GRUARRR wrote:Is there any way to change the original music to another music ????
Just select the D4D.pk3 and your music addon (for example DoomMetalVol4.wad) and drag them both onto the gzdoom.exe
Re: D4D - Released! (New Version Jul-19, pg1)
Posted: Wed Jul 20, 2016 6:26 pm
by GRUARRR
Terg500 wrote:
GRUARRR wrote:Is there any way to change the original music to another music ????
Just select the D4D.pk3 and your music addon (for example DoomMetalVol4.wad) and drag them both onto the gzdoom.exe
Thank you!
Re: D4D - Released! (New Version Jul-19, pg1)
Posted: Wed Jul 20, 2016 6:48 pm
by Mav3rick
can we have diferent size type of ammo pick ups? is weird have 10 bullets and pick up a pack for 20 and at the same time the same pack give 10 or less -.-
also the new baron need a indication of "hey i will jump on your face"
Re: D4D - Released! (New Version Jul-19, pg1)
Posted: Wed Jul 20, 2016 7:18 pm
by -Ghost-
JimpArgon wrote:
Major Cooke wrote:
shotfan wrote:Ah, you meant you do not like upgrades. Well, then good for you that you can enjoy the D4D ones
Also, good luck in general with Starter Pack. It was designed for Brutal Doom, so by taking on with D4D you are amping the difficulty significantly. Starting with map 13 you will be taking on rather large amounts of monsters... and everything past 22th map - with exception of 24th - is very hard. I am stuck on 27th currently, which has a very nasty trap towards the end (the yellow skull room...). And there is that infamous final boss... better stock on BFG ammo before him. Maybe I am overblowning, but I felt like warning you, having so much frustating moments with this wad. Godspeed!
Do tell me where I can find this.
Now I'm not entirely certain this is what he is talking about.... But from what I gathered on his description and the mention of both brutal doom and starter pack..... I would assume he is talking about this.
I think he's playing the starter pack maps with your D4D mod. Again, not sure.
That map pack should be fine, I've played it with tons of different mods no problem. It's a great mapset.
Re: D4D - Released! (New Version Jul-19, pg1)
Posted: Wed Jul 20, 2016 8:29 pm
by Viscra Maelstrom
what are the monster-spawns on HMP difficulty in this mod?
Re: D4D - Released! (New Version Jul-19, pg1)
Posted: Wed Jul 20, 2016 9:21 pm
by Captain J
Mav3rick wrote:can we have diferent size type of ammo pick ups? is weird have 10 bullets and pick up a pack for 20 and at the same time the same pack give 10 or less -.-)
Would be neat if they have different looks as well. Also still haven't found the chaingun upgrade, darn.
Re: D4D - Released! (New Version Jul-19, pg1)
Posted: Wed Jul 20, 2016 9:40 pm
by Jeimuzu73
Captain J wrote:Also still haven't found the chaingun upgrade, darn.
Chaingun upgrade? If you meant the mods (Gatling Rotator or Mobile Turret), then you just gotta buy them.
Re: D4D - Released! (New Version Jul-19, pg1)
Posted: Wed Jul 20, 2016 9:41 pm
by Major Cooke
WARNING DO NOT PLAY WITH DEATH CAMERA ENABLED.
There are some instances where it will crash and burn your game, i.e. being killed with the cyberdemon's laser attack. I've already reported this to Graf. Don't even use chasecam for right now.
Re: D4D - Released! (New Version Jul-19, pg1)
Posted: Wed Jul 20, 2016 9:45 pm
by Captain J
Thanks for the information, i could be really doomed 4 sure if didn't heard this!
MJ79 wrote:Chaingun upgrade? If you meant the mods (Gatling Rotator or Mobile Turret), then you just gotta buy them.
I mean the special chaingun upgrade. Many people talked about it.
Re: D4D - Released! (New Version Jul-19, pg1)
Posted: Wed Jul 20, 2016 11:22 pm
by DBThanatos
A bit of gameplay with a mapset i have never played before
Re: D4D - Released! (New Version Jul-19, pg1)
Posted: Thu Jul 21, 2016 12:06 am
by Gorec
so thats why it crashed after cyberdemon killed me with laser
Re: D4D - Released! (New Version Jul-19, pg1)
Posted: Thu Jul 21, 2016 1:40 am
by NantoCodd
I've bought the chain gun rotator mod, but unlike the description the rotator doesn't fire mini missiles. Or do I have to buy the HAR missiles upgrade too?
Re: D4D - Released! (New Version Jul-19, pg1)
Posted: Thu Jul 21, 2016 1:42 am
by RikohZX
I know it's beyond the scope of this mod by far, but I wonder if it's theoretically possible to do a dynamic music thing like Doom 4 does by way of alert enemies + proximity, playing the more ambient versions of music when running around with alert monsters (or in the upgrades menu) and then going into action mode when it's encounter time? And then when there's no alert enemies / the map is clear, the music is just ambient noise or nothing at all.
Re: D4D - Released! (New Version Jul-19, pg1)
Posted: Thu Jul 21, 2016 4:01 am
by shotfan
JimpArgon wrote:
Major Cooke wrote:
shotfan wrote:Ah, you meant you do not like upgrades. Well, then good for you that you can enjoy the D4D ones
Also, good luck in general with Starter Pack. It was designed for Brutal Doom, so by taking on with D4D you are amping the difficulty significantly. Starting with map 13 you will be taking on rather large amounts of monsters... and everything past 22th map - with exception of 24th - is very hard. I am stuck on 27th currently, which has a very nasty trap towards the end (the yellow skull room...). And there is that infamous final boss... better stock on BFG ammo before him. Maybe I am overblowning, but I felt like warning you, having so much frustating moments with this wad. Godspeed!
Do tell me where I can find this.
Now I'm not entirely certain this is what he is talking about.... But from what I gathered on his description and the mention of both brutal doom and starter pack..... I would assume he is talking about this.
I think he's playing the starter pack maps with your D4D mod. Again, not sure.
Yes, that is the one I was talking about. You seem to got a wrong idea about me playing it with D4D, though. FaggoStorm is the one who is playing it this way, I am using Project Brutality actually. I was only giving him advice, considering how beefed up are the monsters in D4D, and Brutal Doom is probably actually easier than D4D.
-Ghost- wrote:That map pack should be fine, I've played it with tons of different mods no problem. It's a great mapset.
The middle episode is oustanding, and most of the other two is very good too. But map 25... D4D player should have no big problem with it (thanks to double jump) - however, seeing even worse version of The Chasm's end in there caused me to write a ragepost over at Doomworld. (also, I just found a way to defuse that trap from Cathedral, so today I will be going to that vaunted Sacrifical Grounds...)
bigboss96 wrote:Good news about the Lost Souls. Having more than one Pain Elemental in the room is a nightmare and a waste of ammo. But I don't know about Pinkies. I think that they are good the way they are now. They are challenging but after you have a strategy they are not so frustrating. But that's just my opinion based on playing only Doom 1 and 2 with the mod.
I bet that Doom 2 map 9 must be rage inducing with D4D...
WARNING: Ultimate Doom II's map 2 with D4D is very hard too, due to Spectres that are almost invisible in those dark corridors. And guess what? (you do not know) Just past the slimefall (the room with SSG) there are a few Spectres ready to bite your ass off. From guns you have only SG, SSG and RL there, which are all useless for close-up invisible enemy, HAR (or Lightning Gun, in fact!) would be the more sensible here. If the Chainsaw cannot save you there...
(but do not get a wrong idea - if anything, In my opinion the weapon/gameplay mods should be balanced against id's official releases, to have some sort of a crossbar to compare against).
Re: D4D - Released! (New Version Jul-19, pg1)
Posted: Thu Jul 21, 2016 4:11 am
by Martinoz
Starter Pack? Yes, it gets difficult since 21st map and Hellish episode in overall but try to compare it with Scythe or any other WAD that adds tons of Revenants, Archviles or Pain Elementals - game turns into a slow and careful camping. In Map 21 of Scythe player is spawned with 100/0, just armed with basic pistol. And there are 3 Pinkies + some Imps front of you and 1 Hell Knight on your back. That pinky leaping is very unnatural, distance is huge together with damage.
Ammo cap - way too low for 5mm and shotgun shells. Depletes too fast.
There is also a problem with FPS issues - I've got more FPS drops than in Brutal Doom and Project Brutality, quite strange.