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

Projects that alter game functions but do not include new maps belong here.
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tsukiyomaru0
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Re: D4D - v2.0.3(11/03/16)

Post by tsukiyomaru0 »

Yeah, while on the run you can't tell what has more ammo or health when you need
JohnnyTheWolf
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Re: D4D - v2.0.3(11/03/16)

Post by JohnnyTheWolf »

tsukiyomaru0 wrote:Yeah, while on the run you can't tell what has more ammo or health when you need
Another solution: add a feature similar to Smart Scavenger, so the players do not have to worry about wasting ammunition.
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TheCrimsonFucker
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Re: D4D - v2.0.3(11/03/16)

Post by TheCrimsonFucker »

When you have all what you need :P

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

Post by Captain J »

He's not alone or doomed anymore. In fact, demons are the ones that are alone and doomed!
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Major Cooke
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Re: D4D - v2.0.3(11/03/16)

Post by Major Cooke »

JohnnyTheWolf wrote: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?
I think it's fine as it is. But it's DBT's call, he made it after all. I doubt he'll do it.
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DoomKrakken
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Re: D4D - v2.0.3(11/03/16)

Post by DoomKrakken »

Major Cooke wrote:
JohnnyTheWolf wrote: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?
I think it's fine as it is. But it's DBT's call, he made it after all. I doubt he'll do it.
Agreed. What you need to do is pay closer attention and watch your step. :)
Devianteist wrote:
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.
Spoiler: Just drummed up some "pseudo" code that could get things going, if this were to happen. It's actually a bit simpler than one would initially expect...
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Major Cooke
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Re: D4D - v2.0.3(11/03/16)

Post by Major Cooke »

Responses in red.
Rowsol wrote: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. They don't have a species. It all depends on your 'infighting' cvar in that case but yes, the beam is a hitscan, and hitscans make enemies infight even of the same species in that event.
- The blood giblets should leave a blood spot on the ground. They do. Turn it on in the gore menu.
- The blood spot tends to cover up the gib that spawned it, is there any way to fix this? No. A fault in GZDoom.
- Repeater blowing zombies up seems weird. Power overwhelming.
- The super shotgun should gib when close up, not randomly. ZDoom engine limitation I'm afraid. It won't be workable until ZScript is more complete.
- Could the vortex and gauss get a fire speed buff? I rarely use them just because the rifles are more fun to use. Agreed, but DBT's word is law in that regard.
You seem to like the mod a lot more than to give the mod a score of 3 of 10, or maybe I misread some of your previous posts... Meh. (That's not me complaining, that's me wondering if you had a change of mind.)
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Rowsol
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Re: D4D - v2.0.3(11/03/16)

Post by Rowsol »

The blood gibs don't spawn blood, those are the xdeath ones. I'm talking about the bullet gibs.
The super shotgun range was done in smooth doom, I believe there's a distance check on SSG.death

My rating is based on the overall rating of the mod, not my personal one. Not that I should have to explain myself, or that it should be posted on the forum. Your PM was plenty clear.
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Major Cooke
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Re: D4D - v2.0.3(11/03/16)

Post by Major Cooke »

Actually the PM sent was to ensure you saw it. :shrug:
Rowsol wrote:My rating is based on the overall rating of the mod, not my personal one.
...K.
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tsukiyomaru0
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Re: D4D - v2.0.3(11/03/16)

Post by tsukiyomaru0 »

I thought of a better way to deal with the less ammo or more ammo issue... An option that replaces the model or adds a marker over it to show it has more or less.
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Major Cooke
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Re: D4D - v2.0.3(11/03/16)

Post by Major Cooke »

No. Consistency is a requirement for this. If someone wants to make a set of shells without a tray, be our guest.
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Valherran
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Re: D4D - v2.0.3(11/03/16)

Post by Valherran »

DBThanatos wrote:
JohnnyTheWolf wrote:
Caligari87 wrote:Even moreso then. You can't even die in Myst. I'd say "be careful and watch your step" is 1000x more relevant to Doom.
Myst is also not a fast-paced first-person shooter. There is a reason why in vanilla Doom different ammunition items have entirely different models. And D4D is even faster-paced, especially on higher difficulties. I am not going to stop in the middle of a battle just to check if the closest ammo box has the right amount of ammunition or not. I am honestly baffled by how lazy this excuse is. Are you telling me the developers can take the extra time to add optional multiplayer weapons, yet they cannot be bothered to design a visually distinct model for bigger ammo boxes? :?
Risking sounding like an ass, why don't you do it yourself? We don't have all the time in the world to please every single specific person around. Like cooke said, making voxels isn't always easy, and it's time consuming. I did what i could with the time I had at that point and the resources I could gather.

If you really need the voxels to look that different from each other, feel free to contribute by making them or finding some, and we can add them. Otherwise please cut the attitude of "lazy excuse, why take time to do X but not Y?".
I didn't have too much of a problem at first. But after a while playing the game I could tell the difference between the 4 pack of shells and the 20 box of shells at a glance. But yeah, as others have said, if you want to make a box of shells voxel to solve your problem, go for it.
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Terg500
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Re: D4D - v2.0.3(11/03/16)

Post by Terg500 »

If you guys have use for a real Mark V pistol, I've spent the last few hours on this :)

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isaacpop23
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Re: D4D - v2.0.3(11/03/16)

Post by isaacpop23 »

DBThanatos wrote:If you really need the voxels to look that different from each other, feel free to contribute by making them or finding some...
What do you use to make them? I could look into trying to make something, or at least making the two variations more distinct.

Terg500 wrote:Video Pistol
Well that looks awesome. I haven't seen it in game but did it have that much light brown on it? It looks a bit out of place. Regardless, nice job.
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Captain J
 
 
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Re: D4D - v2.0.3(11/03/16)

Post by Captain J »

I think so, but it's more beige-ish to me.
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