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

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

Post by shotfan »

DoomKrakken wrote:Not exactly like the EMG Mark V... it just turns the blue highlights red. Think of it as the baby of the MP Pistol and SP Pistol. :D

I don't entirely understand the logic of the EMG Mark V pistol in DOOM... why waste shots with the standard fire when you can fire those awesome charged shots?
No, the gun becomes stronger in both firemodes when you get the upgrades I mentioned. If I am not mistaken, the EMG Mk V is a bit stronger than the Doom's 4 SP original EMG.

Seriously, do not ask me. The Pistol is so weak that does not require any ammo limit, since is is so unpractical to use frequently. If anything, the charged shots should require multiple ammo units - like 5 per shot - and the primary fire only 1. Then again, Static Rifle in Doom 4 has limited ammo, even though it is supposed to be powered by your player character's muscles... so I would not bother to look for logic in here. It seems like somebody at Certain Affinity overbalanced things here. Not a big surprise, considering that CA has people that worked on Halo... (why you would even seriously use the EMG Mk V in multiplayer? It should be a sidearm available on all times, and even at that it seems it would be hardly useful at all).
Last edited by shotfan on Mon Nov 28, 2016 4:16 am, edited 5 times in total.
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VICE
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Re: D4D - You kidding? v2.0.3 bugfix! (11/03/16)

Post by VICE »

Major Cooke wrote:Watch your ammo counter NOT drop!
Oh, that really happened? I thought I was on acid or something.


:wink:
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Zen3001
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Re: D4D - You kidding? v2.0.3 bugfix! (11/03/16)

Post by Zen3001 »

didnt seargnet just released a vesion of brutal doom for this d4d?
rileymartin
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Re: D4D - You kidding? v2.0.3 bugfix! (11/03/16)

Post by rileymartin »

I'm wondering why some enemies of the same type start infighting and if it's intentional. I played a map recently with two Cyberdemons and they started fighting each other until one died and the other was a quick Gauss shot away from death. Seems like something that can mess up certain encounters. Also hard a horder of Barons slapping each other instead of attacking me.
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Mr.Enchanter
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Re: D4D - You kidding? v2.0.3 bugfix! (11/03/16)

Post by Mr.Enchanter »

Zen3001 wrote:didnt seargnet just released a vesion of brutal doom for this d4d?
uhhhh no. There is an addon for v20b that utilizes the same weapons, but the two mods are not affiliated.
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Rowsol
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Re: D4D - You kidding? v2.0.3 bugfix! (11/03/16)

Post by Rowsol »

Some more feedback.

How about adding the quad $ powerup to the allmap spawn?

I feel like crates are too cheap (or the other stuff is too expensive?), especially once you get the very cheap 999 upgrade.

I mentioned it before that I thought the ratio of cash that comes from monsters compared to getting the completionist bonus was off. In the mod's current state I don't think I would ever bother wasting my cash on most of the upgrades (10k for an extra BFG ammo?) when I could just get the essential upgrades and spend the rest on crates. I feel that doubling the amount of cash a monster drops and doubling the cost of a crate would bring things closer together.

Ammo is skewed heavily towards shells and rockets. It's ridiculous how a shotgunguy drops 8 shells, that's double what vanilla guys drop and I thought 4 was high. 3 rockets for the small pickup is overkill. Cells get shafted, a measly 30 cells for a big pickup. I would assume any map maker that knows Doom at all would go light on the cellpacks considering how much ammo they give, so combined with this giant nerf it seems unfair.

Cacos blinding you is very annoying.

It would be cool if the supershotgun crosshair was bigger at first and once you get the narrowed upgrade it shrank. Also, it shows the reload animation when you have 0 shells.

It's weird that the super shotgun gets piercing bullets. Makes a lot more sense on the repeater and makes the super shotgun better than it should be, and it's already really good.

Auto switching to a new grenade type when you pick it up is annoying but I can't see any better way of letting the player know they have a new one besides just spamming the center of the screen.

The tactile scope on the HAR is torture to use. If the reticule wasn't bad enough it shines white when you shoot making it even harder to see. I'll never use that again, that's for sure.

I always use the repeater over the chaingun since I have the super shotgun for close up and bullets are scarce. Also, chaingun spin up is slow as balls, as mentioned before.

The painelemental morph is seriously lacking firepower.

The regeneration seems redundant on an item that just healed you for 100 overheal. Also, it makes it significantly better than soulspheres usually are. Wouldn't it fit better on something like the blursphere? Or maybe a new powerup that just regenerates.

--------------------------------
Now for some good stuff.
--------------------------------

Most mods I can spend days changing stuff that I don't agree with. This mod has very little wrong with it.

I like how the player doesn't have a pain sound. I get tired of hearing grunts.

The options menu is fantastic.

At first the weapon switch speed seemed too fast but I play other mods that only double the norm and they feel slow now. I''m spoiled.

Randomized crates are wonderful. If you got to choose what you wanted you'd just pick the best option and ignore every other one. I wish a similar thing existed in Guncaster. That mod has a serious balance issue with the store.

I like that you automatically get the credits from kills and you don't have to walk over every corpse. A certain other mod annoys me with that...

The BFG feels so damn good. Everything about it is perfect. The zoom back when you shoot it, watching all the guys get stunlocked, and that satisfying sound when it explodes.

The monsters are well balanced for the most part.

-The demons are interesting and a real threat, which is nice.
-I do wish the chaingunguys had a different graphic for their beam. It's kinda ugly and when there's a lot of them it'll blind you.
-Fatsos could use a delay on their attack, 6 tics isn't long enough.
-Archviles are by far the best change though. I hate everything about vanilla viles. This changes everything for the better, so that's good. The constant teleporting away is annoying but it's a small price to pay.

I guess that's it. Feel free to shun me now.
Last edited by Rowsol on Tue Nov 29, 2016 4:21 am, edited 5 times in total.
shotfan
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Re: D4D - You kidding? v2.0.3 bugfix! (11/03/16)

Post by shotfan »

Rowsol wrote: How about adding the quad $ powerup to the allmap spawn?
What do you mean?
Cacos blinding you is very annoying.
It is fine for me. Makes Cacos more difficult to deal with if you are sloppy.
It's weird that the super shotgun gets piercing bullets. Makes a lot more sense on the repeater and makes the super shotgun better than it should be, and it's already really good.
It has this upgrade in the Doom 4 as well - maybe that is the reason.
The tactile scope on the HAR is torture to use. If the reticule wasn't bad enough it shines white when you shoot making it even harder to see. I'll never use that again, that's for sure.
I agree, Tactical Scope is borderline useless. I find the (scopeless!) Repeater significantly better for the sniping work. Not to mention the Vortex Rifle.
I always use the repeater over the chaingun since I have the super shotgun for close up and bullets are scarce. Also, chaingun spin up is slow as balls, as mentioned before.
Gatling Rotator evens things a bit. And Mobile Turret is of course brutal enough to compete with the fully upgraded SSG.
I like how the player doesn't have a pain sound. I get tired of hearing grunts.
I do not like this. Pain grunts are important part of the game feedback. Without them, it is easy to not notice that something eats you from behind. At least the red bloodshot flashes should stay.
I like that you automatically get the credits from kills and you don't have to walk over every corpse. A certain other mod annoys me with that...
Let me guess: Guncaster?
-Archviles are by far the best change though. I hate everything about vanilla viles. This changes everything for the better, so that's good. The constant teleporting away is annoying but it's a small price to pay.
I find them far less threatening now. I think they got nefred a bit too much.
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DoomKrakken
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Re: D4D - You kidding? v2.0.3 bugfix! (11/03/16)

Post by DoomKrakken »

shotfan wrote:
DoomKrakken wrote:Not exactly like the EMG Mark V... it just turns the blue highlights red. Think of it as the baby of the MP Pistol and SP Pistol. :D

I don't entirely understand the logic of the EMG Mark V pistol in DOOM... why waste shots with the standard fire when you can fire those awesome charged shots?
No, the gun becomes stronger in both firemodes when you get the upgrades I mentioned. If I am not mistaken, the EMG Mk V is a bit stronger than the Doom's 4 SP original EMG.
That's not what I meant. I was only talking about the aesthetic stuff. Behavior-wise... yes, the pistol can be upgraded to perform similarly to the EMG Mark V (though it still retains its unlimited ammo pool). However, currently, no sprites exist for an EMG Mark V, but the closest thing there is to EMG Mark V sprites is the edits done to the Pistol's blue highlights.
Xtor98
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Re: D4D - You kidding? v2.0.3 bugfix! (11/03/16)

Post by Xtor98 »

Sorry, but... How to add idle sounds for all this weapons ?
Last edited by Xtor98 on Tue Nov 29, 2016 8:30 am, edited 1 time in total.
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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 »

Put A_PlaySound command on every weapon's idle sequence with editor, of course. But the thing is, what for?
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DoomKrakken
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Re: D4D - You kidding? v2.0.3 bugfix! (11/03/16)

Post by DoomKrakken »

Couldn't this have been asked on the "How Do I..." thread?

Also... I move to combine all the Mark V upgrades for the pistol into one singular upgrade. I find it a little bit stupid that one would basically need to piece the pseudo EMG Mark V together by buying 3 separate upgrades. Thoughts?
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VICE
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Re: D4D - You kidding? v2.0.3 bugfix! (11/03/16)

Post by VICE »

I think buying the upgrade in increments gives a nice sense of progression.
shotfan
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Re: D4D - You kidding? v2.0.3 bugfix! (11/03/16)

Post by shotfan »

I also would prefer to have the current separate upgrades stay. This way, you can upgrade the Pistol in steps faster, without waiting to gather enough cash for the full package.

EDIT: Fu***** typos how do they work
Last edited by shotfan on Tue Nov 29, 2016 5:06 pm, edited 1 time in total.
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Nems
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Re: D4D - You kidding? v2.0.3 bugfix! (11/03/16)

Post by Nems »

shotfan wrote:I also would prefer to have the current seperate upgrades stay. This way, you can upgrade the Pistol in steps faster, without waiting to gather enough cash for the full package.
I second this notion.
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Beed28
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Re: D4D - You kidding? v2.0.3 bugfix! (11/03/16)

Post by Beed28 »

Small request; would it be possible for the Carrion Cannon to absorb the gib decorations (for less carrion than corpses) on the floor, seeing as it can absorb map-placed corpses?
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