D4D - Announcement in 1st post (Jan 4th 2017)
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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Re: D4D - v2.0.3(11/03/16)
HEADS UP.
Due to a change in the engine on December 9th, the lasers in D4D and the pinatas are BROKEN.
For right now, please maintain vigilance in the use of GZDoom 2.2 if you can.
If you cannot stick to it, there is some good news... I'll be releasing a zscript version with the fixed crap for devbuilds, but you will have to use the -zscript command line parameter. I'll post about it when its released. It will NOT be the same link as the front page.
Due to a change in the engine on December 9th, the lasers in D4D and the pinatas are BROKEN.
For right now, please maintain vigilance in the use of GZDoom 2.2 if you can.
If you cannot stick to it, there is some good news... I'll be releasing a zscript version with the fixed crap for devbuilds, but you will have to use the -zscript command line parameter. I'll post about it when its released. It will NOT be the same link as the front page.
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Re: D4D - v2.0.3(11/03/16)
I hope It's not to late to mention this but the mobile turret Is glitched, When you pull It out the rising animation It Is the Normal chaingun. And I don't remember who said It but I think ammo In General on this mod Is too plentiful and I find myself not using that chainsaws altfire that much considering I almost never have an empty weapon "Except for the Plasmagun and Gauss Cannon". I also think the plasma weapons should have more than 300 rounds at max, Maybe give It 400-500 rounds?
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Re: D4D - v2.0.3(11/03/16)
I guess there is something else.
- Same species infighting doesn't look intentional. Cybers fight because the beam hurts their own kind. Barons fight but I'm not sure why. I think revenants too, again, probably the beam? I haven't seen em fight in a while, I could be wrong on this one.
- The blood giblets should leave a blood spot on the ground.
- The blood spot tends to cover up the gib that spawned it, is there any way to fix this?
- Repeater blowing zombies up seems weird.
- The super shotgun should gib when close up, not randomly.
- Could the vortex and gauss get a fire speed buff? I rarely use them just because the rifles are more fun to use.
- Same species infighting doesn't look intentional. Cybers fight because the beam hurts their own kind. Barons fight but I'm not sure why. I think revenants too, again, probably the beam? I haven't seen em fight in a while, I could be wrong on this one.
- The blood giblets should leave a blood spot on the ground.
- The blood spot tends to cover up the gib that spawned it, is there any way to fix this?
- Repeater blowing zombies up seems weird.
- The super shotgun should gib when close up, not randomly.
- Could the vortex and gauss get a fire speed buff? I rarely use them just because the rifles are more fun to use.
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- Joined: Sat May 29, 2010 6:20 pm
Re: D4D - v2.0.3(11/03/16)
So, I noticed this small issue: you know the lightning guys, right? If they are far from you (I think 2048 units or more) and there's two or more, they can still target you and lag GZDoom A LOT.
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Re: D4D - v2.0.3(11/03/16)
Those are Hell Razers... and yes, I have this issue too. Which is why I switched their beams to "particle" mode.
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Re: D4D - v2.0.3(11/03/16)
Pretty Sweet mod
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Re: D4D - v2.0.3(11/03/16)
I forgot I could switch to Particle Mode. Genius me.DoomKrakken wrote:Those are Hell Razers... and yes, I have this issue too. Which is why I switched their beams to "particle" mode.
Any Map Pack you recommend for this? I tried Hell on Earth but it plainly sucks less than 1/3 through it, and Super Skulltage is hellbound to Zandronum.
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Re: D4D - v2.0.3(11/03/16)
Seconded.TechnoDoomed1 wrote:Congratulations on the well-deserved Cacoward.
You guys have done an excellent job.
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Re: D4D - v2.0.3(11/03/16)
HOLY SHIT.
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Re: D4D - v2.0.3(11/03/16)
Pfft. That was easy! It was only a sin(CountInv("SineZoom")*0.1).TerminusEnt Cacoward Description wrote:You guys seriously did an A_ZoomFactor based on a sine divisor from an inventory item count?! Incredible!
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Re: D4D - v2.0.3(11/03/16)
Congratulations.
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Re: D4D - v2.0.3(11/03/16)
Thank you!
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Re: D4D - v2.0.3(11/03/16)
Okay, I decided since I'm in such a good mood right now, for those of you who aren't aware, there is a super secret upgrade. Some of you already know what it is.
Spoiler:It is legitimately purchaseable, under certain circumstances. To those of you who know how to get it, please don't spoil it for others.
My motivation has been renewed to continue working on officially porting the HoE starter pack. Soon you'll see some improvements that I've made released in its thread.tsukiyomaru0 wrote:Any Map Pack you recommend for this? I tried Hell on Earth but it plainly sucks less than 1/3 through it, and Super Skulltage is hellbound to Zandronum.
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Re: D4D - v2.0.3(11/03/16)
A Russian Overkill cross over??