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

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DBThanatos
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Re: D4D - Released! (Version: Jul-25, pg1)

Post by DBThanatos »

Viscra Maelstrom wrote:the Plasma Rifle's stun bombs are a bit weird. first of all, they use up no ammo when you fire it, while they use up 10 cells in Doom 4 IIRC. it's also possible for the stun effect to be cancelled out on some enemies: the Mancubi will go into pain-state should you shoot them when stunned, which cancels out the stun bomb effect, and the arch-viles will always go into pain state WHEN hit by the stun-bomb, which means they won't work on archies at all. the other enemies seem to be fine though.
WILL YOU STOP FINDING BUGS ALREADY? IM TIRED OF FIXING SHIT HERE

Just kidding :P
Thanks for all the reports. Im fixing these issues already, will reupload soon. I have zero idea how i missed the stun bomb not using ammo
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Terg500
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Re: D4D - Released! (Version: Jul-25, pg1)

Post by Terg500 »

DBThanatos wrote:WILL YOU STOP FINDING BUGS ALREADY? IM TIRED OF FIXING SHIT HERE
You should've not released the mod then. :D

I noticed that in the code for charging the gauss cannon siege mode there's a line for a looping sound
Spoiler:
Yet no sound is playing while keeping the weapon charged. What's up with that? Sound looping works on the precision mode.
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Rustygold
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Re: D4D - Released! (Version: Jul-25, pg1)

Post by Rustygold »

I don't know if there Is a way to disable multiplayer weapons from spawning or not but It looks like theirs not. Don't like the multiplayer weapons spawning In SP breaks the feel ya know?
PooshhMao
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Re: D4D - Released! (Version: Jul-25, pg1)

Post by PooshhMao »

Going through No Rest For The Living with this mod, and having great fun doing it.
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Almonds
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Re: D4D - Released! (Version: Jul-25, pg1)

Post by Almonds »

EEEEEEEE thhanks tons for the recent release! souls are much, much, much much more manageable now wow.
Rustygold wrote:I don't know if there Is a way to disable multiplayer weapons from spawning or not but It looks like theirs not. Don't like the multiplayer weapons spawning In SP breaks the feel ya know?
I wish there was a toggeable option for that too or some workaround of some kind, but in the meantime what you CAN do is open the console and type 'take d4staticrifle/d4lightninggun' (what you will). I'mprettysureyou'realreadyawarebutw/e

And to be completly honest, I don't really mind much the MP weapons either. :geek: I guess the more the merrier, but I always considered them to be sorta redundant in a sense?? dunno, I pretty much never kept the static cannon in any of my playthroughs so far. :3:
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DBThanatos
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Re: D4D - Released! (Poll added. We need feeback! )

Post by DBThanatos »

Here's a poll for you.

This is geared more to people who have played the mod, say, for half a megawad and more, since it's neccesary to play for some time to get a good feeling of the weapons.

SSG overpowered?

When I set it up, i had imposed a maximum amount of 50 shells, which, even though the SSG is very powerful once upgraded, you couldnt use it so freely as of now with a limit of 75 shells.

Here's the things to consider:
  • Doom2's SSG deals almost x3 damage than the normal shotgun while using only x2 ammo, and this was kept in D4D.
  • D4D can be upgraded to reload faster
  • Then it can be upgraded to fire twice, with each shot being equally as powerful, which effectively increases the firerate to incredible levels
  • Another upgrad allows it's shells to pierce monsters.
  • Final upgrade allows akimbo SSG, making it basically twice as fast and effective.
While all the weapons have mods to change their functionality, this particular weapon is a case where instead of allowing you to use the weapon in a different way, you use it the same way, only stronger and stronger.

You start with a SSG. You end with 2 ssg that shoot way faster, twice before reloading and with piercing shots.

I have always thought that this was an issue in Doom4 too, however, in here is most noticeable, since the entire game (doom/doom2) is based in a crazy abundance of shells. By map02 in vanilla doom2, you have the SSG and 50 shells at all times thanks to all the shotgunners.

Doom 2 worked fine, since even though the SSG is a really powerful weapon, you get the penalty of long reloading of the weapon. In D4D you get that too, at first, then it becomes what I believe is the most OP weapon in the mod, even more than the BFG, since the ammo for that weapon is quite rare.

Please leave a vote in the poll about how could we balance this weapon better
JohnnyTheWolf
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Re: D4D - Released! (Poll added. We need feeback! )

Post by JohnnyTheWolf »

It is a shame you can only pick one answer, because personally, I would go with both "Make the double trouble fire only one shell worth of power and ammo, instead of two" and "Reduce overall damage of the ssg to be x2 as powerful as the sg, instead of x3".
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DBThanatos
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Re: D4D - Released! (Poll added. We need feeback! )

Post by DBThanatos »

Fair enough. You can select 2 options now
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RikohZX
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Re: D4D - Released! (Poll added. We need feeback! )

Post by RikohZX »

There's also the fact that if you do nerf the SSG, you have to be careful about how it's nerfed since a lot of megawads out there (that use vanilla weapons/enemies, anyway) love the Super Shotgun.
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The Nameless Watcher
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Re: D4D - Released! (Poll added. We need feeback! )

Post by The Nameless Watcher »

Removing the second shotgun would make more sense to me. Maybe make the fourth upgrade an alt fire able to shoot both barrels (for 4 ammo) and have a slightly slower reload versus standard fire.
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lizardcommando
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Re: D4D - Released! (Poll added. We need feeback! )

Post by lizardcommando »

I found two bugs in the latest version.

Holding down the fire button for the rocket launcher while it is in its firing animation will make the animation stay on a single frame while firing rockets.

Dying while using the chaingun will have the Doomguy stand still instead of playing the death animation.
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-Ghost-
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Re: D4D - Released! (Poll added. We need feeback! )

Post by -Ghost- »

To be honest, I'd say buff the other guns before nerfing the SSG. Doom 4 had some balance issues as well, where you end up using the same few guns unless you're going out of your way to switch a lot. Can you increase weapon swap speed? I think that'd encourage combo-ing more, since as of now you're better off just using one weapon per enemy.
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Sangelothi
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Re: D4D - Released! (Poll added. We need feeback! )

Post by Sangelothi »

I think the normal shotgun is what needs nerfing, even in Doom 4, the shotgun is still powerful enough that it can be used over the super shotgun no problem, especially with the burst shot. In D4D though, it just falls short in general, so of course the super shotgun will be preferred.
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SyntherAugustus
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Re: D4D - Released! (Poll added. We need feeback! )

Post by SyntherAugustus »

Bug: In the new version I can't seem to get an upgrade without the game crashing when I select a weapon in the upgrade menu.
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Viscra Maelstrom
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Re: D4D - Released! (Poll added. We need feeback! )

Post by Viscra Maelstrom »

i disagree. i found the shotgun pretty much useless in Doom 4 once i unlocked Double Trouble, because it dealt more damage, did it faster, pierced enemies and the accuracy wasn't that bad, whereas here, the shotgun has better accuracy, can save you some shell ammo, and the exploding shot is at least very useful for thinner enemies and even pinkies.

that being said, i think i agree that you could nerf the damage just a bit, but double trouble works like it does in Doom 4. however, that might upset the balance of a lot of megawads, since pretty much everything encourages SSG usage. if you make weapon switching faster, nerf the SSG a bit but buff Double Trouble, then it might make for a more diverse overall arsenal (but you'd have to lower the cost of the upgrades back to what it was before, otherwise it would be hit too badly.) that COULD work, but i think this is an issue of careful balance to make the whole arsenal more wholesome and not just do things like Siege Mode, Double Trouble and rocket everything to death.
Last edited by Viscra Maelstrom on Tue Jul 26, 2016 11:16 am, edited 1 time in total.
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