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
Zanieon
Posts: 2059
Joined: Tue Jan 13, 2009 4:13 pm
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Location: Somewhere in the future
Contact:

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

Post by Zanieon »

Certainly this upgrade system is not "doomier" nor his praetor suit besides the helmet, the design of that suit pretty lost itself in overdetailing to make a Spartan-look instead of being the simple armor plating it always was in the Classic Doom, Quake 3 and even in Doom 3.
User avatar
Morter
Posts: 80
Joined: Mon Oct 24, 2005 11:07 am

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

Post by Morter »

Okay, thats your opinion. I love just about everything about new doom, personally.

That said, so I'm playing through Doom 1 campaign and I'm at Episode 2. Got the (secret) plasma rifle on the first mission but...I'm not getting any loot drops on it. Went through two levels and not a single pickup. Is this on purpose?
User avatar
Viscra Maelstrom
Posts: 6200
Joined: Thu Dec 04, 2008 1:14 am
Location: plergleland

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

Post by Viscra Maelstrom »

when you say loot pickups, do you mean you're not getting any cells when having the gun? if you have about less than 10% of ammo to a gun you own, enemies will drop ammo for that gun until you're above 10% or so. then the loot drops stop until you're low on ammo again.
User avatar
Morter
Posts: 80
Joined: Mon Oct 24, 2005 11:07 am

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

Post by Morter »

By loot drops I mean the yellow icons that fall from the enemy (along with armor and occasional health). Correct. I've been sitting at 27 ammo for the plasma rifle, while I'm continually getting shotgun shells and 50mm ammo--even before I even got a weapon that shoots them. I'm continually topped off with them.

Edit: To illustrate my point:
Spoiler:
Killed them with the shotgun, which was at 60/75, have 31 plasma rounds, and max 50mm ammo, and that's what those 2 were.

This is my general experience. No gauss/plasma, or rocket loot drops. I'm just asking if that's by design.
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 - v1.01.4 released (Aug 1st)

Post by Captain J »

For balancing, maybe. I'm pretty sure you can get the rest of ammo with large amount by killing enemies with chainsaw's alt attack except the BFG one.
User avatar
Viscra Maelstrom
Posts: 6200
Joined: Thu Dec 04, 2008 1:14 am
Location: plergleland

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

Post by Viscra Maelstrom »

well, you have to keep in mind that zombiemen replacements (those lying on the floor) will ALWAYS drop bullet ammo that will stay there forever, and shotgun guy replacements (the red ones that shoots a plasma blast spread) will drop shotgun shells. this is because they always drop ammo in vanilla Doom, so they do so in D4D too. nothing in vanilla drops rockets or cells, so you ONLY get ammo drops from them if you either a. have less than 10% ammo left and kill any enemy, they will randomly but very frequently drop ammo for that weapon, or b. use the chainsaw executioner alt-fire, then they will ALWAYS drop ammo for every weapon, regardless if you have all the guns or not.

i see you have some chainsaw ammo, you should try using it on some enemies to get a shower of plasma cells to use. but basically, you won't get rocket and cell ammo drops from enemies normally unless you're low on them, and zombiemen and shotgunners always drops bullets and shells no matter what (and chaingunners gives bullets, too. also, shotgunners drop shotguns if you don't have one, and chaingunners drop HARs/Chainguns if you don't have them.)
User avatar
Morter
Posts: 80
Joined: Mon Oct 24, 2005 11:07 am

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

Post by Morter »

I should have figured about zombie/shotgun men dropping only their ammo :P

Otherwise, I know HOW to get more ammo drops, I was just wondering if the random loot aspect was meant to drop in certain ways, and you answered that question, more or less.

But, just so I have it correct, if I'm low on plasma cells, I have to get kills WITH the plasma rifle to get drops, as opposed to switching to a high ammo weapon and killing with that, right?
User avatar
Viscra Maelstrom
Posts: 6200
Joined: Thu Dec 04, 2008 1:14 am
Location: plergleland

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

Post by Viscra Maelstrom »

no, it doesn't matter what gun you use to kill enemies with if you're low on ammo. wouldn't make sense if say, you had 0 rockets for your rocket launcher, and you had to kill enemies with the rocket launcher to get more rocket ammo for your empty rocket launcher that cannot fire. rocket launcher. :P
User avatar
Gato303
Posts: 36
Joined: Wed Mar 30, 2016 6:14 pm
Location: Colombia
Contact:

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

Post by Gato303 »

I wouldn't be able to play it. I really had a lot of problems with the GZDoom development version before (compiled and running on Linux Xubuntu). D4D uses variables definitions and "anonymous functions" that are not supported on the GZDoom stable version 😥😢😖
User avatar
DoomKrakken
Posts: 3489
Joined: Sun Oct 19, 2014 6:45 pm
Location: Plahnit Urff
Contact:

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

Post by DoomKrakken »

What I'm saying is that if we get a green-colored explosion animation, play it in reverse, and have it rotate simultaneously (and put all of that "in front" of the gun, as the lowest layer), we can create a better charging animation for the BFG... one that more closely resembles the animation of the BFG from the game.
User avatar
Terg500
Posts: 26
Joined: Sat Jul 16, 2016 10:00 am
Location: Is anyone here actually being true about their location?

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

Post by Terg500 »

So I finally upgraded my system and played Doom 4. It was damn awesome.
But what I liked the most were the classic maps that gave me the idea to create ripped sprites in neutral lighting that fit the usual sprite lighting.

Early WIPs

Image
Image
JohnnyTheWolf
Posts: 1200
Joined: Mon Oct 05, 2015 8:37 am

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

Post by JohnnyTheWolf »

No classic weapon poses?
User avatar
-Ghost-
Posts: 1789
Joined: Wed Sep 08, 2010 4:58 pm

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

Post by -Ghost- »

I didn't care for the centered weapons. Some of them looked alright, but a lot of them didn't work well and blocked too much of the screen.
User avatar
Caligari87
Admin
Posts: 6241
Joined: Thu Feb 26, 2004 3:02 pm
Preferred Pronouns: He/Him
Contact:

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

Post by Caligari87 »

They look a little blurry... Is it possible you had resolution scaling turned down, or antialiasing turned up?

8-)
User avatar
Terg500
Posts: 26
Joined: Sat Jul 16, 2016 10:00 am
Location: Is anyone here actually being true about their location?

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

Post by Terg500 »

Caligari87 wrote:They look a little blurry... Is it possible you had resolution scaling turned down, or antialiasing turned up?

8-)
I had to downscale the textures to 432x200 so they fit into the screen unless someone knows how I could use the full 1920x1080 textures.
Locked

Return to “Gameplay Mods”