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

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JohnnyTheWolf
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Re: D4D - v2.0.3(11/03/16)

Post by JohnnyTheWolf »

DoomKrakken wrote:To play the Devil's Advocate for a little... sure the coding for Brutal Doom may be messy and disorganized... but at it's base, it's quite the masterpiece. The way Brutal Doom works, with all the various ways you can interact with monsters, monster cadavers, and other objects, is a stroke of genius.
Yeah, ever since I played Brutal Doom, I find myself instinctively trying to push explosive barrels around. I wish you could do that and even throw them at your enemies in D4D.
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Major Cooke
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Re: D4D - v2.0.3(11/03/16)

Post by Major Cooke »

You know, you could make the suggestions without mentioning the mod(s) in question. Just a thought.

Like this.
Hey, I have a suggestion, What about pushable barrels?
Now THAT's playing the devil's advocate. Because you all know by now we're not going to take ideas from them. So maybe consider that next time you want to suggest something from another mod. ;) :P
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Devianteist
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Re: D4D - v2.0.3(11/03/16)

Post by Devianteist »

On a related note; The barrels in D4 are actually quite easy to kick around and can be used to either soften enemies, kill a horde, or overall make a situation more manageable.

I realize this would require quite a lot of sprite work and coding, but how plausible is it to create barrels that behave similarly to the D4 ones?
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Captain J
 
 
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Re: D4D - v2.0.3(11/03/16)

Post by Captain J »

Devianteist wrote:I realize this would require quite a lot of sprite work
Well, if you have sprite rotation tools like rotsprite, it ain't that hard! But for codings, yeah. That would be hard.
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DoomKrakken
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Re: D4D - v2.0.3(11/03/16)

Post by DoomKrakken »

Although... pushable barrels are a feature in DOOM, as well as a few other mods besides Brutal Doom. I don't see why we shouldn't have pushable barrels here...
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jckfrbn
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Re: D4D - v2.0.3(11/03/16)

Post by jckfrbn »

Devianteist wrote:On a related note; The barrels in D4 are actually quite easy to kick around and can be used to either soften enemies, kill a horde, or overall make a situation more manageable.

I realize this would require quite a lot of sprite work and coding, but how plausible is it to create barrels that behave similarly to the D4 ones?
Wait, couldn't we just have it so quick melee doesn't do damage to barrels? Makes it so theres no sprite work at least
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Devianteist
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Re: D4D - v2.0.3(11/03/16)

Post by Devianteist »

jckfrbn wrote:
Devianteist wrote:On a related note; The barrels in D4 are actually quite easy to kick around and can be used to either soften enemies, kill a horde, or overall make a situation more manageable.

I realize this would require quite a lot of sprite work and coding, but how plausible is it to create barrels that behave similarly to the D4 ones?
Wait, couldn't we just have it so quick melee doesn't do damage to barrels? Makes it so theres no sprite work at least
This is true, but the barrels in D4 flip around and fall over when you run into them, hence why I figured spritework would be involved.

In the end, it's up to the mod devs.
JohnnyTheWolf
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Re: D4D - v2.0.3(11/03/16)

Post by JohnnyTheWolf »

Not sure if it has been suggested before, but could you give a different model to ammo pickups depending on the amount they contain? For example, it seems both the 4 shotgun shells and the Box of shotgun shells share the same voxel model.
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tsukiyomaru0
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Re: D4D - v2.0.3(11/03/16)

Post by tsukiyomaru0 »

I was thinking something: an optional bar that shows power ups you have on and for how long.
And Night Vision could work in a different way, like being able to activate at will but as long it stays off it will recover.
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NullWire
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Re: D4D - v2.0.3(11/03/16)

Post by NullWire »

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Captain J
 
 
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Re: D4D - v2.0.3(11/03/16)

Post by Captain J »

Spoiler: Intentional or not, let me tell you how to host video in the thread;
Anyways, that grenade launcher looks promising.
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tsukiyomaru0
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Re: D4D - v2.0.3(11/03/16)

Post by tsukiyomaru0 »

Ohohoh, will we be seeing new stuff in D4D?
shotfan
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Re: D4D - v2.0.3(11/03/16)

Post by shotfan »

Huh, I was actually wondering if Pinky or Spectre would make another fun demon to play as. Would like Spectre in D4D, no doubt, with biting and charging attacks (although it would be more 'fair' if you had to uncloak when charging - then again, D4D Spectres do not bother with this rule...). Grenade Launcher is not so hot stuff however, since we had CSG Explosive Shot from the beginning. It should at least deal much more damage to make it worthwhile (almost as much as Rocket, with significantly bigger splash damage radius), and something else instead of smoke grenade mod (maybe it will prove useful against human players, but seems not worth the hassle to make it work against CPU-controlled monsters). A simple sticky mine (proximity-triggered) mod/altfire would work much better here, I assume.
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Major Cooke
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Re: D4D - v2.0.3(11/03/16)

Post by Major Cooke »

JohnnyTheWolf wrote:Not sure if it has been suggested before, but could you give a different model to ammo pickups depending on the amount they contain? For example, it seems both the 4 shotgun shells and the Box of shotgun shells share the same voxel model.
They already do. One has more shells in it.

@Custom content coming, maybe. Can't guarantee it, it all depends on what DBT has to say but it's the holidays, so we won't hear from him until either around xmas or after new years.
JohnnyTheWolf
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Re: D4D - v2.0.3(11/03/16)

Post by JohnnyTheWolf »

Major Cooke wrote:They already do. One has more shells in it.
Well, clearly that is not enough, as I could not tell the difference myself. Maybe give it an entirely different model or at the very least a different colour?

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