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Re: D4D - v3 Alpha 2 NEW POLL!

Posted: Sun Mar 12, 2017 2:50 pm
by Major Cooke
Update both D4D and GZDoom.

Re: D4D - v3 Alpha 2 NEW POLL!

Posted: Mon Mar 13, 2017 12:00 am
by Gorec
turns out his was enough dumb to somehow load d4d and then resources(despite i told him another direction)

Re: D4D - v3 Alpha 2 NEW POLL!

Posted: Mon Mar 13, 2017 7:18 am
by Major Cooke
There's that too. :P

And to everyone, I should be coming out with some Invulnerability upgrades and perhaps a few Demon Rune augments as well, potentially today. The new menu system is taking a bit of time to program since it's like wandering through a maze blindfolded somewhat.

Re: D4D - v3 Alpha 2 NEW POLL!

Posted: Tue Mar 14, 2017 9:19 am
by DoodGuy
Script error, "D4D.pk3:cvarinfo.txt" line 69:
Unknown cvar attribute 'cheat

I'm using the latest version of GZDoom and I loaded the resources first

Re: D4D - v3 Alpha 2 NEW POLL!

Posted: Tue Mar 14, 2017 9:21 am
by Major Cooke

Re: D4D - v3 Alpha 2 NEW POLL!

Posted: Tue Mar 14, 2017 5:39 pm
by Major Cooke
Added Pentagram of Protection and Demon Rune upgrades in. Now in the bleeding edge edition.

Not yet balanced, since I still need to ensure they get along alright. Two more upgrades are planned for the demon runes once the engine can support a couple other features.

Re: D4D - v3 Alpha 2 -- More upgrades!

Posted: Wed Mar 15, 2017 8:03 am
by Major Cooke
I figured out what was wrong with the upgrade I mentioned yesterday and enabled it. You can now purchase the ability to leach 20% damage as health. In return, picking up more demon runes only grants 1/4 health back instead of full. This will encourage purchase of this upgrade even more.

Re: D4D - v3 Alpha 2 -- More upgrades!

Posted: Wed Mar 15, 2017 10:48 pm
by Unlucky
hey Major Cooke,I'm trying to get D4D to work,but I get an error saying that an attribute "cheat" is an error and it does not start,I am using GZdoom and all the files the mod needs to work on and still,I'm getting that error.What am I doing wrong?

Re: D4D - v3 Alpha 2 -- More upgrades!

Posted: Thu Mar 16, 2017 5:35 am
by Major Cooke
You're not using the latest enough of a devbuild. Try the latest here.

Re: D4D - v3 Alpha 2 -- More upgrades!

Posted: Sat Mar 18, 2017 7:15 am
by sovietotaku
With latest version of gzdoom devbuild and right mod load order i cannot see any armor, bullet and health powerups. They are present but invisible. I tried to reset settings of gzdoom but it didn't fixed the problem. What should i do to fix this?

Re: D4D - v3 Alpha 2 -- More upgrades!

Posted: Sat Mar 18, 2017 10:38 am
by Major Cooke
What all are you loading? Also, there's some issues with the latest devbuilds so I suggest using the one from the previous sunday.

Does it show huge inflated credit bar icons? If so, you're not actually loading it in the right order. Try switching it around.

Re: D4D - v3 Alpha 2 -- More upgrades!

Posted: Sun Mar 19, 2017 6:32 am
by sovietotaku
Major Cooke wrote: Does it show huge inflated credit bar icons? If so, you're not actually loading it in the right order. Try switching it around.
Boot order is correct: http://imgur.com/a/0GTe8
Gameplay screen: http://imgur.com/a/nL1Yd
Will try older build of gzdoom.

UPD: tried build gzdoom-x64-g2.4pre-861-gf1630ce from Mar 10 2017 03:43:26, still no visible powerups

Re: D4D - v3 Alpha 2 -- More upgrades!

Posted: Sun Mar 19, 2017 9:03 am
by Major Cooke
First off, monsters shouldn't be leaving behind bodies at all. Something's wrong with your copy.

What version of the mod are you using? Are you loading any addons?

Re: D4D - v3 Alpha 2 -- More upgrades!

Posted: Mon Mar 20, 2017 12:17 am
by Major Cooke
Declaring it now, use GZDoom 2.4 official release from now on unless specified otherwise.

Re: D4D - v3 Alpha 2 -- More upgrades!

Posted: Thu Mar 23, 2017 6:04 pm
by SyntherAugustus
I have an idea for the static rifle that might give it a new fancy identity. Not saying it has to be for this mod, because it probably would be better for multiplayer as it would promote z-axis movement and even some fancy trickjumping.

The static rifle would act as a crowd control weapon. The greater the charge, the more pushback the target(s)* get (Think discs of repulsion from Hexen). If the static rifle hits a wall or a floor, the energy reflects back to the player, creating a rocket jump effect, even from far distances. This can also be with "heavy" targets such as a cyberdemon or a mancubus that's too great of a mass to be pushed away.

You can even take this a step further and have the secondary fire shoot an energy ball. The player can "shock combo" said energy ball and create an even bigger effect.

*splash damage!