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

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DoomKrakken
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Re: D4D - v1.01.4 released (Aug 1st)

Post by DoomKrakken »

Zanieon wrote:So, i wanted to take out the rust of my skills for Industron mapping, in the last weeks i've been thinking in make a map for this project since it fits in this style, so i started the map yesterday and this is all what i have done so far:
ImageImage
ImageImage

I will try to make a large map so the players can have some fun while inside all this futurism, i will also make a proper topic when i'm at least 50% done with it, but don't expect anything so soon yet.
WHAT THE ACTUAL HELL. THIS IS AWESOME! :D
Major Cooke wrote:
DoomKrakken wrote:Not at all. I was talking about using TEXTURES.
I guess I'm not seeing what you're trying to ask for.
If you look in other mods such as Guncaster or Trailblazer using an editing tool such as SLADE3, you can view the various TEXTURES lumps there, which allow you to take multiple patches/graphics/sprite frames and put them together to create even more sprite frames.

I'm saying we can use this same kind of technique to come up with a cooler animation for the BFG 9000. :)
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Gorec
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Re: D4D - v1.01.4 released (Aug 1st)

Post by Gorec »

i think it would be good for revenants to have their jetpacks (first saw it in project brutalitititititi after demo of doom....4)
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Captain J
 
 
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Re: D4D - v1.01.4 released (Aug 1st)

Post by Captain J »

That would make them float on everywhere and go ballistic. When they intentionally need to stay on the top of something, they'll fly and pass through anyways.
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Re: D4D - v1.01.4 released (Aug 1st)

Post by DoomKrakken »

That's probably only if you let them keep their jetpacks.

One thing someone could do is have them turn off their jetpacks every once in a while.
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Re: D4D - v1.01.4 released (Aug 1st)

Post by Major Cooke »

DoomKrakken wrote:
If you look in other mods such as Guncaster or Trailblazer using an editing tool such as SLADE3, you can view the various TEXTURES lumps there, which allow you to take multiple patches/graphics/sprite frames and put them together to create even more sprite frames.

I'm saying we can use this same kind of technique to come up with a cooler animation for the BFG 9000. :)
Yes I know how textures works, what I don't see is how you picture it in the game.
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Re: D4D - v1.01.4 released (Aug 1st)

Post by Jekyll Grim Payne »

First of all, this is awesome!

Second, I'm sorry if this's been asked, it's kinda hard to look through all the pages, but how did you manage to create that custom weapon/viewbobbing? It's very different from standard, and I was sure there was absolutely no way to change it.
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Re: D4D - v1.01.4 released (Aug 1st)

Post by Captain J »

As for weapon bobbing, it's easily possible if you know how to work with the Weapon.Bob Scripts.

EDIT: Whoops, i thought it's incorrect but i was right... I think. Anyway re-posted.
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Re: D4D - v1.01.4 released (Aug 1st)

Post by Jekyll Grim Payne »

Captain J wrote:As for weapon bobbing, it's easily possible if you know how to work with the Weapon.Bob Scripts.
I see. I guess last time I checked this it hadn't been implemented yet, and then I missed it. Thanks!
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Re: D4D - v1.01.4 released (Aug 1st)

Post by Morter »

Hey, I just checked it out. Awesome mod so far.

What I'm confused about is the tokens at the top of the screen. From (new) Doom, they were tokens used for personal upgrades if I remember correctly...but after reading the guide and the FAQ, I don't see what they're for in this mod. Any help?
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Re: D4D - v1.01.4 released (Aug 1st)

Post by Gato303 »

Looks like a cool mod, I am giving it a try, thanks DBT, Major Cooke and others :D :D
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Re: D4D - v1.01.4 released (Aug 1st)

Post by Viscra Maelstrom »

Morter wrote:Hey, I just checked it out. Awesome mod so far.

What I'm confused about is the tokens at the top of the screen. From (new) Doom, they were tokens used for personal upgrades if I remember correctly...but after reading the guide and the FAQ, I don't see what they're for in this mod. Any help?
they're a progress bar for how much of the level's population you've killed so far. each "token" is a fifth of the enemy population, and you get awarded bonus credits for reaching a milestone.
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Re: D4D - v1.01.4 released (Aug 1st)

Post by Major Cooke »

Also check the readme. You need to bind a key to open the upgrade system.
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Re: D4D - v1.01.4 released (Aug 1st)

Post by Morter »

If you mean weapon upgrades then yeah, I already have those. When I said personal upgrades, I meant things like the praetor suit upgrades, etc.
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Re: D4D - v1.01.4 released (Aug 1st)

Post by Viscra Maelstrom »

those aren't in D4D. they were kind of superfluous and unnecessary in Doom 4 tbh.
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Re: D4D - v1.01.4 released (Aug 1st)

Post by Morter »

IMO, upgrades are always a good thing.

Anything to make Doomguy more doomier. :wub:
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