Q4LFM-DE: Updated 1.05 (06-29-17, please redownload)

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iSpook
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Re: Q4LFM - Doom Edition

Post by iSpook »

Not a problem.
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AlphaEnt
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Re: Q4LFM - Doom Edition

Post by AlphaEnt »

I've noticed youtube message system sucks a bit, so i'll ask it here...

I would like to contribute with ripping those sprites again. Since there are on low res, I think it would be useful to practice some pixel art =P
Now that i've learned some stuff about animation, I think I can synchronize Doomguy's hand into the animation as well...

However, i'm busy with other mod's, so, before doing anything, just wanted to ask...
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DBThanatos
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Re: Q4LFM - Doom Edition

Post by DBThanatos »

AlphaEnt wrote:I've noticed youtube message system sucks a bit, so i'll ask it here...

I would like to contribute with ripping those sprites again. Since there are on low res, I think it would be useful to practice some pixel art =P
Now that i've learned some stuff about animation, I think I can synchronize Doomguy's hand into the animation as well...

However, i'm busy with other mod's, so, before doing anything, just wanted to ask...

Oh, that sounds quite interesting. Just let me know what do you need for that. And yes, youtube sucks for notifications. You can contact me easier over here via PM
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Re: Q4LFM - Doom Edition

Post by AlphaEnt »

DBThanatos wrote:
You can contact me easier over here via PM
Ok, i'll take that into consideration. I'll sent you some PM then...
Oh, BTW, just asking: Do you also speak spanish?
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Re: Q4LFM - Doom Edition

Post by nax »

this looks pretty cool but i'm a bit confused with all the talk of original quake 4 being slow. it's not doom fast but none of the quakes were. quake 4 took a bit more effort to get the speeds of quake 2 but you could definitely get some pretty insane velocities once you got sliding down.

i haven't tried this yet but did you add sliding? i mean jumping and crouching breaks doom compat like nuts but it'd be cool to slide around with super speed again.
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Re: Q4LFM - Doom Edition

Post by -Ghost- »

Do you have any plans to integrate that basic "upgrades" system Q4 had, like the shotgun getting a magazine, etc? It'd be cool to occasionally find those to power up your weapons.
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Re: Q4LFM - Doom Edition

Post by DBThanatos »

nax wrote:this looks pretty cool but i'm a bit confused with all the talk of original quake 4 being slow. it's not doom fast but none of the quakes were. quake 4 took a bit more effort to get the speeds of quake 2 but you could definitely get some pretty insane velocities once you got sliding down.

i haven't tried this yet but did you add sliding? i mean jumping and crouching breaks doom compat like nuts but it'd be cool to slide around with super speed again.
To be completely honest, Im not aware if crouchsliding existed in single player Quake 4. I never even tried it.

When I mention that quake 4 feel slow, I mean in the general movement of the player. If crouchsliding was a thing in single player it could help indeed, but I think SP maps arent exactly made to make use of that feature :P

Now, I would love to be able to add crazy trickjumps into this mod, but Im not even sure how possible it is. But if I do, it would be for the MP section of the mod only. And yes, Im planning to make it MP compatible. I wont be able to bring a Q4 MP competitive experience into doom, but I can try :P

-Ghost- wrote:Do you have any plans to integrate that basic "upgrades" system Q4 had, like the shotgun getting a magazine, etc? It'd be cool to occasionally find those to power up your weapons.
Yes. Absolutely. In fact several are already there, and Im working on others that didnt exist in the original and which I hope wont break the gameplay too bad. However, the shotgun clip isnt one of them, because there's no reloading at all in Q4LFM. However, I added an slight one which makes the shotgun a bit more accurate, but only a bit. And since I spoiled the "MP compatibility" above, I might as well mention that upgrades are not to be found in MP.
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Sgt. Shivers
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Re: Q4LFM - Doom Edition

Post by Sgt. Shivers »

Maybe for shotgun upgrades you could have it that you only have to pump after every 3 shots or something?
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Re: Q4LFM - Doom Edition

Post by iSpook »

Yo, two questions:

1.) Will this also feature the MP-exclusive Napalm launcher, as mentioned here?

2.) If not, then may the GL get an upgrade that'll do the same and/or similar to it?
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DBThanatos
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Re: Q4LFM - Doom Edition

Post by DBThanatos »

iSpook wrote:Yo, two questions:

1.) Will this also feature the MP-exclusive Napalm launcher, as mentioned here?

2.) If not, then may the GL get an upgrade that'll do the same and/or similar to it?

Sorry for not replying. It totally slipped my mind. About the Napalm Launcher, TBH, Im not even sure how it works. Could you elaborate on it? And I might add it to the GL, since I never ripped the sprites for the napalm launcher.


Now, just for the sake of testing, I tried my mod in MP in the zandronum alpha 3.0 and... despite balance issues and all, damn, Im having fun here.

Again, this is a very early version of what the final MP will be.
Spoiler: You can up it to 720p 60FPS
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Re: Q4LFM-DE: Deathmatch preview pg.1

Post by Captain J »

after seeing it on youtube, napalm launcher in quake 4 fires fireball that makes fire explosion and leaves little fire when hit. and the fire rate kinda like a rocket launcher, and it has own unique ammo.

if you didn't got it, here's the video;
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DBThanatos
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Re: Q4LFM-DE: Deathmatch preview pg.1

Post by DBThanatos »

Sadly, that doesnt really tell me much about damage, and possible after effect behavior. I have never seen that one in the competitive Q4 i've watched. So I guess I-ll have to add some bots to Q4 and mess with it until I find what it actually is for.
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Re: Q4LFM-DE: Deathmatch preview pg.1

Post by DBThanatos »

First post updated with the status of the mod

And a new deathmatch trailer


Who's up for some coop testing with their pals?
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Re: Q4LFM-DE: Status (Feb 2nd 2016)

Post by iSpook »

I'd be up for it if I wasn't disinterested in co-op or most MP-based stuff for Doom.
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Re: Q4LFM-DE: Status (Feb 2nd 2016)

Post by DBThanatos »

Ah. What a shame. Well, I guess I will just release it untested in that side.
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