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

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Terg500
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Re: D4D - Released! (New Version Jul-21, pg1)

Post by Terg500 »

Viscra Maelstrom wrote:also, that lever yanking looks really awkward. it doesn't need to have that much force into it. the animation itself doesn't look bad though.
I wanted to give it some force as in Doom 4 Doomguy raises the whole gun to then pull the handle down with the whole cannon, which would be hard to animate with sprites. Unless you mean in the animation the handle gets pulled down too low then I agree, I'm trying to adjust it to make the angle more like D4.
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Viscra Maelstrom
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Re: D4D - Released! (New Version Jul-21, pg1)

Post by Viscra Maelstrom »

i think it just looks weird with how fast the motion is, coupled with the motion blur. it might make sense to pull the handle with that much force, but it doesn't look right to me. maybe don't have the motion blur in there at all would make it look less weird.
Aethun
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Re: D4D - Released! (New Version Jul-21, pg1)

Post by Aethun »

D4D only load with GZDoom x64. Now, i cant play this in W10.
Any for normal version? wait for next gzdoom update?
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Terg500
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Re: D4D - Released! (New Version Jul-21, pg1)

Post by Terg500 »

Viscra Maelstrom wrote:i think it just looks weird with how fast the motion is, coupled with the motion blur. it might make sense to pull the handle with that much force, but it doesn't look right to me. maybe don't have the motion blur in there at all would make it look less weird.
Oh, the "motion blur" was just a mistake that happened during the rotation of the arm. Here's a new version, what do you think?

Last edited by Terg500 on Sun Jul 24, 2016 11:30 am, edited 1 time in total.
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DoomKrakken
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Re: D4D - Released! (New Version Jul-21, pg1)

Post by DoomKrakken »

Isn't the Siege Mode supposed to rip through multiple targets?
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Terg500
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Re: D4D - Released! (New Version Jul-21, pg1)

Post by Terg500 »

DoomKrakken wrote:Isn't the Siege Mode supposed to rip through multiple targets?
I does that in D4D.
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Viscra Maelstrom
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Re: D4D - Released! (New Version Jul-21, pg1)

Post by Viscra Maelstrom »

now it looks way better without that distracting motion blur. :) i don't remember if that "venting port" opens and then closes in the game like that, but that's a definite improvement still.
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comet1337
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Re: D4D - Released! (New Version Jul-21, pg1)

Post by comet1337 »

IIRC the top parts tilt inwards instead of moving upwards

also i feel a little dissapointed that the minigun doesn't have the gatling rotator upgrade sprites
i mean, it's just a small device next to the barrel
also the mobile turret barrel inconsistency + it only having 2 frames for the barrel rotation with it active
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Re: D4D - Released! (New Version Jul-21, pg1)

Post by lizardcommando »

Is there a way to switch between the different grenade types or are you stuck with the one you pick up?
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Terg500
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Re: D4D - Released! (New Version Jul-21, pg1)

Post by Terg500 »

OK here are the new textures for the Siege Mode: https://mega.nz/#!L88lWa6J!kWAZUfJValop ... wtjHk3DHiI
Viscra Maelstrom wrote:now it looks way better without that distracting motion blur. :) i don't remember if that "venting port" opens and then closes in the game like that, but that's a definite improvement still.
Thanks. :wink: I watched this video in slow mo to see what is really going on while charging. The gauss cannon is really one magnificent weapon id made for Doom4 :rock:


comet1338 wrote:IIRC the top parts tilt inwards instead of moving upwards
I think that would be a job for Neccronixis because to make this look good it would require new sprite parts IMO.
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DBThanatos
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Re: D4D - Released! (New Version Jul-21, pg1)

Post by DBThanatos »

lizardcommando wrote:Is there a way to switch between the different grenade types or are you stuck with the one you pick up?
Yes. Bind the keys for that.

@Terg500: man this is awesome. But beware that you missed something in the code. You're only adjusting the pitch 6 times while it should be 8. This ends in you aiming a bit more up than when you were firing. But anyway, im adding this for the latest patch. This is some really nice work! :D
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Terg500
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Re: D4D - Released! (New Version Jul-21, pg1)

Post by Terg500 »

DBThanatos wrote:
lizardcommando wrote:Is there a way to switch between the different grenade types or are you stuck with the one you pick up?
Yes. Bind the keys for that.

@Terg500: man this is awesome. But beware that you missed something in the code. You're only adjusting the pitch 6 times while it should be 8. This ends in you aiming a bit more up than when you were firing. But anyway, im adding this for the latest patch. This is some really nice work! :D
Oh really? I didn't know I did that. I was using v1.01.1 so I don't know if it was changed or I really screwed up. :lol:
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DBThanatos
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Re: D4D - Released! (New Version Jul-21, pg1)

Post by DBThanatos »

It happens. Sometimes is really hard to make heads or tails of all the stuff going on there XD
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Re: D4D - Released! (New Version Jul-21, pg1)

Post by DBThanatos »

Viscra Maelstrom wrote:the chaingun's special mode is definitely not a bug. though, the tilting can be stopped midway if you fire it once and strafe or run diagonally, but since you can fix the camera by switching weapons, i don't think it's a big problem.
Let me guess. You're using qtilt, right?
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Viscra Maelstrom
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Re: D4D - Released! (New Version Jul-21, pg1)

Post by Viscra Maelstrom »

no, i am not. tapping the fire button once, and moving sideways or diagonally will make the tilting stop midway. switching weapons fixes the perspective so it's not a huge problem. (switching weapons also stops the rotation when it's spinning)
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