noises are a bit weird. sometimes, the noises don't seem to play at all, or at least not loud enough, other times it is louder, at what i would assume is the intended volume for the gun?
also not a huge issue, but ZDoom levels with stealth monsters will be their original counter-parts and not net credits upon killing them. probably not a too big issue though, considering the amount of ZDoom mods that doesn't have custom mosnters, which would be incompatible with this mod anyway, are probably more than the ZDoom levels that only has stealth monsters.
- DBThanatos
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Re: D4D - Released! (New Version Jul-21, pg1)
Here's a new version for everyone. It addresses several bugs and some points based on feedback.
EDIT: So there was a micro update not worthy of calling it 1.01.4 instead of 1.01.3, since both were released today. So Im calling it a silent update
Except that Im announcing it. Please redownload to get the items marked below the "(last minute")
Code: Select all
v 1.01.3
-Buffed frag grenade
-Fixed frag grenades sometimes getting stuck on top of monsters or decorations
-Holo grenade's marine lasts less time in the field
-Added chainsaw animation
-Speed up chaingun spinup animation
-Added weapon selection order
-Fixed HAR scope using 2 bullets per shot
-Added Terg500's gauss cannon sprite edits
-Fixed Gauss Siege mode using too little ammo
-Fixed gauss cannon sound issues when in precision shot mode
-HAR micro missiles behaviour enhanced to mimic that of D4
-Rebalanced HAR
-Enhanced performance of the BFG laser effects
-Added option to disable (visually) the BFG laser effects, behavior remains unchanged
-Plasma rifle's stun bomb gravity/reach ajusted
-Pistol alt fire buffed
-Static rifle damage buffed
-Changed barrel code to explode at the same speed as vanilla's
-Added explosion quake effects and toggle for it
-Nerfed Lost soul
(last minute)
-fixed shells HUD counters not decreasing properly
-Buffed mobile turret
-Added new turret firing sound
-Balanced turret firepower
-Balanced shotgun trishot firepower
-Added some explosion effects
Last edited by DBThanatos on Mon Jul 25, 2016 2:59 am, edited 1 time in total.
Re: D4D - Released! (Version: Jul-25, pg1)
I just downloaded the latest update and I am getting this error message.
Spoiler:*Edit* nevermind.... I had to once again update my Dev build of GZ Doom..... I swear I just did that like a week ago.
- DBThanatos
- Posts: 3101
- Joined: Fri Apr 14, 2006 3:17 pm
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Re: D4D - Released! (Version: Jul-25, pg1)
Need credits? Want to buy that shiny weapon mod, or perhaps give that upgrade to that special someone?
With this easy 3 step method, you can be sure you'll never be wanting credits again!
-
JohnnyTheWolf
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Re: D4D - Released! (Version: Jul-25, pg1)
This does not seem to have been fixed. The bar still does not get filled up entirely upon reaching the initial ammo cap.fixed shells HUD counters not decreasing properly
- DBThanatos
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- Joined: Fri Apr 14, 2006 3:17 pm
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Re: D4D - Released! (Version: Jul-25, pg1)
That was odd. But true.
Fixed it. Please redownload the file at moddb, it still says 1.01.3 but it has this fix already
Fixed it. Please redownload the file at moddb, it still says 1.01.3 but it has this fix already
- Viscra Maelstrom
- Posts: 6200
- Joined: Thu Dec 04, 2008 1:14 am
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Re: D4D - Released! (Version: Jul-25, pg1)
the Plasma Rifle's stun bombs are a bit weird. first of all, they use up no ammo when you fire it, while they use up 10 cells in Doom 4 IIRC. it's also possible for the stun effect to be cancelled out on some enemies: the Mancubi will go into pain-state should you shoot them when stunned, which cancels out the stun bomb effect, and the arch-viles will always go into pain state WHEN hit by the stun-bomb, which means they won't work on archies at all. the other enemies seem to be fine though.



