Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
blackfish wrote:Also, regarding you post DBT, have you tested D4T in singleplayer with mapsets that don't have chainsaw pickups?
A chainsaw is one of the early completionist rewards (and it has a pretty high activation chance, I got it three times in a row on my first E1 run with v2), so that shouldn't be too much of an issue.
This mod is pretty neato for what it is. I have never seen any other mod that emulates the feel of doom 4 quite like this, down to the praetor armor. Zion does use the praetor armor, but it uses some kind of sprite effect that mimics the actual doom 4 character model, which looks horrible compared to the rest of the game art and graphics-wise. This mod includes the praetor armor skin, but it is tailored to fit into the game by means of using the actual colors and effects that the original doom renders in, plus or minus a few details.
I HIGHLY recommend that anyone playing this mod and who knows how to combine this with the Brutal Doom 64 maps, do it. It is HIGHLY complementary to the horror theme in that it puts you on edge. This is mainly from the monster's growls and other sound effects echoing through the level. You may want to adjust the game sounds volume to 20% or more below the music volume to get the effect or the music might get drowned out.
Hope someone extracts the praetor suit player sprites for use in Brutal Doom!
I've run into a bug regarding screen resolution and HUD legibility. On my D-Touch installation (960×540 resolution), the HUD numbers are small to the point of being near-unreadable. Would there be a HUD option to adjust the thickness of the font, depending on resolution?
warman2012 wrote:
I HIGHLY recommend that anyone playing this mod and who knows how to combine this with the Brutal Doom 64 maps, do it. It is HIGHLY complementary to the horror theme in that it puts you on edge.
- I noticed you made Armours count as items now. Since they cannot be picked up if I am already at max armour, it forces me to take damage in order to get the Completionist bonus.
- Ever since GZDoom release 3.1, automap text has become so small that it is hard to read and the scaling options do not seem to work with your mod.
Last edited by JohnnyTheWolf on Wed Jun 07, 2017 12:22 pm, edited 1 time in total.
mutator wrote:Pistol's primary fire sprite cuts are fixed but there is still sprite cut for the charged pistol fire animations. But thanks for taking this into consideration!
Does it? Oh jebus! Will have to fix for v2.0.2 whenever that is
blackfish wrote:I noticed since the new patch that I have been getting upgrades a bit more often. Does it have to do with the skill level? (I went from Normal to Mobile for giggles) Or is it related to the patch? Either way I'm happy with it.
Also, regarding you post DBT, have you tested D4T in singleplayer with mapsets that don't have chainsaw pickups?
Nope. No changes to drops based on skill level. They're just random (and that's why I love it, sometimes you get a lot of them, sometimes too few, makes it more interesting to play the same maps but with different stuff )
And yes, like Gollgagh mentioned, a very early completionist bonus is the chainsaw. So even if you dont get it in the mapset, you get it via completionist bonus. Now, if you miss the bonus, well, that will be kinda bad.
@Warman2012: thanks for that mini review!
Korell wrote:
warman2012 wrote:
I HIGHLY recommend that anyone playing this mod and who knows how to combine this with the Brutal Doom 64 maps, do it. It is HIGHLY complementary to the horror theme in that it puts you on edge.
- I noticed you made Armours count as items now. Since they cannot be picked up if I am already at max armour, it forces me to take damage in order to get the Completionist bonus.
- Ever since GZDoom release 3.1, automap text has become so small that it is hard to read and the scaling options do not seem to work with your mod.
Another possible issue I noticed: the Hologram Grenade does not activate unalerted enemies and they will only react to the Hologram if I alert them - which seems rather counterproductive.
Ok, after a bit of playing around with this mod, I have to post one complaint so far. The Cyberdemon. While I know that this mod is going for the doom 4 feel, one of the attacks which I feel is a bit overpowered is the one where the Cyberdemon uses the rocks to block your path. The problem with that is is that if you are behind cover and that is used, you are essentially trapped. It may be cool in Doom 2016, but its not well developed for other maps that may use the Cyberdemon. Please consider reworking that attack or throwing it out.
- I noticed you made Armours count as items now. Since they cannot be picked up if I am already at max armour, it forces me to take damage in order to get the Completionist bonus.
- Ever since GZDoom release 3.1, automap text has become so small that it is hard to read and the scaling options do not seem to work with your mod.
Another possible issue I noticed: the Hologram Grenade does not activate unalerted enemies and they will only react to the Hologram if I alert them - which seems rather counterproductive.
I somehow missed that quoted message before.
1. I dont remember changing this myself. Which armors? bonus or map placed?
2. That I dont know how to fix, yet.
3. Yeah, i've noticed it. I had a reason why i never "fixed" it but I cant remember ATM
warman2012 wrote:Ok, after a bit of playing around with this mod, I have to post one complaint so far. The Cyberdemon. While I know that this mod is going for the doom 4 feel, one of the attacks which I feel is a bit overpowered is the one where the Cyberdemon uses the rocks to block your path. The problem with that is is that if you are behind cover and that is used, you are essentially trapped. It may be cool in Doom 2016, but its not well developed for other maps that may use the Cyberdemon. Please consider reworking that attack or throwing it out.
You're not the first to express this. Im torn about it. On one hand, it's a cool attack, definitely changes how you play against this guy, since circle strafing 24/7 is no longer an option. But like you said, there's situations where the thing is troublesome. I've not made my mind on this yet.
There should also be a warning for the rock wall. In DOOM, you are warned beforehand that the Cyberdemon is about to block you off because he plunges his hand into the ground with an interesting energy sound (I expected more of a loud thud, since he's plunging his fist into solid rock). The rock wall appears approximately one second after that.
- I noticed you made Armours count as items now. Since they cannot be picked up if I am already at max armour, it forces me to take damage in order to get the Completionist bonus.
- Ever since GZDoom release 3.1, automap text has become so small that it is hard to read and the scaling options do not seem to work with your mod.
Another possible issue I noticed: the Hologram Grenade does not activate unalerted enemies and they will only react to the Hologram if I alert them - which seems rather counterproductive.
I somehow missed that quoted message before.
1. I dont remember changing this myself. Which armors? bonus or map placed?
2. That I dont know how to fix, yet.
3. Yeah, i've noticed it. I had a reason why i never "fixed" it but I cant remember ATM
warman2012 wrote:Ok, after a bit of playing around with this mod, I have to post one complaint so far. The Cyberdemon. While I know that this mod is going for the doom 4 feel, one of the attacks which I feel is a bit overpowered is the one where the Cyberdemon uses the rocks to block your path. The problem with that is is that if you are behind cover and that is used, you are essentially trapped. It may be cool in Doom 2016, but its not well developed for other maps that may use the Cyberdemon. Please consider reworking that attack or throwing it out.
You're not the first to express this. Im torn about it. On one hand, it's a cool attack, definitely changes how you play against this guy, since circle strafing 24/7 is no longer an option. But like you said, there's situations where the thing is troublesome. I've not made my mind on this yet.
One suggestion is widening the rock wall a bit. The player can still dodge projectiles fairly well.
Or limit the firing rate on the rockets. That is the real issue. The flame attack is easy enough to avoid. The rockets are the real trouble.
Or just tell players who want to remove that attack how to delete that portion of the Cyberdemon's code.
also I have a question regarding souls that drop from monsters when you kill them with reaper that is upgraded...what do they do? are they points you collect to make your weapon more stronger or add new upgrade after certain pickups?
warman2012 wrote:Or just tell players who want to remove that attack how to delete that portion of the Cyberdemon's code.
Just remove these parts from the Monster Cyberdemon's code, and the Cyberdemon won't be able to summon walls.
Spoiler:
You can do a bit more clean up than that though, by removing the Weak Rocket attacks that come after the stone walls, and removing the Stone Wall Actors, under the "Hellstone Wall" comment.
However, what I posted works flawlessly to my knowledge. Clean up doesn't matter too much since you aren't going to see the code in-game anyway.
If you want to make this a patch instead, so you don't overwrite the core mod, just throw an AED text file called DECORATE in a PK3, copy the Monster Cyberdemon's code in there, remove actors beside the Cyberdemon it self, rename the Actor, and put "Replaces D4Cyberdemon" after "D4AbstractBoss".