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

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hoover1979
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Re: D4D - v2.0.3(11/03/16)

Post by hoover1979 »

This mod looks AWESOME!!!!!!! :mrgreen:
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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.
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Major Cooke
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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.
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Major Cooke
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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.
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SyntherAugustus
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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!
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Major Cooke
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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)
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Kinsie
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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.
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SyntherAugustus
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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?
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snarkel
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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?
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Re: D4D - v2.0.3(11/03/16)

Post by JohnnyTheWolf »

Yes.

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Major Cooke
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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.
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Error313
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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
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DBThanatos
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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
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DBThanatos
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Re: D4D - v2.0.3(11/03/16)

Post by DBThanatos »

Sorry for the double post. Totally on purpose.
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DBThanatos
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Re: D4D - v2.0.3(11/03/16)

Post by DBThanatos »

Wut. Triple post?

Still has a purpose.

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