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.
User avatar
hoover1979
Posts: 209
Joined: Sun Jun 22, 2014 12:47 am
Graphics Processor: nVidia (Modern GZDoom)
Location: Kadingir Sanctum, Hell (Postal Code: 666)

Re: D4D - v2.0.3(11/03/16)

Post by hoover1979 »

This mod looks AWESOME!!!!!!! :mrgreen:
shotfan
Posts: 439
Joined: Tue Mar 22, 2016 1:21 pm
Location: E3M1

Re: D4D - v2.0.3(11/03/16)

Post by shotfan »

tsukiyomaru0 wrote: - The Repeater may be "powerful", but on Ultra Violence it's only good to pick out enemies one by one. If you get mobbed with it, you're done.
It is a DMR, so it works best for long range, but that does not mean it is ineffective at mid-range. Perhaps its DPS is on par with HAR's even. But if you get mobbed, you need a DDTT/MT/LG/BFG, and quickly.
- I think for this it would be better to have a "Cash Multiplier" in the D4D Menu, and maybe an option for "Cash Bonus on Sequential Kills" (where if you kill X enemies in a row without the "Kill Combo" timing out, the bonus increases)
I approve of this idea.
- What's this?
I think he meant that you generally kill monsters in D4D faster than in vanilla Doom.
User avatar
Major Cooke
Posts: 8193
Joined: Sun Jan 28, 2007 3:55 pm
Preferred Pronouns: He/Him
Location: QZDoom Maintenance Team

Re: D4D - v2.0.3(11/03/16)

Post by Major Cooke »

Rowsol wrote:Strange bug to report. If you had the chainsaw idling and use "changemap" in the console you'll keep hearing the idling sound at random times no matter if you have it out or not.
It also happens when you exit a map normally. That's because the voodoo dolls also load the weapon too.
- I think for this it would be better to have a "Cash Multiplier" in the D4D Menu, and maybe an option for "Cash Bonus on Sequential Kills" (where if you kill X enemies in a row without the "Kill Combo" timing out, the bonus increases)
We had thought of this idea but ultimately rejected it. It would take too much time and this would rampantly run away on slaughterfest maps where you'd wind up with hundreds of thousands of credits in the blink of an eye.

So we added a hard purchasable permanent bonus instead.
User avatar
Major Cooke
Posts: 8193
Joined: Sun Jan 28, 2007 3:55 pm
Preferred Pronouns: He/Him
Location: QZDoom Maintenance Team

Re: D4D - v2.0.3(11/03/16)

Post by Major Cooke »

Also since GZDoom 2.3 has now been released, I'm working on bringing up another version soon with some bugfixes and, spoiler warning, a new AI. Nothing much, but internally a lot of things have changed (like, say... kicking DECORATE out the door). The vast majority of the work is done, I just need DBThanatos to get on sometime and test it out.

Addon devs, for the following version after the aforementioned (with a couple exceptions coming out immediately and already implemented with the next release), you'll notice monster compatibility will be vastly streamlined and made a ton easier so you don't have to eschew your code with all that old (x)death crap anymore. There's also a new system for adding your own item drops at runtime and, with any luck, a system which lets you add what items you want to spawn in a replacer instead of replacing them directly for maximum mod compatibility. This way is HIGHLY recommended over the latter. Of course, some addons will want to maintain more control on their end, nothing I can do about that except to suggest duking it out with them.

More details on that soon when I manage to get something solid down. No idea when it'll be done, and no ETA either. I have a lot to do besides this.
User avatar
SyntherAugustus
Posts: 970
Joined: Tue Jul 15, 2003 5:43 pm

Re: D4D - v2.0.3(11/03/16)

Post by SyntherAugustus »

D4D seems to barf chuncks to the new GZDOOM.

Code: Select all

Script warning, "D4D.pk3:decorate/pinata.aed" line 1366:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "D4D.pk3:decorate/pinata.aed" line 1372:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "D4D.pk3:decorate/pinata.aed" line 1377:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "D4D.pk3:decorate/pinata.aed" line 1391:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "D4D.pk3:decorate/pinata.aed" line 1391:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "D4D.pk3:decorate/pinata.aed" line 1392:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "D4D.pk3:decorate/pinata.aed" line 1399:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "D4D.pk3:decorate/pinata.aed" line 1401:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "D4D.pk3:decorate/pinata.aed" line 1401:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "D4D.pk3:decorate/pinata.aed" line 1403:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "D4D.pk3:decorate/pinata.aed" line 1404:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "D4D.pk3:decorate/pinata.aed" line 1427:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "D4D.pk3:decorate/weapons/weaponspawner.aed" line 157:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "D4D.pk3:decorate/weapons/weaponspawner.aed" line 158:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "D4D.pk3:decorate/weapons/weaponspawner.aed" line 160:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "D4D.pk3:decorate/weapons/weaponspawner.aed" line 160:
Self pointer used in ambiguous context; VM execution may abort!
Script error, "D4D.pk3:decorate/weapons/grenades.aed" line 837:
NewPlasmaBallNoDamage: Attempt to jump to non existing state index 4
Script error, "D4D.pk3:decorate/weapons/grenades.aed" line 837:
NewPlasmaBallNoDamage: Attempt to jump to non existing state index 5
Script error, "D4D.pk3:decorate/weapons/grenades.aed" line 837:
NewPlasmaBallNoDamage: Attempt to jump to non existing state index 6
Script error, "D4D.pk3:decorate/weapons/grenades.aed" line 837:
NewPlasmaBallNoDamage: Attempt to jump to non existing state index 7
Script error, "D4D.pk3:decorate/weapons/grenades.aed" line 837:
NewPlasmaBallNoDamage: Attempt to jump to non existing state index 8
Script error, "D4D.pk3:decorate/weapons/grenades.aed" line 837:
NewPlasmaBallNoDamage: Attempt to jump to non existing state index 9
Script error, "D4D.pk3:decorate/weapons/grenades.aed" line 837:
NewPlasmaBallNoDamage: Attempt to jump to non existing state index 10
Script error, "D4D.pk3:decorate/weapons/grenades.aed" line 837:
NewPlasmaBallNoDamage: Attempt to jump to non existing state index 11
Script error, "D4D.pk3:decorate/weapons/grenades.aed" line 837:
NewPlasmaBallNoDamage: Attempt to jump to non existing state index 12
Script error, "D4D.pk3:decorate/weapons/grenades.aed" line 837:
NewPlasmaBallNoDamage: Attempt to jump to non existing state index 13
Script error, "D4D.pk3:decorate/weapons/grenades.aed" line 837:
NewPlasmaBallNoDamage: Attempt to jump to non existing state index 14
Script error, "D4D.pk3:decorate/weapons/grenades.aed" line 837:
NewPlasmaBallNoDamage: Attempt to jump to non existing state index 15
Script error, "D4D.pk3:decorate/weapons/grenades.aed" line 837:
NewPlasmaBallNoDamage: Attempt to jump to non existing state index 16
Script error, "D4D.pk3:decorate/weapons/grenades.aed" line 837:
NewPlasmaBallNoDamage: Attempt to jump to non existing state index 17
Script error, "D4D.pk3:decorate/weapons/grenades.aed" line 837:
NewPlasmaBallNoDamage: Attempt to jump to non existing state index 18
Script error, "D4D.pk3:decorate/weapons/grenades.aed" line 837:
NewPlasmaBallNoDamage: Attempt to jump to non existing state index 19
Script error, "D4D.pk3:decorate/weapons/grenades.aed" line 837:
NewPlasmaBallNoDamage: Attempt to jump to non existing state index 20
Script error, "D4D.pk3:decorate/weapons/grenades.aed" line 837:
NewPlasmaBallNoDamage: Attempt to jump to non existing state index 21
Script error, "D4D.pk3:decorate/weapons/grenades.aed" line 837:
NewPlasmaBallNoDamage: Attempt to jump to non existing state index 22
Script error, "D4D.pk3:decorate/weapons/grenades.aed" line 837:
NewPlasmaBallNoDamage: Attempt to jump to non existing state index 23
Script error, "D4D.pk3:decorate/weapons/grenades.aed" line 837:
NewPlasmaBallNoDamage: Attempt to jump to non existing state index 24
Script error, "D4D.pk3:decorate/weapons/grenades.aed" line 837:
NewPlasmaBallNoDamage: Attempt to jump to non existing state index 25
Script error, "D4D.pk3:decorate/weapons/grenades.aed" line 837:
NewPlasmaBallNoDamage: Attempt to jump to non existing state index 26
Script warning, "D4D.pk3:decorate/weapons/chainsaw.aed" line 330:
Truncation of floating point constant 0.500000
Script warning, "D4D.pk3:decorate/weapons/chainsaw.aed" line 338:
Truncation of floating point constant 0.500000
Script warning, "D4D.pk3:decorate/monsters/fatso.aed" line 433:
Truncation of floating point constant 0.400000
Script warning, "D4D.pk3:decorate/monsters/fatso.aed" line 433:
Truncation of floating point constant 0.800000
Script warning, "D4D.pk3:decorate/monsters/cyberdemon.aed" line 111:
Truncation of floating point constant 1.500000
Script warning, "D4D.pk3:decorate/monsters/cyberdemon.aed" line 112:
Truncation of floating point constant 1.500000
Script warning, "D4D.pk3:decorate/monsters/cyberdemon.aed" line 113:
Truncation of floating point constant 1.500000
Script warning, "D4D.pk3:decorate/monsters/cyberdemon.aed" line 114:
Truncation of floating point constant 1.500000
Script warning, "D4D.pk3:decorate/demon/demonbase.aed" line 455:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "D4D.pk3:decorate/demon/demonbase.aed" line 463:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "D4D.pk3:decorate/demon/demonbase.aed" line 464:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "D4D.pk3:decorate/demon/demonbase.aed" line 464:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "D4D.pk3:decorate/demon/demonbase.aed" line 466:
Self pointer used in ambiguous context; VM execution may abort!
User avatar
Major Cooke
Posts: 8193
Joined: Sun Jan 28, 2007 3:55 pm
Preferred Pronouns: He/Him
Location: QZDoom Maintenance Team

Re: D4D - v2.0.3(11/03/16)

Post by Major Cooke »

Yup. For now, stick with 2.2 until I can punch DBThanatos out of the holiday daze (or whatever he's going through)
User avatar
Kinsie
Posts: 7402
Joined: Fri Oct 22, 2004 9:22 am
Graphics Processor: nVidia with Vulkan support
Location: MAP33

Re: D4D - v2.0.3(11/03/16)

Post by Kinsie »

Major Cooke wrote:Yup. For now, stick with 2.2 until I can punch DBThanatos out of the holiday daze (or whatever he's going through)
http://forum.zdoom.org/viewtopic.php?p=966735#p966735
DBThanatos wrote:Currently Im taking an indefinite break for anything D4D since Im honestly feeling displeased of where it's going.
User avatar
SyntherAugustus
Posts: 970
Joined: Tue Jul 15, 2003 5:43 pm

Re: D4D - v2.0.3(11/03/16)

Post by SyntherAugustus »

I wonder how much effort is needed to get it working with 2.3?
User avatar
snarkel
Posts: 139
Joined: Wed Aug 06, 2014 9:02 pm
Preferred Pronouns: He/Him

Re: D4D - v2.0.3(11/03/16)

Post by snarkel »

Sorry if this is too early to ask or if someone has already asked this but are there any plans to bring in the new MP weapons from the DLC packs?
JohnnyTheWolf
Posts: 1162
Joined: Mon Oct 05, 2015 8:37 am

Re: D4D - v2.0.3(11/03/16)

Post by JohnnyTheWolf »

Yes.

User avatar
Major Cooke
Posts: 8193
Joined: Sun Jan 28, 2007 3:55 pm
Preferred Pronouns: He/Him
Location: QZDoom Maintenance Team

Re: D4D - v2.0.3(11/03/16)

Post by Major Cooke »

blackfish wrote:I wonder how much effort is needed to get it working with 2.3?
I've already got a working beta up for 2.3, I just need to refine it a bit and boot it out the door.

As for what DBThanatos said, Kinsie, we're currently discussing it.
User avatar
Error313
Posts: 16
Joined: Tue Jan 03, 2017 11:52 pm
Location: Argentina

Re: D4D - v2.0.3(11/03/16)

Post by Error313 »

i love this weapon mod, but i think the bullet trails of machine gun and shotgun are very invasive in combats
User avatar
DBThanatos
Posts: 3101
Joined: Fri Apr 14, 2006 3:17 pm
Location: in "the darkness that lurks in our mind"

Re: D4D - v2.0.3(11/03/16)

Post by DBThanatos »

Error313 wrote:i love this weapon mod, but i think the bullet trails of machine gun and shotgun are very invasive in combats
You can select which type of trails to use, or even to disable them
User avatar
DBThanatos
Posts: 3101
Joined: Fri Apr 14, 2006 3:17 pm
Location: in "the darkness that lurks in our mind"

Re: D4D - v2.0.3(11/03/16)

Post by DBThanatos »

Sorry for the double post. Totally on purpose.
User avatar
DBThanatos
Posts: 3101
Joined: Fri Apr 14, 2006 3:17 pm
Location: in "the darkness that lurks in our mind"

Re: D4D - v2.0.3(11/03/16)

Post by DBThanatos »

Wut. Triple post?

Still has a purpose.

Return to “Gameplay Mods”