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

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Re: D4D - Another patch? v2.0.2 bugfix! (11/02/16)

Postby Edward-san » Thu Nov 03, 2016 12:42 pm

Somehow I thought there were more bugs on the zdoom side :?
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Re: D4D - Another patch? v2.0.2 bugfix! (11/02/16)

Postby Major Cooke » Thu Nov 03, 2016 12:44 pm

There are still. The morph bug for example is unaddressed.

Admittedly I should've clarified that on my last post.
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Re: D4D - Another patch? v2.0.2 bugfix! (11/02/16)

Postby DoomKrakken » Thu Nov 03, 2016 12:44 pm

Ledge-catching is kind of off... I can only seem to grab ledges that are about mid-height, as opposed to being able to catch ledges at about eye-level.
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Re: D4D - You kidding? v2.0.3 bugfix! (11/03/16)

Postby DBThanatos » Thu Nov 03, 2016 1:25 pm

Thanks modDB, for messing up my upload.

In about 10 mins from now, you can download the new version

Code: Select allExpand view
V2.0.3 (11/03/16)
- Fixed Shotgunguy & Chaingunguy not dropping their weapons.
- Fixed ammo bar not reflecting the Carrion Cannon's ammo changes.
- Fixed some Carrion Cannon minor issues.
- Added warning for the demon runes.
- Added option to display demon HUD names when morphed.
- Improved chainsaw ammo meter (thanks Nightquaker!).


EDIT: Its up!
http://www.moddb.com/mods/d4d-doom4-for ... ds/d4d-v20

Slevins wrote:Okay, now I'm really confused. So zombie shotgunners don't drop shotguns?


That was our bad. A bug introduced by an oversight in v2.0.2. Fixed in 2.0.3. Sorry about that



NullWire wrote:Why the Lightning gun, Gauss and static rifle punch decals stills?

DBThanatos wrote:@Megaherz: Yeah, this is an issue that has been bothering me, however, i've looked into it and the only solutions are extremely hacky. Here's the problem: Gzdoom cannot for some reason, draw decals defined on the puffs if said puffs are spawned by A_RailAttack, so we had to assign the decal to the weapon itself, that's why the punch does that. I've tried setting up a dummy A_FireBullets to only leave the decal, but it's misaligned because apparently, there's a height difference. I tried setting up a custom decal that has different offsets so that it matches, but then in software mode it doesnt match, and i'd have to set up a whole bunch of extra checks to distinguish between hardware and software render, depending on that is what kind of function it would call, etc. A lot of stuff. So, we decided to leave it as is, until we find a better solution
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Re: D4D - You kidding? v2.0.3 bugfix! (11/03/16)

Postby Gez » Thu Nov 03, 2016 1:54 pm

DBThanatos wrote:Here's the problem: Gzdoom cannot for some reason, draw decals defined on the puffs if said puffs are spawned by A_RailAttack

1. You say GZDoom. Does ZDoom work there?
2. Where's the bug report?
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Re: D4D - You kidding? v2.0.3 bugfix! (11/03/16)

Postby Gorec » Thu Nov 03, 2016 3:04 pm

DBThanatos wrote:Thanks modDB, for messing up my upload.

In about 10 mins from now, you can download the new version

Code: Select allExpand view
V2.0.3 (11/03/16)
- Fixed Shotgunguy & Chaingunguy not dropping their weapons.
- Fixed ammo bar not reflecting the Carrion Cannon's ammo changes.
- Fixed some Carrion Cannon minor issues.
- Added warning for the demon runes.
- Added option to display demon HUD names when morphed.
- Improved chainsaw ammo meter (thanks Nightquaker!).


EDIT: Its up!
http://www.moddb.com/mods/d4d-doom4-for ... ds/d4d-v20

Slevins wrote:Okay, now I'm really confused. So zombie shotgunners don't drop shotguns?


That was our bad. A bug introduced by an oversight in v2.0.2. Fixed in 2.0.3. Sorry about that



NullWire wrote:Why the Lightning gun, Gauss and static rifle punch decals stills?

DBThanatos wrote:@Megaherz: Yeah, this is an issue that has been bothering me, however, i've looked into it and the only solutions are extremely hacky. Here's the problem: Gzdoom cannot for some reason, draw decals defined on the puffs if said puffs are spawned by A_RailAttack, so we had to assign the decal to the weapon itself, that's why the punch does that. I've tried setting up a dummy A_FireBullets to only leave the decal, but it's misaligned because apparently, there's a height difference. I tried setting up a custom decal that has different offsets so that it matches, but then in software mode it doesnt match, and i'd have to set up a whole bunch of extra checks to distinguish between hardware and software render, depending on that is what kind of function it would call, etc. A lot of stuff. So, we decided to leave it as is, until we find a better solution



still having this punch decals(im using stable 2.2.0)
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Re: D4D - You kidding? v2.0.3 bugfix! (11/03/16)

Postby Princess Viscra Maelstrom » Thu Nov 03, 2016 3:45 pm

that issue was addressed as something that can't be fixed ATM.
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Re: D4D - You kidding? v2.0.3 bugfix! (11/03/16)

Postby JohnnyTheWolf » Thu Nov 03, 2016 4:05 pm

Was it brought up to your attention that the Cacodemon still produces a few red blood splats when it explodes?
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Re: D4D - You kidding? v2.0.3 bugfix! (11/03/16)

Postby Slevins » Thu Nov 03, 2016 4:26 pm

Weapon drops seem to be working properly again. Thanks for the quick turnaround!
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Re: D4D - You kidding? v2.0.3 bugfix! (11/03/16)

Postby VICE » Thu Nov 03, 2016 5:16 pm

V2.0.3:
Using Altfire while morphed into a Pain Elemental will act as if you pressed the mod key (cancel your morph).
I was hoping to do a bite attack like the Cacodemon's, ended up holding a shotgun and falling into a lava pit. :P

Nice touch with the "PSA" message though.
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Re: D4D - You kidding? v2.0.3 bugfix! (11/03/16)

Postby mamaluigisbagel » Thu Nov 03, 2016 5:54 pm

Megaherz wrote:V2.0.3:
Using Altfire while morphed into a Pain Elemental will act as if you pressed the mod key (cancel your morph).
I was hoping to do a bite attack like the Cacodemon's, ended up holding a shotgun and falling into a lava pit. :P

Nice touch with the "PSA" message though.


Actually, the Pain Elemental's secondary attack is a self-destruct :P I did it against a bunch of imps and they all quickly became a good supply of Carrion ;)
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Re: D4D - You kidding? v2.0.3 bugfix! (11/03/16)

Postby mutator » Thu Nov 03, 2016 7:06 pm

I got carrion rifle at map6
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Re: D4D - You kidding? v2.0.3 bugfix! (11/03/16)

Postby Cen Silver » Thu Nov 03, 2016 7:18 pm

Okay, 3 more questions:

1- Are you guys planning|willing to enable whatever "special mod" the chaingun requires to use the "X" button to activate with IDKFA? (And similar cheats, naturally)

2 - Also, what about the "fastweapons" cheat? Do you plan on eventually making it work with this mod? Or nah?

3 - Any chance we could get a button to switch between Double and Single SSG after the Double Trouble mod is adquired? Sometimes wielding a single SSG just feels better...
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Re: D4D - You kidding? v2.0.3 bugfix! (11/03/16)

Postby JohnnyTheWolf » Thu Nov 03, 2016 7:21 pm

mutator wrote:I got carrion rifle at map6


Did you set the MP Weapons spawn rate at "Random" instead of "Progressive"?
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Re: D4D - You kidding? v2.0.3 bugfix! (11/03/16)

Postby DBThanatos » Thu Nov 03, 2016 7:40 pm

JohnnyTheWolf wrote:Was it brought up to your attention that the Cacodemon still produces a few red blood splats when it explodes?

That's intentional. All colored blood monsters also have some red stuff going on them

Megaherz wrote:V2.0.3:
Using Altfire while morphed into a Pain Elemental will act as if you pressed the mod key (cancel your morph).
I was hoping to do a bite attack like the Cacodemon's, ended up holding a shotgun and falling into a lava pit. :P

Nice touch with the "PSA" message though.

As mamaluigisbagel mentioned, this is indeed a selt destruct attack. Has a fairly big reach and deals massive damage. It's capable of killing barons near you. Should be used when you're about to time out, or to position yourself strategically to deal a lot of damage.

And yes, PSA was needed. I keep getting reports about it even though i have said everywhere i could, to not save while demon

JohnnyTheWolf wrote:
mutator wrote:I got carrion rifle at map6


Did you set the MP Weapons spawn rate at "Random" instead of "Progressive"?


CC is unaffected by this setting.
Cen Silver wrote:Okay, 3 more questions:

1- Are you guys planning|willing to enable whatever "special mod" the chaingun requires to use the "X" button to activate with IDKFA? (And similar cheats, naturally)

2 - Also, what about the "fastweapons" cheat? Do you plan on eventually making it work with this mod? Or nah?

3 - Any chance we could get a button to switch between Double and Single SSG after the Double Trouble mod is adquired? Sometimes wielding a single SSG just feels better...

1. Not really, as its more on the "Easter egg" side of things, as well as other *yet to be found* stuff we added there.

2. Not sure about that cheat, but if it works like the powerup, all weapon are set up to benefit from it.

3. Not really. It's up to the user to figure out if he wants to acquire the upgrade at all.
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