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
Major Cooke
Posts: 8212
Joined: Sun Jan 28, 2007 3:55 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 10
Graphics Processor: nVidia with Vulkan support
Location: GZBoomer Town
Contact:

Re: D4D - You kidding? v2.0.3 bugfix! (11/03/16)

Post by Major Cooke »

Skrell wrote:You know...at 1st I didn't think much of this MOD...just figured "oh here's another attempt at making Doom 2 look like Doom 4", but the more it develops the more I find myself thinking....WHY WOULD EVER PLAY DOOM 4 after this???? TRULY TRULY IMPRESSIVE! Keep it up man!!
My thoughts precisely. I don't even care to play it anymore now. Except for the spider mastermind battle, that one I still have fun repeating over and over again from time to time.
bigboss96 wrote:You did an amazing job. I still can't believe the amount of things you added to the mod. I'm having a lot of fun with it. Thanks for work. I really appreciate it.
And thank YOU for playing!

----------

If you guys want to continue helping out our development, D4D is now basically piggybacking ZDoom's upcoming ZScript, a very POWERFUL new language that can replace the current Decorate system. I've already converted D4D in its entirety over to it. You can grab a copy of the GZDoom Eruanna built and get to testing it immediately, with all the latest devbuild features within it too. ;)

One thing though, disable textured automap overlays. They will crash whenever you attempt to open the automap.

Your help will be greatly appreciated -- the more testing that's done, the more bugs Graf rids, and the sooner we can get to work on newer and better features that previously weren't even possible.

Please read that thread carefully though. You're testing for crashes for the sake of ZDoom's progress so tech details might be a bit out of your grasp. There is no new features in this version at all, yet. You're basically sacrificing playability for the service of helping push ZScript to completion which in turn helps get us what we need to do newer and shinier things. If you don't know what to do about it, I suggest you stick with the current D4D if you value stability. Otherwise if you really like the idea of new goodies sooner, head on over to the link above to get started.

READ EVERYTHING. I cannot stress this enough!
User avatar
jckfrbn
Posts: 36
Joined: Mon Jul 18, 2016 6:26 am

Re: D4D - You kidding? v2.0.3 bugfix! (11/03/16)

Post by jckfrbn »

Frozenwolf150 wrote:The ammo balance still feels way off. I'm testing it using sv_unlimited_pickup to see how much excess I can gather, and right now I have 5,000 bullets, 2,000 shells, 600 rockets, and 2,000 cells. I'm actually not going out of my way to conserve ammo. I found myself wishing there were a feature to trade in extra ammo for credits.
Caligari87 wrote: TL;DR, low-level monsters are too easy to kill, and the vast majority of them (zombies) overcompensate ammo drops.

8-)
A quick fix, difficulty supplement I've been using is doubling zombie(all 3 types), imp & pinky's healthpools. Makes them a bit spongier without them outclassing higher ranked monsters
Note: I use d4d mobs, so I didnt change the doom ones.... dont know why I felt to mention it
Oh and its decorate/monsters to find where to change these

(Pinky doubles to 300 hp, caco's have 400 hp)
User avatar
Mr.Enchanter
Posts: 481
Joined: Sat Mar 21, 2015 3:22 pm
Location: USA

Re: D4D - You kidding? v2.0.3 bugfix! (11/03/16)

Post by Mr.Enchanter »

jckfrbn wrote:
Frozenwolf150 wrote:The ammo balance still feels way off. I'm testing it using sv_unlimited_pickup to see how much excess I can gather, and right now I have 5,000 bullets, 2,000 shells, 600 rockets, and 2,000 cells. I'm actually not going out of my way to conserve ammo. I found myself wishing there were a feature to trade in extra ammo for credits.
Caligari87 wrote: TL;DR, low-level monsters are too easy to kill, and the vast majority of them (zombies) overcompensate ammo drops.

8-)
A quick fix, difficulty supplement I've been using is doubling zombie(all 3 types), imp & pinky's healthpools. Makes them a bit spongier without them outclassing higher ranked monsters
Note: I use d4d mobs, so I didnt change the doom ones.... dont know why I felt to mention it
Oh and its decorate/monsters to find where to change these

(Pinky doubles to 300 hp, caco's have 400 hp)
It would be ideal to have Pinkies be weaker from behind, but I have no clue how easy or hard that would be.
User avatar
tuintje
Posts: 74
Joined: Sat Sep 14, 2013 8:50 am
Contact:

Re: D4D - You kidding? v2.0.3 bugfix! (11/03/16)

Post by tuintje »

I love this mod and the update is great except the new hellknight and baron of hell really put me off they don't seem to fit in at all.

I think phobo did a lot better job a those 2 too bad he's still working on it but the ugly hellknight and baron stopped me from playing it ;(
JohnnyTheWolf
Posts: 1192
Joined: Mon Oct 05, 2015 8:37 am

Re: D4D - You kidding? v2.0.3 bugfix! (11/03/16)

Post by JohnnyTheWolf »

jckfrbn wrote:
Frozenwolf150 wrote:The ammo balance still feels way off. I'm testing it using sv_unlimited_pickup to see how much excess I can gather, and right now I have 5,000 bullets, 2,000 shells, 600 rockets, and 2,000 cells. I'm actually not going out of my way to conserve ammo. I found myself wishing there were a feature to trade in extra ammo for credits.
Caligari87 wrote: TL;DR, low-level monsters are too easy to kill, and the vast majority of them (zombies) overcompensate ammo drops.

8-)
A quick fix, difficulty supplement I've been using is doubling zombie(all 3 types), imp & pinky's healthpools. Makes them a bit spongier without them outclassing higher ranked monsters
Note: I use d4d mobs, so I didnt change the doom ones.... dont know why I felt to mention it
Oh and its decorate/monsters to find where to change these

(Pinky doubles to 300 hp, caco's have 400 hp)
I tried your method and it works except for the Archvile. Whenever I try to double its health, I get the following error:

Script error, "D4D.pk3:decorate/monsters/archvile.aed" line 1:
Unexpected character: ï (ASCII -17)


Also, how do you edit the ammo drop value? I understand Ammo.AED manages the ammo boxes placed in the levels, but what about the ones that enemies drop upon death?
Last edited by JohnnyTheWolf on Tue Nov 08, 2016 8:04 am, edited 2 times in total.
Cen Silver
Posts: 7
Joined: Wed Nov 02, 2016 1:31 pm
Location: Somewhere

Re: D4D - You kidding? v2.0.3 bugfix! (11/03/16)

Post by Cen Silver »

Quick Bug (I think) report: Easy, Medium, and Hard difficulties spawn you with no Grenades. But the two hardest ones spawn you with all of them...

...The heck?!?

EDIT: Another Bug: Automap bound to "M" cannot be toggled off (Instead it just marks numbers on the player's position)

PS:Both Using latest (Non-Devbuild) GZDoom (gzdoom-x64-g2.3pre-232-g96437d9) and latest D4D V2.0.3
Last edited by Cen Silver on Tue Nov 08, 2016 7:58 am, edited 1 time in total.
User avatar
Beed28
Posts: 598
Joined: Sun Feb 24, 2013 4:07 pm
Location: United Kingdom

Re: D4D - You kidding? v2.0.3 bugfix! (11/03/16)

Post by Beed28 »

Also, sometimes I start some maps with an automap, but other times without one.
JohnnyTheWolf
Posts: 1192
Joined: Mon Oct 05, 2015 8:37 am

Re: D4D - You kidding? v2.0.3 bugfix! (11/03/16)

Post by JohnnyTheWolf »

Cen Silver wrote:Quick Bug (I think) report: Easy, Medium, and Hard difficulties spawn you with no Grenades. But the two hardest ones spawn you with all of them...
It is a deliberate design choice.
User avatar
MetroidJunkie
Posts: 709
Joined: Fri Aug 19, 2011 7:27 am

Re: D4D - You kidding? v2.0.3 bugfix! (11/03/16)

Post by MetroidJunkie »

Really great mod, I'm having a blast with it! I'm even starting to do a let's play with it where I'm going to try to get through Plutonia with it. From what I've seen so far, you did a really good job nailing the Doom 2016 behavior, given what you had to work with.

One thing's for sure, those Pain Elementals are a bitch and a half on this mod since the Lost Souls Kamikaze you. :P
User avatar
jckfrbn
Posts: 36
Joined: Mon Jul 18, 2016 6:26 am

Re: D4D - You kidding? v2.0.3 bugfix! (11/03/16)

Post by jckfrbn »

JohnnyTheWolf wrote:
I tried your method and it works except for the Archvile. Whenever I try to double its health, I get the following error:

Script error, "D4D.pk3:decorate/monsters/archvile.aed" line 1:
Unexpected character: ï (ASCII -17)


Also, how do you edit the ammo drop value? I understand Ammo.AED manages the ammo boxes placed in the levels, but what about the ones that enemies drop upon death?
Well on the archville, I have no idea why it did that, what program did you open it with(personally I use slade)
Second, checking pinata.aed I officially don't have enough experience to read it. Seems to have a calculation for what ammo you get but it seems as though zombie men still drop a certain amount even with this calculation.... and checking each monster they all drop the same pinata so theres a variable im not seeing

Though in all honesty I forgot we can just disable mob dropping from the options so Ima try that XD
JohnnyTheWolf
Posts: 1192
Joined: Mon Oct 05, 2015 8:37 am

Re: D4D - You kidding? v2.0.3 bugfix! (11/03/16)

Post by JohnnyTheWolf »

I used Notepad. I do not know how to access DECORATE using Slade.

Also, you cannot really disable ammo drops; you can only limit health and armour drops to chainsaw only.

EDIT: Editing pinata.aed also causes the game to crash on start.
User avatar
Captain J
 
 
Posts: 16891
Joined: Tue Oct 02, 2012 2:20 am
Location: An ancient Escape Shuttle(No longer active here anymore)
Contact:

Re: D4D - You kidding? v2.0.3 bugfix! (11/03/16)

Post by Captain J »

Welp, you're supposed to edit them with slade after all. Study how to edit them and you'll edit them without problems.
JohnnyTheWolf
Posts: 1192
Joined: Mon Oct 05, 2015 8:37 am

Re: D4D - You kidding? v2.0.3 bugfix! (11/03/16)

Post by JohnnyTheWolf »

Speaking of which, where can I find Doom's default DECORATE file? I would like to experiment with vanilla gameplay first before messing with D4D.
Gez
 
 
Posts: 17946
Joined: Fri Jul 06, 2007 3:22 pm

Re: D4D - You kidding? v2.0.3 bugfix! (11/03/16)

Post by Gez »

It's all in gzdoom.pk3. Also documented on the wiki. You might want to become familiar with the ZDoom wiki...
JohnnyTheWolf
Posts: 1192
Joined: Mon Oct 05, 2015 8:37 am

Re: D4D - You kidding? v2.0.3 bugfix! (11/03/16)

Post by JohnnyTheWolf »

Okay, thanks!
Locked

Return to “Gameplay Mods”