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

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

Post by wildweasel »

Regarding Quake 4's unusual fire sound pattern, I'd imagine that's a quirk of the way id Tech 4's sound buffers are set up. I've never quite figured out how to change this, but the sound buffer seems to be a little too long, and it can't respond "instantly" to things like rapid fire, so the firing sounds get very slightly out of sync with the actual bullets being fired. You can hear this with any of Doom 3's rapid-fire weapons, and with the machine gun in Prey as well. It has always bothered me.
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Zhs2
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Re: Q4LFM-DE: Released! New trailer up!

Post by Zhs2 »

I would have to agree that, yeah, the pace of the machinegun in Deathmatch feels much more akin to its vanilla counterpart. I also see what you mean about the sound playing faster than the shooting, which, honestly, never really bothered me so much as struck a chord of "just feels right" to me, even if it is unusual and out-of-sync. Maybe the fact that the sound plays faster than the shooting is a part of making me feel more like a badass than I really am when spitting bullets at people. :P
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DBThanatos
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Re: Q4LFM-DE: Released! New trailer up!

Post by DBThanatos »

@wildweasel: I have never noticed. But thanks for reminding me of Prey. I never got around to actually play it properly. Steam doesnt seem to sell it. I'll have to look elsewhere for it.

@Zhs2: The sound in the original game is actually slower than in this mod. I might indeed put the DM firing speed in SP. In single player it fires every 4 tics, but in the MP version, in order to ensure I had "QL standards" of balance, i paired a 4 tic refire with a 3 tic refire. So basically is 3.5 tics average, therefore 10 shots per 35 tics, which equals the 10 shots of QL. Oh well. The things I do for fun.
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iSpook
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Re: Q4LFM-DE: Released! New trailer up!

Post by iSpook »

Hate to post about this again but I finished that Play-through I mentioned a page or two ago.
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-Ghost-
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Re: Q4LFM-DE: Released! New trailer up!

Post by -Ghost- »

iSpook wrote:Hate to post about this again but I finished that Play-through I mentioned a page or two ago.
Thanks for the playthrough, some of those maps looked pretty tough.

Do the tactical/railgun Strogg self-destruct every time? It seems like it slows things down too much.
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iSpook
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Re: Q4LFM-DE: Released! New trailer up!

Post by iSpook »

I don't find that it slows down things when it's only in a cramped space, and even then you have plenty of time to get out of range.
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ThomasNoname
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Re: Q4LFM-DE: Released! New trailer up!

Post by ThomasNoname »

I like the mod. While everyone was blowing up over Doom 3, I always liked Quake 4 more. Dunno, felt way more like a classic ID game than Doom 3 did. Cheers.
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-Ghost-
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Re: Q4LFM-DE: Released! New trailer up!

Post by -Ghost- »

ThomasNoname wrote:I like the mod. While everyone was blowing up over Doom 3, I always liked Quake 4 more. Dunno, felt way more like a classic ID game than Doom 3 did. Cheers.
Yeah, I actually really liked Quake 4. It ran a lot better than Doom 3 did at the time, and I always thought it looked a bit better, even if I like Doom more than Quake overall.

This mod is definitely tough, been playing through Hellbound on the medium difficulty and getting wrecked in certain fights. Armor doesn't last for many shots.
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RikohZX
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Re: Q4LFM-DE: Released! New trailer up!

Post by RikohZX »

I'll say this; any maps with open combat areas are pretty much a pure nightmare. From homing missiles involving the Mancubi replacements, to hitscan shotgunners and machingunners, to something like those damn Railgun troopers, even on a regular UV difficulty playthrough some areas basically become a death orgy.
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Captain J
 
 
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Re: Q4LFM-DE: Released! New trailer up!

Post by Captain J »

railgun troopers are still problematic for real since aeons of death, their railgun damages are outraging.
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DBThanatos
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Re: Q4LFM-DE: Released! New trailer up!

Post by DBThanatos »

@RikonZX & Captain J:

Well, I did say it in the 1st post
1st post wrote:This has been tested in UV in several mapsets, including Plutonia 2 & Requiem. Definitely beatable, but it can get quite hectic. However, I do not recommend to try total slaughtermaps (ala sunder.wad) since it will make it absolutely impossible. I was able to beat a good portion of swideath.wad in baby skill.
I'll see about decreasing the damage a little, since it can do a max of 80 points. I will try with 60. Yet, I still havent had much troubles with them, since they tend to miss a lot unless you're standing still.

I also am checking that of the delay before the monsters attack. I encountered one situation where it really became troublesome.
-Ghost- wrote:
iSpook wrote:Hate to post about this again but I finished that Play-through I mentioned a page or two ago.
Thanks for the playthrough, some of those maps looked pretty tough.

Do the tactical/railgun Strogg self-destruct every time? It seems like it slows things down too much.
Yeah, they do that. I added that because I couldnt get a death sequence for those guys. So I went with the next best thing. I thought of having them just teleport out instead of exploding, but that´s not satisfying. You want to see them dead :P
-Ghost- wrote:This mod is definitely tough, been playing through Hellbound on the medium difficulty and getting wrecked in certain fights. Armor doesn't last for many shots.
Yep, the armor absorbs 66% of the damage, hence it's quick wear, however, since all the armor pickups are stackable, that's a plus side.


If anyone is interested, Im currently playing this mod + Memento mori 2. Fun times.
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DBThanatos
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Re: Q4LFM-DE: Released! New trailer up!

Post by DBThanatos »

Double post. Yay.

Okay, so considering the feeback, Im releasing very very soon an update to the mod addressing the main concerns about certain annoying enemies. That's not to say I got rid of them, just made them a bit more fair. Some extra balancing issues were also addressed. Just gotta test real quick through Doom2.
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-Ghost-
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Re: Q4LFM-DE: Released! New trailer up!

Post by -Ghost- »

Any chance of adding in the friendly marines/techs/medics? That'd be a cool way to get some support and maybe even get some extra armor and HP back in the field.
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4thcharacter
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Re: Q4LFM-DE: Released! New trailer up!

Post by 4thcharacter »

Pardon the bump.

If there's plans to add the napalm launcher, I'd try to help by telling how it works. The fireball can kill typical guards within 1-2 shots and IIRC berserkers can tank 3-4 of it. That's in Lieutenant difficulty. I don't remember if it hits an enemy it'll leave some flames that'll damage anyone overtime who stays in it but if it hits the ground. But yeah, it leaves some flames upon hitting a ground or a wall, making it an area-denial weapon.

That said, this mod is fun.
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mutator
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Re: Q4LFM-DE: Released! New trailer up!

Post by mutator »

my pc don't let me download this since it says that google drive can't scan the files, can you put the download link in alternative site like mega or mediafire?

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