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

Projects that alter game functions but do not include new maps belong here.
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Rowsol
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Re: D4D - You kidding? v2.0.3 bugfix! (11/03/16)

Post by Rowsol »

I agree that berserk is too good. If you turn off monster drops it's more fair. I would also prefer a timed berserk rather than full level.
Gez
 
 
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Re: D4D - You kidding? v2.0.3 bugfix! (11/03/16)

Post by Gez »

How about a compromise: berserk strength lasts full level; but bonus drops are timed?
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Techokami
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Re: D4D - You kidding? v2.0.3 bugfix! (11/03/16)

Post by Techokami »

Gez wrote:How about a compromise: berserk strength lasts full level; but bonus drops are timed?
Well, I've still got no reason to use guns for the rest of the stage if I can turn demons into a fine red mist with one punch. The Berserk fist strength seems to be far greater than vanilla Doom's. Hence the suggestion of making it timed, like in Doom 4. Sure it will be trickier to implement (it's implemented in MetaDoom, I'm sure Kinsie will let you borrow his code) but I personally feel that it strikes a good balance for gameplay.
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Re: D4D - You kidding? v2.0.3 bugfix! (11/03/16)

Post by Gez »

The thing is that since D4D does not come with levels, it has to take into account that several levels were designed for berserk -- as in, that's the only weapon you get.
eyesoftheworld94
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Re: D4D - You kidding? v2.0.3 bugfix! (11/03/16)

Post by eyesoftheworld94 »

DoomKrakken wrote:What's this Doom 3 Texture pack? I can't find it, but I'm so very interested...
It's found here: http://www.mediafire.com/file/54kkiqo6d ... ex_Mus.pk3
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DoomKrakken
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Re: D4D - You kidding? v2.0.3 bugfix! (11/03/16)

Post by DoomKrakken »

Aw, thanks man!!!
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Captain J
 
 
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Re: D4D - You kidding? v2.0.3 bugfix! (11/03/16)

Post by Captain J »

Gez wrote:The thing is that since D4D does not come with levels, it has to take into account that several levels were designed for berserk -- as in, that's the only weapon you get.
Also, You probably want to use weapons to shoot some demons from long distance or facing some stronger ones. Some levels are impossible to kill all of them without weapons and it goes off when you completed the level, after all.
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Major Cooke
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Re: D4D - You kidding? v2.0.3 bugfix! (11/03/16)

Post by Major Cooke »

I have an alternative. Completely unrelated, but fuck it.

New option: Next maps start with 0 credits, off by default. Some might find this crazy but I think it's worthy since I find myself with way too much money in Gothic Movement. Heheh... And once you maximize on all upgrades by like... I dunno, level 4 or 5? You can just spam buy crates and create your own temporary armory to fall back to if things get hairy.

That aught to up the challenge and to force people to buy their upgrades wisely before moving to new maps, so they can get the best out of what they have.

And if I can convince DBT, credits = ammo mode. Also optional. If you run out of ammo, credits will be your ammunition instead. Aught to be a little more fun for you folks who don't like buying upgrades at all especially, but you can still buy them.
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Techokami
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Re: D4D - You kidding? v2.0.3 bugfix! (11/03/16)

Post by Techokami »

Captain J wrote:
Gez wrote:The thing is that since D4D does not come with levels, it has to take into account that several levels were designed for berserk -- as in, that's the only weapon you get.
Also, You probably want to use weapons to shoot some demons from long distance or facing some stronger ones. Some levels are impossible to kill all of them without weapons and it goes off when you completed the level, after all.
Oooooh, good point on the maps thing. Didn't think of that. And yeah, you do need weapons for enemies in unreachable locations, though I do tend to be a bit of a daredevil with all the jump upgrades and make an attempt to get up close and personal :D
Smashhacker
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Re: D4D - You kidding? v2.0.3 bugfix! (11/03/16)

Post by Smashhacker »

Can I make a suggestion? Would it be possible to implement a system where credits can be earned from non-D4D custom monsters (have credits earned be directly proportional to a custom monster's max health)?

Also, would there be a replacement to the Wolfenstein SS enemy in the next update?
JohnnyTheWolf
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Re: D4D - You kidding? v2.0.3 bugfix! (11/03/16)

Post by JohnnyTheWolf »

Techokami wrote:3) When I go to make a save file, the "EN" selection on the soft keyboard is a bit, uh, glitched:
I reported that very issue a while back, so the modders are already aware of it. However, it seems they have much bigger fishes to fry at the moment.
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Beed28
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Re: D4D - You kidding? v2.0.3 bugfix! (11/03/16)

Post by Beed28 »

Bug report; in a custom map, if a monster is flagged as "dormant", they don't spawn when D4D is loaded.
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DoomKrakken
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Re: D4D - You kidding? v2.0.3 bugfix! (11/03/16)

Post by DoomKrakken »

You're absolutely sure that it's not spawned, rather than being totally invisible? Because that's what happens when a monster that has TNT1 A as its very first sprite frame in its Spawn state.
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Techokami
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Re: D4D - You kidding? v2.0.3 bugfix! (11/03/16)

Post by Techokami »

Another little issue I've come across involves the camera tilt system for when you take damage. Sometimes, if you take a lot of hits in quick succession, it doesn't seem to properly restore its orientation, leading to a tilted view:
Image
Perhaps there needs to be a failsafe for reorienting the camera? (Or if there is one, maybe it doesn't always trigger?)

EDIT: Ah yes, almost forgot one other small thing: obit strings for the new monsters! Seems you don't uh, have them? Because if I get killed by a Hell Razer, it claims I died to a Chaingunner... which is a monster that doesn't exist in the Doom 4 monster set option. This should be pretty trivial to fix, just set a new string for the Obituary attribute and insert one into the language file.
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Re: D4D - You kidding? v2.0.3 bugfix! (11/03/16)

Post by shotfan »

I noticed that tilt phenomenon as well yesterday. I assumed that Doomguy received so much damage, that his head got dizzy :D
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