Whether it's done after release or not doesn't matter. It's how I do it, and if Franco will give them to me directly.
I've been receiving some questions that have been commonly asked of me lately so I think it's time to address them en masse.
Ledge grabbing status?
Broke as fuck. Slowly working on it. Need to enslave Michaelis once more.
Where are the rest of the Multiplayer weapons?
On hold for the moment. I'm waiting on Franco Tieppo to continue negotiations. But they will come, probably by his hand directly instead of through D4T.
So D4T converted its powerups to Doom 2016's...
And D4D will not. It will maintain the route it's going because I honestly like the Quake powerup effects much more than Doom 2016's. I'm not going to budge on this, so you'll have to find someone to make an addon that replaces them.
Plans to bring in a menu like Doom 2016's with the upgrades and all?
Hopefully. But that's going to be extraordinarily difficult. First step, let's see how hard it is to bring back D4D v1's menu...
Multiplayer?
When GZDoom can support it. Definitely planned.
Why wait on GZDoom? Can't it be done on Zandronum?
Not even remotely. Zandronum devs are getting another thing coming to them when it comes to ZScript, and chances are likely they will have to restart on top of GZDoom once again. Besides, you have D4T if you want it NOW NOW NOW so don't go barking up the wrong tree JUST yet.
Can the upgrade menu become a portable viewer in Pickup upgrade mode?
Yes, it will be by the time the next update comes around.
Submodules?
Maybe.
Hey, you remember that reeeeaaaaally old Hell on Earth Starter Pack you promised?
I never promised. I stopped working on it when ZScript became a thing, because it means I can grant you all a bunch of even better shinies.
Fast weapon switching after firing--
--is coming. I've decided to unshackle all that shit, you're going to need it for some of the nasty surprises I've planned along with it.
And your addons?
D4D called shotgun. They're in the back seat, but still being given attention -- plenty of it.
How about some new monsters?
Want to volunteer? D4D is open source.
Re: D4D - v3 Alpha 6 -- Q&A Page 23
Posted: Fri May 19, 2017 3:45 pm
by mamaluigisbagel
Probably should add a question about the Praetor Suit hands, as I'm sure that'll be asked often now that D4T 2.0 is released. (and I know you can't atm even if you wanted because of the D4T grace period)
Re: D4D - v3 Alpha 6 -- Q&A Page 23
Posted: Fri May 19, 2017 4:39 pm
by Major Cooke
I indirectly addressed it. It's the second question down.
Re: D4D - v3 Alpha 6 -- Q&A Page 23
Posted: Fri May 19, 2017 4:53 pm
by mamaluigisbagel
Ya know, I was going to say "You kinda mentioned it" but oh well xD just wanted to point it out in case. Also don't know if it really matters, but the QnA is page 24. I was looking for it earlier and found it was a page later Not trying to point out something to correct, just mentioning for convenience.
Although I'm curious now. This probably won't be a good comparison, but in Smooth Doom, there's an option to change from brown to black gloves. Would it be possible in D4D to have an option to go from Classic gloves to New(Praetor) gloves?
And I'm hoping that multiplayer will happen. I'm assuming one thing that needs to happen first is the v1 upgrade menu. I can easily get in local GZDoom multiplayer, but over internet...never tried that xD
Re: D4D - v3 Alpha 6 -- Q&A Page 23
Posted: Fri May 19, 2017 4:54 pm
by Major Cooke
Someone moved it, it appears. It was on 23 earlier. As for v1 menu, it won't be exactly what you think. It'll all be actual menu-based instead of 3D world.
Re: D4D - v3 Alpha 6 -- Q&A Page 24
Posted: Sat May 20, 2017 1:24 am
by vidumec
Regarding bullet tracer effects and lightning gun beam, if the player is moving, the tracers or beam follow the player with a "rubberband" effect, and they also move up and down if viewbob is enabled. The same problem affects finaldoomer's maser beam, and i guess pretty much any weapon that spawns actors that travel separately from the player.
is this a gzdoom limitation with no workaround?
maybe make the tracer's velocity vector factor in the player's current velocity vector?
Re: D4D - v3 Alpha 6 -- Q&A Page 24
Posted: Sat May 20, 2017 6:34 am
by Major Cooke
No workaround available. You'll just have to live with it.
Tracers will lag if they copy the player velocity. Also they look weirder if they're not standstill.
Re: D4D - v3 Alpha 6 -- Q&A Page 24
Posted: Sat May 20, 2017 8:09 am
by Major Cooke
Okay I admit, the idea to reward random upgrades from completionist bonuses on the pickup version is something I should've thought of when making the pickup mode. Yet another task to do!
Re: D4D - v3 Alpha 6 -- Q&A Page 24
Posted: Sat May 20, 2017 10:31 am
by albertoacv4498
Which version should I download, BLEEDING EDGE or the alpha?
Re: D4D - v3 Alpha 6 -- Q&A Page 24
Posted: Sat May 20, 2017 10:35 am
by Major Cooke
I suggest bleeding edge since it fixes a few serious issues dealing with removal of demon runes.
Re: D4D - v3 Alpha 6 -- Q&A Page 24
Posted: Sat May 20, 2017 10:51 am
by albertoacv4498
Ok, thanks
Re: D4D - v3 Alpha 6 -- Q&A Page 24
Posted: Sat May 20, 2017 10:53 am
by DBThanatos
Major Cooke wrote:Okay I admit, the idea to reward random upgrades from completionist bonuses on the pickup version is something I should've thought of when making the pickup mode. Yet another task to do!
Huh, it's almost like you want to port d4t inside d4d. So much for each mod doing it's own thing.
Re: D4D - v3 Alpha 6 -- Q&A Page 24
Posted: Sat May 20, 2017 11:02 am
by Major Cooke
Moved reply to page 25.
Re: D4D - v3 Alpha 6 -- Q&A Page 24
Posted: Sat May 20, 2017 11:04 am
by albertoacv4498
Tried playing, got this:
Spoiler:
OS: Windows 8.1 (NT 6.3) Build 9600
M_LoadDefaults: Load system defaults.
Using program directory for storage
W_Init: Init WADfiles.
adding C:/Alberto/Juegos/DOOM/GZDOOM/gzdoom.pk3, 713 lumps
adding C:/Alberto/Juegos/DOOM/DOOM2.WAD, 2919 lumps
adding C:/Alberto/Juegos/DOOM/MODS/GAMEPLAY/WEAPONS/DOOM 4 FOR DOOM - D4D/D4DResources.pk3, 4692 lumps
adding C:/Alberto/Juegos/DOOM/sdsfgfhgh.wad, 243 lumps
adding C:/Alberto/Juegos/DOOM/MODS/GAMEPLAY/WEAPONS/DOOM 4 FOR DOOM - D4D/D4D.pk3, 119 lumps
adding C:/Alberto/Juegos/DOOM/MODS/GAMEPLAY/WEAPONS/DOOM 4 FOR DOOM - D4D/D4DResources.pk3, 4692 lumps
I_Init: Setting up machine state.
CPU speed: 2045 MHz
CPU Vendor ID: AuthenticAMD
Name: AMD Athlon(tm) 5350 APU with Radeon(tm) R3
Family 22 (22), Model 0, Stepping 1
Features: SSE2 SSE3 SSSE3 SSE4.1 SSE4.2
I_InitSound: Initializing OpenAL
Opened device OpenAL Soft on Altavoces (Realtek High Definition Audio)
EFX enabled
Renderer: OpenGL
V_Init: allocate screen.
S_Init: Setting up sound.
ST_Init: Init startup screen.
Checking cmd-line parameters...
S_InitData: Load sound definitions.
G_ParseMapInfo: Load map definitions.
Texman.Init: Init texture manager.
Attempting to remap non-existent texture R016N0 to R016N0H
Attempting to remap non-existent texture M_DOOM to H_DOOM
Attempting to remap non-existent texture M_EPISOD to Episode
Attempting to remap non-existent texture M_EPI1 to ep01
Attempting to remap non-existent texture M_EPI2 to ep02
Attempting to remap non-existent texture M_EPI3 to ep03
Attempting to remap non-existent texture M_EPI4 to ep04
Attempting to remap non-existent texture M_SKILL to skill
Attempting to remap non-existent texture M_JKILL to sk00
Attempting to remap non-existent texture M_ROUGH to sk01
Attempting to remap non-existent texture M_HURT to sk02
Attempting to remap non-existent texture M_ULTRA to sk03
Attempting to remap non-existent texture M_NMARE to sk04
Attempting to remap non-existent texture M_NGAME to 01NewG
Attempting to remap non-existent texture M_OPTION to 02Opt
Attempting to remap non-existent texture M_SAVEG to 03Save
Attempting to remap non-existent texture M_LOADG to 04Load
Attempting to remap non-existent texture M_RDTHIS to 05info
Attempting to remap non-existent texture M_QUITG to 06quit
Attempting to remap non-existent texture M_PAUSE to pause
Attempting to remap non-existent texture M_OPTTTL to 02Opt
Attempting to remap non-existent texture HB2MA0 to HB2MA0H
Attempting to remap non-existent texture HB2MB0 to HB2MB0H
Attempting to remap non-existent texture HB2MC0 to HB2MC0H
Attempting to remap non-existent texture HB2MD0 to HB2MD0H
Attempting to remap non-existent texture HB2ME0 to HB2ME0H
Attempting to remap non-existent texture HB2MF0 to HB2MF0H
Attempting to remap non-existent texture HB2MG0 to HB2MG0H
Attempting to remap non-existent texture HB2MH0 to HB2MH0H
Attempting to remap non-existent texture HB2NA0 to HB2NA0H
Attempting to remap non-existent texture HB2NB0 to HB2NB0H
Attempting to remap non-existent texture HB2NC0 to HB2NC0H
Attempting to remap non-existent texture HB2ND0 to HB2ND0H
Attempting to remap non-existent texture HB2NE0 to HB2NE0H
Attempting to remap non-existent texture HB2NF0 to HB2NF0H
Attempting to remap non-existent texture HB2NG0 to HB2NG0H
Attempting to remap non-existent texture HB2NH0 to HB2NH0H
Attempting to remap non-existent texture HB2SA0 to HB2SA0H
Attempting to remap non-existent texture HB2SB0 to HB2SB0H
Attempting to remap non-existent texture HB2SC0 to HB2SC0H
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
D4D.pk3:zd4d/doom4player.txt, line 1050: Attempt to override non-existent virtual function CheckJump
D4D.pk3:zd4d/doom4player.txt, line 1120: Attempt to override non-existent virtual function MovePlayer
D4D.pk3:zd4d/rune/demonbase.txt, line 280: Attempt to override non-existent virtual function CheckJump
Execution could not continue.
3 errors, 0 warnings while compiling D4D.pk3:zstatusbars.txt
Re: D4D - v3 Alpha 6 -- Q&A Page 24
Posted: Sat May 20, 2017 11:06 am
by Major Cooke
Please only post the errors in red. I will point out a couple of things.
1. Use latest devbuild here. This will fix the error.
2. Remove D4DResources from the load list. D4D.pk3 now autoloads D4DResources if it's in the same file directory.