Re: D4D_HF - High Frequency [Add-On]
Posted: Sun Nov 13, 2016 2:20 pm
Gonna try this out when it comes. I've beaten D4D on all difficulties, and even trashed sunder.wad, so hopefully this will provide more challenge. heh
Wait, why there is a DoomRLA Monster (The Agony Elemental) doing here in your addon, you better credit Onslaught Six and Jaws45, the guys who made the agony elementalMegaherz wrote:
Agony Elemental
Main Species: Pain Elemental
- Boss type. Expect to run into these sometimes instead of cyberdemons or spider masterminds.
- This behemoth shoots fireballs, but it can also create pain elementals and lost souls.
- Glad I could give you a new use for that BFG, bro.
- Goes out in a literal ring of fireballs. Don't stand too close when you kill this guy.
I guess I'll start looking into that when the new version comes out. I understand ZScript isn't dramatically different so I have the impression that porting stuff over won't be too hard. Most of this addon is done by redefining and splicing code anyway, I can just splice it again as I learn to use ZScript.Major Cooke wrote: Oh, one more thing. Megaherz, as you may or may not have noticed from the announcements here in the ZDoom forums, the day will come when ZScript arrives... Eventually. And D4D is already converted to using ZScript itself. But you can expect the next release, if it's not a bug fix, to be completely zscript. There's not a shred of Decorate left 'xept for the global damagetypes.
That means in order for your addon to work whenever it does come out, your mod will also need to port over due to all the changes.
Now I'm curious.Phobos867 wrote:Whoa, this is pretty cool! I loved the upgrade mechanics.
Coincidentally, the version I'm cooking here have 1 thing in common with yours (better not spoil it yet), but they will act totally different anyway, even because yours is pretty much cooler!
I can't confirm this on either the new poison type or the new ballistic guy.Someone64 wrote:Bug report: You can't chainsaw alt-fire the new Mancubi.
yeah but it could be good idea to make those tokens used like adding new upgrade that is 1% more ammo capacity for each token you useTapwave wrote:Don't worry about that, original DOOM4 does the same thing. I finished it 100% and I had about ten or so unspent tokens after getting the IDKFA achievement.
That'd be nice, I would be upping my ammo capacity for shells first and foremost (can never hold enough).mutator wrote:yeah but it could be good idea to make those tokens used like adding new upgrade that is 1% more ammo capacity for each token you useTapwave wrote:Don't worry about that, original DOOM4 does the same thing. I finished it 100% and I had about ten or so unspent tokens after getting the IDKFA achievement.
Spoiler:And looks like that skull key is stuck in there...
Spoiler:Oh well, nothing a little elbow grease can't fix...
Spoiler:Oh shit oh shit oh shit...
Spoiler:
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# v???
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@ Option: New monster spawns were made optional. You can now toggle monster type between "Original Doom", "D4D" or "D4DHF".
@ Feature: Gore Nests Introduced.
@ Monster: Unwilling added
@ Menu: Re-ordered the menu a little. Preator weapon upgrades are listed separately from regular upgrades, and suit abilities have their own category.
@ Visual: Made a new HUD animation for interacting with Elite Guards
@ Visual: Nightvision fadein/out reworked a little to look nicer and at the same time be a little disorienting
@ Visual: Added HUD indicators for berserk and nighvision
@ Upgrade: Grenadier upgrade added as a new ability
@ Upgrade: Attachment Speedloader upgrade added for the combat shotgun
@ Bugfix: Fixed the simultaneous interaction issue with Elite Guards
@ Bugfix: Updated all HF upgrades for save and death exit protection like native D4D upgrades.