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

Post by Viscra Maelstrom »

the way i see it, it seems related to the chaingun in some form. switching to the chaingun and back should fix the tilted perspective.
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Caligari87
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Re: D4D - You kidding? v2.0.3 bugfix! (11/03/16)

Post by Caligari87 »

Actually just doing a melee attack should fix it, last time it happened to me that worked at least.

8-)
rileymartin
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Re: D4D - You kidding? v2.0.3 bugfix! (11/03/16)

Post by rileymartin »

Hey, big D4D fan here! Got a question. Is there a way to have secondary fire effects like the Chaingun spin and the Rifle zoom toggle by clicking once? It's a bit awkward having to hold Right Mouse down all the time. Also, why does the shotgun grenade, for instance, require pressing Right Mouse and then Left to shoot instead of Right just shooting the grenade right away?
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Caligari87
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Re: D4D - You kidding? v2.0.3 bugfix! (11/03/16)

Post by Caligari87 »

Because that's how Doom 2016 does it...?

8-)
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Naniyue
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Re: D4D - You kidding? v2.0.3 bugfix! (11/03/16)

Post by Naniyue »

I get to enjoy DooM 4 within DooM I/II? Already HOOKED!!!!!! :twisted:

And thanks to so many in this forum for keeping DooM fresh after all of these years!
rileymartin
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Re: D4D - You kidding? v2.0.3 bugfix! (11/03/16)

Post by rileymartin »

Caligari87 wrote:Because that's how Doom 2016 does it...?

8-)
Haha, fair enough. I haven't played the new Doom. :3:
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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 »

Many things were inspired and intentionally taken from new doom. Be sure remember that.
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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 »

According to Michaelis, you can turn off the reticle by going into console and typing give NoReticle. Apparently this was a feature not yet exported.
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The_DooM_Marine_DIV
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Re: D4D - You kidding? v2.0.3 bugfix! (11/03/16)

Post by The_DooM_Marine_DIV »

in the new version will be added the weapons wheel?
(sorry for my english)
q3cpma
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Re: D4D - You kidding? v2.0.3 bugfix! (11/03/16)

Post by q3cpma »

Hello,
first, thanks for this amazing mod. I've encountered some strange blood spashes when playing Sunlust: https://a.pomf.cat/ommbev.png https://a.pomf.cat/okldgz.png
shotfan
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Re: D4D - You kidding? v2.0.3 bugfix! (11/03/16)

Post by shotfan »

Weird. This the Sunlust's first level, yes? I do not remember such blood splats there (I ragequited at map 10). Then again, that was one of the 1.0.X D4D versions I was playing back then...
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MrRumbleRoses
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Re: D4D - You kidding? v2.0.3 bugfix! (11/03/16)

Post by MrRumbleRoses »

ok. so it seems that i can play the newer version of this mod in software mode. now the question of the day is. what mods could i perhaps play that will be ok in software mode along with the D4D mod
rileymartin
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Re: D4D - You kidding? v2.0.3 bugfix! (11/03/16)

Post by rileymartin »

It seems to me that some of the multiplayer weapons, like the Carrion Cannon and Lightning Gun, are significantly better than the SP guns. The Carrion in particular just feels ridiculous with a few upgrades because of the unlimited ammo ,insane DPS and AoE explosions. And that's without mentioning the portals. The upgraded Lightning Gun stunlocks everything it doesn't instantly pop and feels too good as well.
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Re: D4D - You kidding? v2.0.3 bugfix! (11/03/16)

Post by shotfan »

I am inclined to agree to some degree. In the Carrion Cannon's case, it is difficult and somewhat random to get, so it being a BFG-alternative (as it is described in the mod's guide) is justified and feels properly rewarding. But I agree about the ammo supply - even with only the Vorpal Stinger upgrade (which solely affects the stun chance) I found the Carrion drops rather generous. Maybe enemies killed by CC should not drop Carrion, to balance it a bit?
Lightning Gun is fine. Its stunlocking capability is supreme, but this is an electric weapon, so it is expected that nothing living could do anything when paralyzed by a high-voltage energy arc. Likewise with its damage potential (I think its power rivals Mobile Turret, which itself is probably second only to BFG, but the newcoming CC comes close). If anything, I would ramp up its ammo consumption. But I must say that I still find Plasma Rifle obsolete (sans its mods) compared to LG, but that is PR's problem (as I have been saying for some time now... :) ).
Looking at the other MP-imported weapons, the fully-upgraded Static Rifle stands out as very powerful too, but I am too much in love with it to complain :wub: It makes more open-ended levels a breeze to blitz through.
I also find Repeater more reliable than HAR overall, and that is only when taking its primary fire into consideration, as I rarely use the incendiary shot. I do not feel the need for HAR's Tactical Scope with Repeater in my hands, even though the latter has no scope (Simo Häyhä mode activated :D ), and Mini Missiles also do not seem that powerful anymore, compared against the Repeater with upgraded primary fire mode. But that may be only my preference.
And Vortex Rifle is just the resident competent sniper rifle with the nifty focusing mechanic. Nothing wrong with it.
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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 »

It was meant to be extremely plentiful once you have full upgrades. Also, you don't just get ammo from anywhere -- only from absorbing corpses and violently splattering your opponents.

I also made it very plentiful because during the two seconds of charging time, you are very vulnerable to enemy fire and many times I've been caught off guard and fucked over as a result. The alt-fire also has that pitfall -- you're stuck with the weapon channeling for ~2 seconds while it charges open portals over 1-5 enemies. Also, the portal spawning is completely sporadic on which targets it chooses, meaning you wind up sometimes not hitting the one you're hoping to aim for.

What I might do instead is just increase the costs of the two ammo upgrades. That might perhaps balance it out a little more, making that bit somewhat more end game-ish.

Also don't forget, not every enemy drops carrion. If you encounter a pack of lost souls and/or pain elementals and you use it against them, you get nothing. And many maps have these assholes as traps.

Also I don't tend to play with demon runes so that may also explain abundance.

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Note to self: Add option so enemies with hitscan attacks can fire tracers which players can see. I.e. nazis, classic doom monsters, etc.
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