D4D - Announcement in 1st post (Jan 4th 2017)

Projects that alter game functions but do not include new maps belong here.
Forum rules
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.
Locked
User avatar
-Ghost-
Posts: 1789
Joined: Wed Sep 08, 2010 4:58 pm

Re: D4D - Released! (Thanks for voting! Stay tuned)

Post by -Ghost- »

Yeah I'm fine with that, I hate death exits in megawads.
TheFailgunner
Posts: 4
Joined: Tue Jun 28, 2016 1:03 pm

Re: D4D - Released! (Thanks for voting! Stay tuned)

Post by TheFailgunner »

Script error, what should i do? the previous version worked, this one is not ;n;
User avatar
Captain J
 
 
Posts: 16891
Joined: Tue Oct 02, 2012 2:20 am
Location: An ancient Escape Shuttle(No longer active here anymore)
Contact:

Re: D4D - Released! (Thanks for voting! Stay tuned)

Post by Captain J »

Can you show us exactly what's the problem then? Just saying i have problem is doesn't give us the idea.

Oh, also if i can take a guess, how about updating your gzdoom?
User avatar
DoomKrakken
Posts: 3489
Joined: Sun Oct 19, 2014 6:45 pm
Location: Plahnit Urff
Contact:

Re: D4D - Released! (Thanks for voting! Stay tuned)

Post by DoomKrakken »

DBThanatos wrote:Thanks to everyone for the voting! I shall be uploading a patch with this and other changes soonish. Not sure when, tahis requires a bit of testing.
DoomKrakken wrote:I chose "make the double trouble fire only one shell worth of power and ammo, instead of two". However, I tried looking through the code here, but it's confusing to weave through...

If the "double trouble" firing mode doesn't already fire only one shell worth of power and ammo, then what does it fire? Are you implying that it essentially become a quad-shotgun?

Also, if I may, I also move to take away the dual SSGs (Double Double Trouble Trouble). That's way too powerful... not to mention it horrendously ruins the Doom feel for me.
Tesm that's wat it did. Double trouble, even in doom4, it allowed you to shoot the SSG twice. Not "one barrel at the time" using one shell and half the damage of the SSG shot, but literally a FULL ssg shot. IMO, that was insane in D4 since it also cost only 1 shell. In D4D we made it use 2 shells, but still, waaay too powerful.
Holy shiz. That makes absolutely no sense.

I can see the individual shots for the shotgun being a tactical advantage... but for it to do a full-fledged supershotgun shot per barrel is waaaaaay too overpowered.
shotfan wrote:
DoomKrakken wrote:Also, if I may, I also move to take away the dual SSGs (Double Double Trouble Trouble). That's way too powerful... not to mention it horrendously ruins the Doom feel for me.
Bad idea. If you do not like it, then just do not use it. Once again, optional=unharmful. This is not a multiplayer game, so balance is not really a thing to consider here, only the fun factor. If you find your fun ruined by DDTT being overpowered, then do not use it. But please do not ruin the fun for others who would want to have it retained. I think that making DDTT superexpensive would strip it of overpowered status, hence my vote choice. Also - DDTT was clear from the start to be a somewhat ridiculous upgrade, and without any voices against it before the mod's release, I think it should just stay now, especially since it is one of few things unavailable in Doom 4, but present here.
But dual supershotguns make absolutely no sense... ESPECIALLY in a mod that's supposed to accurately emulate DOOM (2016) weapon behavior. Therefore, it ruins the DOOM feel. I'm not sure I can properly explain how much it DOESN'T FIT...

Honestly, the only place where dual double-barreled shotguns could make even a shred of sense is Trailblazer.

But I digress. To each his own, I suppose.
User avatar
iSpook
Posts: 743
Joined: Sun Feb 05, 2006 9:23 am
Location: In the middle of Stephen King Territory
Contact:

Re: D4D - Released! (Thanks for voting! Stay tuned)

Post by iSpook »

DoomKrakken wrote:Rubbish.
... I never recalled DBT stating that this was meant to faithfully recreate DooM 2016, but whatever you say, buddy.

Also the "Double SSG shot" thing still costs 2 shells per shot, I fail to see how this is OP.
AdmiralAjax
Posts: 89
Joined: Sat Nov 27, 2010 6:47 pm

Re: D4D - Released! (Thanks for voting! Stay tuned)

Post by AdmiralAjax »

iSpook wrote:
DoomKrakken wrote:Rubbish.
... I never recalled DBT stating that this was meant to faithfully recreate DooM 2016, but whatever you say, buddy.

Also the "Double SSG shot" thing still costs 2 shells per shot, I fail to see how this is OP.
I assume because 1. he thinks this is meant to be a pure recreation of Doom 4 and 2. he always pushes to have every mod that seems overpowered to him 'balanced', PillowBlaster has had it with this guy a few times already.
User avatar
iSpook
Posts: 743
Joined: Sun Feb 05, 2006 9:23 am
Location: In the middle of Stephen King Territory
Contact:

Re: D4D - Released! (Thanks for voting! Stay tuned)

Post by iSpook »

Well I guess he can just not play this mod then. :V
User avatar
DoomKrakken
Posts: 3489
Joined: Sun Oct 19, 2014 6:45 pm
Location: Plahnit Urff
Contact:

Re: D4D - Released! (Thanks for voting! Stay tuned)

Post by DoomKrakken »

iSpook wrote:
DoomKrakken wrote:Rubbish.
... I never recalled DBT stating that this was meant to faithfully recreate DooM 2016, but whatever you say, buddy.

Also the "Double SSG shot" thing still costs 2 shells per shot, I fail to see how this is OP.
I wanted the extra shotgun removed mainly because it simply ruins the aesthetic for me, rather than for the purpose of balancing. Aesthetics are very important to me.

What I meant was that I assumed that this was supposed to be faithful to DOOM (2016). If that's not the case, then that's fine. :)

So then the SSG does essentially becomes a quad-shotgun from that upgrade... less OP than I thought, but still OP nonetheless...
AdmiralAjax wrote:... he always pushes to have every mod that seems overpowered to him 'balanced', PillowBlaster has had it with this guy a few times already.
Spoiler: Quite the opposite is true.
This mod never seemed (to me, that is...) to be the type that was over-the-top ridiculous. If that was the intention, please tell me now, so that I may shut up and forever hold my peace.
User avatar
Jeimuzu73
Posts: 1667
Joined: Sun Jul 03, 2011 8:44 pm
Location: Dropping today in Station Square.

Re: D4D - Released! (Thanks for voting! Stay tuned)

Post by Jeimuzu73 »

It's not over-the-top ridiculous. But spending 19000 credits to basically wield another SSG is kinda ridiculous.
User avatar
iSpook
Posts: 743
Joined: Sun Feb 05, 2006 9:23 am
Location: In the middle of Stephen King Territory
Contact:

Re: D4D - Released! (Thanks for voting! Stay tuned)

Post by iSpook »

Considering how long it generally takes you to get those credits (outside of playing huge ass slaughter maps, that is), it's not really that rediculous.
User avatar
Major Cooke
Posts: 8212
Joined: Sun Jan 28, 2007 3:55 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 10
Graphics Processor: nVidia with Vulkan support
Location: GZBoomer Town
Contact:

Re: D4D - Released! (Thanks for voting! Stay tuned)

Post by Major Cooke »

The quickest way I found myself getting those credits was by chainsawing the biggest demons I could find, at least once per map and draining all my chainsaw ammo.
Chainsaw ammo grows on plasma cell trees especially.
Here's a hint: Finish off a cyberdemon or spider mastermind with the chainsaw altfire. ;)
DoomKrakken wrote:However, I tried looking through the code here, but it's confusing to weave through...
:twisted:

Also, for your information everyone, DDTT can interrupt demons the most while attacking.
User avatar
Zhs2
Posts: 1301
Joined: Fri Nov 07, 2008 3:29 pm
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Location: Maryland, USA, but probably also in someone's mod somewhere
Contact:

Re: D4D - Released! (Thanks for voting! Stay tuned)

Post by Zhs2 »

Major Cooke wrote:
DoomKrakken wrote:However, I tried looking through the code here, but it's confusing to weave through...
:twisted:
Somehow, some way, I really don't believe this is something to be proud of. :-?
DoomKrakken wrote:This mod never seemed (to me, that is...) to be the type that was over-the-top ridiculous. If that was the intention, please tell me now, so that I may shut up and forever hold my peace.
As far as I know, the only over-the-top ridiculousness to be had here is that this mod seems to be the new Brutal Doom, except without the publicity presence of Sergeant Moisturepants. (With the comment above, jury's out on coding standards.) Maybe the gore is just as over-the-top too?
User avatar
ZZYZX
 
 
Posts: 1384
Joined: Sun Oct 14, 2012 1:43 am
Location: Ukraine
Contact:

Re: D4D - Released! (Thanks for voting! Stay tuned)

Post by ZZYZX »

Is it necessary to only host this at moddb which requires everyone to register in order to download?
Mirror pls.
User avatar
Caligari87
Admin
Posts: 6236
Joined: Thu Feb 26, 2004 3:02 pm
Preferred Pronouns: He/Him
Contact:

Re: D4D - Released! (Thanks for voting! Stay tuned)

Post by Caligari87 »

Click mirrors to download the file without registering. It's just ModDB being stupid.

@ DBThanatos : you may want to edit the download instructions in the OP to say something to this effect, since people keep complaining about it.

8-)
JohnnyTheWolf
Posts: 1182
Joined: Mon Oct 05, 2015 8:37 am

Re: D4D - Released! (Thanks for voting! Stay tuned)

Post by JohnnyTheWolf »

So I gave up on trying to beat The Ultimate Doom on Ultra-Nightmare and decided to try on Nightmare instead. So far I have beaten Knee Deep in the Dead without much difficulty, aside from maybe the final room with the Barons of Hell in E1M8b. The difficulty gap between the two modes is really quite staggering!

On that subject and it is something I meant to ask for a while already, why are the Barons of Hell using Tormentor667's Archon of Hell sprite? As far as I can tell, Doom 2016's Barons are pink too. Is it just a placeholder until you get better sprites?
Locked

Return to “Gameplay Mods”