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

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FaggoStorm
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Re: D4D - Released! (New Version Jul-19, pg1)

Post by FaggoStorm »

FINALLY GOT IT

Silly as hell XD You can't even properlly aim. Does it buff damage? It looked like it killed faster than normal.

Still, I had to search like crazy through the ACS to find it.
Princess Viscra Maelstrom wrote:(also, i got the special chaingun mod. i don't know how you meet the requirements, but i've a fair idea on how you get it though.)
How do you get it? THATS WHAT I WANT TO KNOW

Master ACS didn't give me all the answers.
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Gorec
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Re: D4D - Released! (New Version Jul-19, pg1)

Post by Gorec »

doctrine dark doomguy doll=mega megasphere
shotfan
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D4D

Post by shotfan »

WARNING: Long post incoming!
durbdoogle wrote:
shotfan wrote:News about software mode banning weapons mods: PROBLEM SOLVED!
I could not access weapon mods menu because of the voxels - why the hell I did not think of them sooner?! I turned them off before accessing it and everything was fine! YAY! And much rejoicing followed! (voxels can be safely turned on after exiting upgrade menu)
Got to try out Explosive Shells now... :twisted:
Also - why nobody recommended Doom 4 Soundtrack musicpack yet?! Goes along great with D4D, just like it should be. And Titan's Realm BGM is perfect for fierce fights!
@above: Ah, that is what you meant. I cannot help you, sorry.
Where did you get the music pack because I'm very interested!
Here: http://www.moddb.com/mods/doom-emulatio ... soundtrack
Jaxxoon R wrote:To be honest, the Pinky demons not actually charging the player like they do in Doom 4 and instead just flying from zero to a million miles per hour without any tells looks extremely janky and feels kind of cheap. Are they unfinished?
They are lunging (authors said that not everything is like in the base game, so you know). They have a little tell - they stop for few tics or so before attacking. If you keep your distance, you should have enough time to react and jump aside. In corridors this makes them deadly, yes - in that case, run away or charge them with berserk/chainsaw!
Captain J wrote:
Mav3rick wrote:How is that a flaming skull can take soo much damage before they die? how much health they have? they should be very weak yet i have more problems killing them than others -.-
The original lost soul has 100 health, and now this one has 150 health. Quick feet and wielding rapid fire weapon is advised.

Oh, and since it's updated again, you might update your gzdoom as well, guys!
What? Lost Souls got a BUFF?! Goddammit. Anyway, HAR is going to shoot them down just as well. I would be more concerned about Inferno Cacodemons that pose as Pain Elementals - exactly how much health they have?
Martinoz wrote:Got a balance request regarding difficulty (yes, I know it's hard by default and Ultra Violence is meant to be hard) - but in some cases, it's really unfair to die in few seconds because monsters hit insanely hard and ammo cap is rather low.
Agreed on the shotgun shells, as I said before. Ammo capacity is way too low for them even with unupgraded SSG - two or three Hell Knights and you are already running low on shells, and this is only the beginning of Doom 2!
Viscra Maelstrom wrote:i do agree that the new enemies are a bit too aggressive, and can make most maps into a giant clusterfuck quickly. especially considering that, while in Doom 4, enemies give you time to react to when they're about to charge towards you, here you're given no such cues, which means you can get torn to shreds by a herd of pinkies, lost souls, or a lone baron charging at you through a narrow corridor if the RNG decides to be against you. it's very hard to react properly to this kind of stuff unless you have doom god reflexes, and you don't always have the upgrades, grenades, berserk or chainsaw fuel on your side for these situations. if anything, i'd say that the aggressive property of enemies might work better if they did less damage. enemies can do so much damage if you get hit a lot at the same time, which is very probable considering, again, everything is super-aggro and fast as shit here.

as a whole though, this mod is quite a bit of fun. just that everything is maybe a bit too murderous at this point. (also, i got the special chaingun mod. i don't know how you meet the requirements, but i've a fair idea on how you get it though.)
First of all: on which diffculty are you playing?
That is no Baron, that is ARCHON OF HELL. THEY DO NOT F*** AROUND. Biggest weapons available are advised against them.
Also, remember that it seems that enemies here are probably balanced against a fully upgraded arsenal, so they needed numerous buffs or they would grew pathetically weak over time as you acquired upgrades. Things like Triple Minigun or 4 shots from SSG within a second would be completely overpowered in Vanilla Doom. (example of another game that is supposed to really begin after your avatar is fully upgraded: Devil May Cry 3. Everybody is all like "Dark Souls most difficult game EVAR!!!", and forgets about DMC1&3 and Ninja Gaiden 1&2... anyway, DMC3SE without upgrading on Very Hard (probably the equivalent of Ultraviolence in Doom) would be maddening, and no-upgrades Dante Must Die just a rougelike insanity)
Please do not endorse making enemies weaker, that throws away the challenge. Lower difficulties are for making the game more bearable (and I suspect you are not playing on I Am Too Young To Die).
Still, I miss siderolls and dashes form Project Brutality... I guess that my hack&slash history starts to show :roll:
SaNch0sE
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Re: D4D - Released! (New Version Jul-19, pg1)

Post by SaNch0sE »

Can I play this mod on my Linux? If - Yes,How I can?
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Viscra Maelstrom
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Re: D4D - Released! (New Version Jul-19, pg1)

Post by Viscra Maelstrom »

i can't download the latest version of the mod. it says it's for "members only."
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Eagle
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Re: D4D - Released! (New Version Jul-19, pg1)

Post by Eagle »

Viscra Maelstrom wrote:i can't download the latest version of the mod. it says it's for "members only."
Just choose another mirror.
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Jaxxoon R
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Re: D4D

Post by Jaxxoon R »

shotfan wrote: They are lunging (authors said that not everything is like in the base game, so you know). They have a little tell - they stop for few tics or so before attacking. If you keep your distance, you should have enough time to react and jump aside. In corridors this makes them deadly, yes - in that case, run away or charge them with berserk/chainsaw!

Code: Select all

Missile:
		D4DG A 0
		{
			A_FaceTarget;
			A_Recoil(-10);
			A_PlaySound("demon/melee");
		}
In what way is this "a few tics"? By the time you react to the animation they've already started moving. Combined with that they also, by the nature of the engine, initiate the attack at random, that's not exactly fair. If they at least visibly turned to face the player before doing the attack (not a zero-length frame of A_Facetarget on its own, maybe more like just at least four frames of A_Facetarget with it taking into consideration the amount of degrees it would take to turn to face the player), that would help considerably. The actual lunge itself doesn't look natural anyways, since they move without any acceleration, fly out windows, and slide around a ton.
shotfan
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Re: D4D

Post by shotfan »

Jaxxoon R wrote:
shotfan wrote: They are lunging (authors said that not everything is like in the base game, so you know). They have a little tell - they stop for few tics or so before attacking. If you keep your distance, you should have enough time to react and jump aside. In corridors this makes them deadly, yes - in that case, run away or charge them with berserk/chainsaw!
<UNDENIABLE PROOF THAT I WAS FULL OF S***>
So, you are saying that Pinkies seem slower to me than they are in reality? Damn, that Royal Guard practice really paid off... :D
On a more serious note: so they lunge instantly. Also, they do not take in consideration the distance between them and the player - I would say it is inappropriate, since if they would have half a brains they will be not doing this attack outside of its reach... but we are speaking about Pinkies, after all :lol:
Also, your note about forced rotation towards player before attack is a good observation too.
Lunge itself seems natural to me visually... but then again, maybe I have that fast perception of time? :D Alright, I will shut up about this issue, since I have no real problem with Pinkies' lunges.
FaggoStorm
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Re: D4D - Released! (New Version Jul-19, pg1)

Post by FaggoStorm »

Im at Level 9 of Sgt's Starter Pack and it as been a awsome expeience <3

At first, I was a litttle bit scared of the upgrades (I don't enjoy upgrades alot) but, after all, they are one of the many things that make this so fun to play!

10/10 - Flawless. RIP AND TEAR UNTIL IT IS DONE
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RikohZX
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Re: D4D - Released! (New Version Jul-19, pg1)

Post by RikohZX »

shotfan wrote:
Jaxxoon R wrote:
shotfan wrote: They are lunging (authors said that not everything is like in the base game, so you know). They have a little tell - they stop for few tics or so before attacking. If you keep your distance, you should have enough time to react and jump aside. In corridors this makes them deadly, yes - in that case, run away or charge them with berserk/chainsaw!
<UNDENIABLE PROOF THAT I WAS FULL OF S***>
So, you are saying that Pinkies seem slower to me than they are in reality? Damn, that Royal Guard practice really paid off... :D
On a more serious note: so they lunge instantly. Also, they do not take in consideration the distance between them and the player - I would say it is inappropriate, since if they would have half a brains they will be not doing this attack outside of its reach... but we are speaking about Pinkies, after all :lol:
Also, your note about forced rotation towards player before attack is a good observation too.
Lunge itself seems natural to me visually... but then again, maybe I have that fast perception of time? :D Alright, I will shut up about this issue, since I have no real problem with Pinkies' lunges.
Well I mean, I've been in the Gauntlet map (MAP03 of Doom II) and those damn Pinkies can jump up and bite my feet with their instant lunges from that pit area at the end. It is pretty inconsistent, and comes out way too fast to reasonably be dodged unless you were already running to the side to begin with in an open space. I get that Doomguy of the classics is a Cheetah in speed compared to the Doomguy of 4, and the combat has to be appropriately balanced with this in mind, but the Pinkies had to wind up and charge for a reason; so the player could see them coming, alongside their squealing noise warning you they were headed your way. And even then some players considered them really annoying, especially since it seems like you could double jump over them in height but they still hit you. Here the Pinkies just make the same grunt they always do and then leap off across the room like someone stuck a rocket up their arse.
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Major Cooke
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Re: D4D - Released! (New Version Jul-19, pg1)

Post by Major Cooke »

FaggoStorm wrote:FINALLY GOT IT

Silly as hell XD You can't even properlly aim. Does it buff damage? It looked like it killed faster than normal.
400.
curbdog
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Re: D4D - Released! (New Version Jul-19, pg1)

Post by curbdog »

SaNch0sE wrote:Can I play this mod on my Linux? If - Yes,How I can?
Since it requires the absolute latest devbuild of GZDoom, you'll either have to compile it or use WINE. It works flawlessly in WINE, of course.
shotfan
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Re: D4D - Released! (New Version Jul-19, pg1)

Post by shotfan »

FaggoStorm wrote:Im at Level 9 of Sgt's Starter Pack and it as been a awsome expeience <3

At first, I was a litttle bit scared of the upgrades (I don't enjoy upgrades alot) but, after all, they are one of the many things that make this so fun to play!

10/10 - Flawless. RIP AND TEAR UNTIL IT IS DONE
SCARED OF UPGRADES? I do not understand, like, at all :shock:
Anyway - you better prepare your Chaingun for the next map...
Also, when you reach map 25, you better REALLY ensure that you have double jump enabled. You will see why at the end of it...
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Wiw
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Re: D4D - Released! (New Version Jul-19, pg1)

Post by Wiw »

So... where are these upgrades? I haven't encountered any playing through Doom 1, are there any on Doom 2, or...?
FaggoStorm
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Re: D4D - Released! (New Version Jul-19, pg1)

Post by FaggoStorm »

Wiw wrote:So... where are these upgrades? I haven't encountered any playing through Doom 1, are there any on Doom 2, or...?
Open the Upgrade Shop and buy the upgrades there. All upgrades are very good and really helpfull (even scopes are nice). You can't upgrade the Pistol, Chainsaw, BFG, Statis Rifle or the Eletric Weapon (I don't know its name).
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