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

Projects that alter game functions but do not include new maps belong here.
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DoomKrakken
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Re: D4D - v2.0 RELEASED!

Post by DoomKrakken »

The last guy who said it said he was using D4D monsters. No idea about the classic monsters, though...

Lemme test that real quick...
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Major Cooke
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Re: D4D - v2.0 RELEASED!

Post by Major Cooke »

Because I just ran through maps of chaos, all map 8's and they all exited fine after killing everything normally. No crashes or anything weird happening.

Also, please keep in mind: Other mods mixed with ours may cause interference with behaviors! If in doubt, disable them and try again.
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DoomKrakken
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Re: D4D - v2.0 RELEASED!

Post by DoomKrakken »

I'm back!!!

Okay, no problems on my end for either mode. I played E1M8: Phobos Anomaly, with D4D and Ultimate Doom... (not to mention a map I made, which I was too lazy to remove from the queue, but that didn't interfere at all because I was playing Doom and not Doom II).
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NullWire
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Re: D4D - v2.0 RELEASED!

Post by NullWire »

A visual suggestion, ¿What about to make more slow the punch of the Gauss cannon? is rare to see how holds the gun and punches, like ¨Holy shit he have 3 arms¨ or make an sprite that shows for a moment how you release the left hand to punch.

I mean, you only hold the gauss with the right and punch with the left, idk if I explain it correctly.
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DoomKrakken
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Re: D4D - v2.0 RELEASED!

Post by DoomKrakken »

I think the punch was more of a practical effect, as opposed to an aesthetic effect. It's supposed to be representative of the fact that you can do melee strikes with any of the weapons you're currently wielding, which are each executed at the exact same speed, regardless of what weapon you have out.

Also came back just to say... holy cow, this mod is just too fun! :D
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Fuzsion
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Re: D4D - v2.0 RELEASED!

Post by Fuzsion »

I seem to be getting crashing to on default maps upon picking up anything like a soulsphere or megasphere.

Also, occasionally my weapons will disappear when I upgrade a weapon, I have to reload to map for them to appear again.

The bugs are a serious deal breaker for me; and it sucks too because I really like this mod.
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DBThanatos
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Re: D4D - v2.0 RELEASED!

Post by DBThanatos »

We need more information. What version of gzdoom? software or hardware renederer? any other mods loaded? what mapset?

It's very fair to think we tested this throughout, and we didnt encounter such obvious bugs. So there must be a difference between how we tested it and how you're playing it. And in order to debug it, we need info.
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NullWire
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Re: D4D - v2.0 RELEASED!

Post by NullWire »

Maybe this? ^

Bug with the double trouble upgrade, the left ssg doesn't appear or is f*cked up. :shock:

http://imgur.com/a/V4CFQ
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Fuzsion
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Re: D4D - v2.0 RELEASED!

Post by Fuzsion »

DBThanatos wrote:We need more information. What version of gzdoom? software or hardware renederer? any other mods loaded? what mapset?
I should've probably mentioned that, shouldn't I?

GZDoom Version: g2.3pre-252-gf0ee3e3
Mapset: Doom 2 Default Mapset
Hardware Renderer
No other mods loaded, just the D4D v2 pk3.

The crashes happen for me regardless of the mapset. For the weapon disappearing, I can't begin to tell you where I can get info to help you on that.
If there's any more info needed, I'll be happy to provide.
grahf
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Re: D4D - v2.0 RELEASED!

Post by grahf »

I'm pretty sure that D4D readme says that GZDoom 2.2.0 is required and more recent dev versions can have problems.
Fuzsion wrote:
DBThanatos wrote:We need more information. What version of gzdoom? software or hardware renederer? any other mods loaded? what mapset?
I should've probably mentioned that, shouldn't I?

GZDoom Version: g2.3pre-252-gf0ee3e3
Mapset: Doom 2 Default Mapset
Hardware Renderer
No other mods loaded, just the D4D v2 pk3.

The crashes happen for me regardless of the mapset. For the weapon disappearing, I can't begin to tell you where I can get info to help you on that.
If there's any more info needed, I'll be happy to provide.
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NullWire
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Re: D4D - v2.0 RELEASED!

Post by NullWire »

http://i.imgur.com/6DcBcU9.png
http://forum.zdoom.org/download/file.php?id=27244

could be this useful for the demonic rocket launcher?

If you want a really bad-ass rev cannons too, check the Project brutality mutator ones or the PB ones itself, the mutators haves a little extra effects. :)
Last edited by NullWire on Tue Nov 01, 2016 2:07 am, edited 1 time in total.
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Fuzsion
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Re: D4D - v2.0 RELEASED!

Post by Fuzsion »

grahf wrote:I'm pretty sure that D4D readme says that GZDoom 2.2.0 is required and more recent dev versions can have problems.
Fuzsion wrote:
DBThanatos wrote:We need more information. What version of gzdoom? software or hardware renederer? any other mods loaded? what mapset?
I should've probably mentioned that, shouldn't I?

GZDoom Version: g2.3pre-252-gf0ee3e3
Mapset: Doom 2 Default Mapset
Hardware Renderer
No other mods loaded, just the D4D v2 pk3.

The crashes happen for me regardless of the mapset. For the weapon disappearing, I can't begin to tell you where I can get info to help you on that.
If there's any more info needed, I'll be happy to provide.
I upgraded my gzdoom to see if it would be fixed, I was on GZDoom 2.2 before I updated.
MrBig101
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Re: D4D - v2.0 RELEASED!

Post by MrBig101 »

The crash happens to me as well. GZDoom 2.2, Hardware renderer, Doom 2 maps, no other mods. The game will crash whenever I pick up a soulsphere, quad damage, etc. Sometimes, I can pick up a single soulsphere without a crash, but the second one will trigger it (MAP05, soulsphere is likely to crash on pickup, quad damage after will crash it).
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Prologue-9
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Re: D4D - v2.0 RELEASED!

Post by Prologue-9 »

Using 2.2, I got a crash after the timer on the Cacodemon rune ran out.
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Mr.Enchanter
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Re: D4D - v2.0 RELEASED!

Post by Mr.Enchanter »

No crashes to report but a weird bug, when performing a "glory kill" while standing in a doorway, the door can close with the player inside, which then traps the player inside of the door.
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