Q4LFM-DE: Updated 1.05 (06-29-17, please redownload)

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iSpook
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Re: Q4LFM-DE: Released! New trailer up!

Post by iSpook »

I think the only thing is out of place right now is that you didn't replace the barrel's with a version of them that has pretty FX, it's sort of odd, considering you did it for DOOMSTORM (or at least, I remember that you did.)
PooshhMao
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Re: Q4LFM-DE: Released! New trailer up!

Post by PooshhMao »

Been playing some of my favourite megawads using this the last hour, pretty entertaining :)
Well done. Do you plan to add reloading later?

Also, I'm not sure about giving enemies railguns. They are killing me disproportionately often :p
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iSpook
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Re: Q4LFM-DE: Released! New trailer up!

Post by iSpook »

I dunno, the mod's name is "Quake 4 LIGHTING FAST mod", reloading kinda slows that down.
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Zhs2
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Re: Q4LFM-DE: Released! New trailer up!

Post by Zhs2 »

If this is so lightning fast, why is the machine gun soooooo sloooooooooooooooow.................
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iSpook
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Re: Q4LFM-DE: Released! New trailer up!

Post by iSpook »

Because It's also gotta be balanced as well?

Edit: Oh and I finally started to upload videos to this. Man I'm such a scrub.
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Valherran
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Re: Q4LFM-DE: Released! New trailer up!

Post by Valherran »

Because It's also gotta be balanced as well?
You got that part right. I played through Doom 2 with this, and yeah, it is very unbalanced. You die way too easily out of nowhere. Monsters need to have their damage toned down across the board.
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DBThanatos
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Re: Q4LFM-DE: Released! New trailer up!

Post by DBThanatos »

lizardcommando wrote:I think I may have found a bug. With the machinegun. I can't seem to unzoom, even when I switch to a different weapon. The scope graphics appear for a split second then disappear, but the view is still zoomed in. I'm using the 1.9.99 Github Build of GZDoom.
I havent tried that specific version. I tested this with the latest stable gzdoom release I could find and it was working fine. If you could link me to that version, I can investigate.
wildweasel wrote:This seems pretty well put together, though admittedly I do miss the reloads from vanilla Quake 4.
-Ghost- wrote:Yeah, that's one thing I actually missed as well, being able to reload those guns. It made the upgrades feel better when you actually got a capacity increase or a faster, magazine reload like with the shotgun. Could that be a toggle sometime down the line?
PooshhMao wrote:Been playing some of my favourite megawads using this the last hour, pretty entertaining :)
Well done. Do you plan to add reloading later?
About the reload, this mod was made without reloading in mind. Im not sure how feasible it is to have it switchable, since it would bloat the code quite a bit more. I will look into the possibility of using ACS to completely replace weapons that inherently use reload (mostly because it means messing around with the ammo that the weapon uses). I cant make any promises it will happen though.
NullWire wrote:Would you add the napalm gun? I think this one can be a nice variant replacement for the Gauntlet

and what about the flashlight?
I did not add the Napalm because I could never actually use it to make sense of it. I have the sprites around but Im unsure what its supposed to do or how strong it is. And to be honest, I never thought of the flashlight at all :P Im not sure how well flashlights can be made to work in GZDoom. I remember having one for SuperDoom3 Take 2, but I was never satisfied because it looked cheap
iSpook wrote:I think the only thing is out of place right now is that you didn't replace the barrel's with a version of them that has pretty FX, it's sort of odd, considering you did it for DOOMSTORM (or at least, I remember that you did.)
Aha! that's a very good point. Is one of those things I totally missed, like adding FORCEXYBILLBOARD flag to the FX

PooshhMao wrote:Also, I'm not sure about giving enemies railguns. They are killing me disproportionately often :p
Well, there's only 2 monsters with a proper long range railgun, Revenant class (tactical guys, only 50% of them have RG) and the Arachnotrons. Perhaps I could just make the RG tactical a bit less common than the HB one. Regarding the arachnotron, well, that one goes like that by design. But you do have a good amount of time to attack him while he charges it.
Zhs2 wrote:If this is so lightning fast, why is the machine gun soooooo sloooooooooooooooow.................
Do you mean the rate of fire?
iSpook wrote:Because It's also gotta be balanced as well?

Edit: Oh and I finally started to upload videos to this. Man I'm such a scrub.
Ahh! will be watching that as soon as I can. Im curious to see how other players play it.
Valherran wrote:
Because It's also gotta be balanced as well?
You got that part right. I played through Doom 2 with this, and yeah, it is very unbalanced. You die way too easily out of nowhere. Monsters need to have their damage toned down across the board.
Which skill, and what monsters? I didnt have that many problems except with the bosses, which are meant to be a PITA
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wildweasel
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Re: Q4LFM-DE: Released! New trailer up!

Post by wildweasel »

DBThanatos wrote:About the reload, this mod was made without reloading in mind. Im not sure how feasible it is to have it switchable, since it would bloat the code quite a bit more. I will look into the possibility of using ACS to completely replace weapons that inherently use reload (mostly because it means messing around with the ammo that the weapon uses). I cant make any promises it will happen though.
Yeah, I'm inclined to say you don't need to worry about it; it's a personal taste thing with me, and you don't need to cater to my little whims if you don't want to.
PooshhMao
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Re: Q4LFM-DE: Released! New trailer up!

Post by PooshhMao »

DBThanatos wrote:
PooshhMao wrote:Also, I'm not sure about giving enemies railguns. They are killing me disproportionately often :p
Well, there's only 2 monsters with a proper long range railgun, Revenant class (tactical guys, only 50% of them have RG) and the Arachnotrons. Perhaps I could just make the RG tactical a bit less common than the HB one. Regarding the arachnotron, well, that one goes like that by design. But you do have a good amount of time to attack him while he charges it.
It's still a problem if you're in a large open area. Imagine if viles didn't telegraph their attack, it would drive you nuts. That's the problem I'm having here. How about warning the player that they're being targeted by a railgun wielder?
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iSpook
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Re: Q4LFM-DE: Released! New trailer up!

Post by iSpook »

PooshhMao wrote:Things and stuff
Valherran wrote:Things and stuff, the sequel
1.) They can really only hit you in the open if you're standing still. The RG-toting revguards is a bit more annoying to notice at a range than the Glads, but if you're not standing still a lot then you shouldn't have a problem.

2.) The only enemies I think need to be nerfed a bit are the Shotgun-arm guys (Maybe a tiny damage nerf and maybe make their period between aim and fire a bit longer, I dunno.) and the Machinegun-summoner-dogbots (Holy fuck those things hurt.)


DBThanatos wrote:Stuff part three: The things strike back! Also stuff relating to me.
Not gonna lie, This mod is making me it's bitch. I don't like to save scum during my recordings but holy fuck it feels like it's necessary... which feels right to me for some odd reason.
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Zhs2
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Re: Q4LFM-DE: Released! New trailer up!

Post by Zhs2 »

DBThanatos wrote:Do you mean the rate of fire?
Yes. I know the Quake 4 vanilla machinegun is much faster firing than this, which sort of lends its characteristic flavor in the sound of spitting bullets. Slowing it down just strikes this huge, nasty discord with me; is a mod called "Lightning Fast" meant to have a machinegun with this poot-poot-poot rate of fire? (Also noticed that scoped firing is even slower, but that helps the feel of control, so I have less issues there.)
PooshhMao
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Re: Q4LFM-DE: Released! New trailer up!

Post by PooshhMao »

If you'll allow just one more tiny nitpick - I think the guns clash a bit with Doomguy's rapist latex gloves.
Black gloves just look plain better.
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Valherran
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Re: Q4LFM-DE: Released! New trailer up!

Post by Valherran »

Which skill, and what monsters? I didnt have that many problems except with the bosses, which are meant to be a PITA
2nd to last setting (because I don't deal with cheesy respawning). Pretty much all of the monsters do too much damage. Yes they can be avoided, but the parts where you are most likely gonna have to take damage, with a couple more rounds of it, you die against your will. Anything close quarters related is damn near instant death in most cases, plus most fresh starts in most levels are pretty much near impossible unless you abuse the save/load.

It pretty much comes down to the monsters dealing too much damage, or the player is too damn weak. If this is supposed to be a lightning fast MOD, it only succeeds in killing you lightning fast because I spent more time hugging corners and trying not to get hit as much as possible to survive longer. Currently it feels like I am playing Blood 1 on Extra Crispy mode...
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SyntherAugustus
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Re: Q4LFM-DE: Released! New trailer up!

Post by SyntherAugustus »

Very interesting in BTSX and Ribbicks maps.

It does feel weird that the Hyperblaster's the shotgun pickup.
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lizardcommando
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Re: Q4LFM-DE: Released! New trailer up!

Post by lizardcommando »

DBThanatos wrote:
lizardcommando wrote:I think I may have found a bug. With the machinegun. I can't seem to unzoom, even when I switch to a different weapon. The scope graphics appear for a split second then disappear, but the view is still zoomed in. I'm using the 1.9.99 Github Build of GZDoom.
I havent tried that specific version. I tested this with the latest stable gzdoom release I could find and it was working fine. If you could link me to that version, I can investigate.
Here's the link to the version I used:

http://devbuilds.drdteam.org/gzdoom-vin ... bfd4a79.7z

EDIT: Ok, it seems to work fine in the latest GITHUB version of GZDoom and the 2.8.0 version of ZDoom. I guess it was that specific version of GZDoom that seemed to have messed things up for some weird reason.

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