D4D - Announcement in 1st post (Jan 4th 2017)
Forum rules
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: DOOM(4) for DooM (D4D) - WIP
Two questions:
Will the weapon upgrades work in Deathmatch (if there are actual upgrades)?
What weapons of Doom 4 will be in this mod?
Will the weapon upgrades work in Deathmatch (if there are actual upgrades)?
What weapons of Doom 4 will be in this mod?
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Re: DOOM(4) for DooM (D4D) - WIP
All of them, like in the previous versions.FaggoStorm wrote:Two questions:
Will the weapon upgrades work in Deathmatch (if there are actual upgrades)?
What weapons of Doom 4 will be in this mod?
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Re: DOOM(4) for DooM (D4D) - WIP
Yep. Depending on interest, if I end up doing a "strictly weapons only" version I might make indeed what you mentioned last. Otherwise, custom damage types are the way to go here.twinkieman93 wrote:Well, I'm pretty sure you can sort of simulate a stun effect by making the stun bomb hit the enemies with a repeating invisible AoE that does no damage but has a 100% pain chance... granted I'm also pretty sure that you'd have to still edit the monsters to give that custom damage type that pain chance, but still! Would be easier than adding states with new animations and all that stuff.
If you want to maintain a strict no-monsters rule you could just make it do that without a custom damage type, so that it's less effective against more pain-resistant monsters. Which would make sense, I suppose.
Wont disappoint. I hopeTheDoomctator wrote:Looks promising...I'll wait paciently for this
Thanks for the heads up about the hands version. But...enderkevin13 wrote:Looks way better than before. The sprite creator made a version of the SSG with hands though, so you might wanna use that instead.
What "before" or "previous versions" are you talking about? this is the first version Im making of this mod. I dont know if perhaps you're talking about somebody else's mod, but there no "previous version" of D4D.enderkevin13 wrote:All of them, like in the previous versions.
The game is not going to be aimed for deathmatch. I did that in my Q4 project, and it took a tremendous amount of time and effort to balance stuff, to little gain. Besides, this is gzdoom only, no zandro, because Im using "advanced" features that zandro doesnt have, not even in the 3.0 versions. If you can fire up a deathmach with gzdoom, the weapons should work for the most part. But it's not the focus for this mod.FaggoStorm wrote:Two questions:
Will the weapon upgrades work in Deathmatch (if there are actual upgrades)?
What weapons of Doom 4 will be in this mod?
Which weapons, the idea is "all of them". I will be getting creative with giving the MP weapons an "upgrade" like the SP weapons to make them more interesting. Several of them are just iterations of hitscan weapons. ( I guess "certain affinity", the company responsible for DOOM's MP couldnt help to bring the classic "20 hitscan weapons for team deathmach" kinda thing)
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Re: DOOM(4) for DooM (D4D) - WIP
Zandronum 4.0 is a thing... It can even run guncaster 2.8. No public compiled builds but the source is public.DBThanatos wrote: Im using "advanced" features that zandro doesnt have, not even in the 3.0 versions.
EDIT: I should note that while it does run Guncaster, there are some bugs when playing online. And lots of crashes with Guncaster too when playing online.
Then again, Pillow uses a lot of fancy tricks that Zan just does not like online.
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Re: DOOM(4) for DooM (D4D) - WIP
@DBThanatos i've sent you a pm regarding this mod...
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Re: DOOM(4) for DooM (D4D) - WIP
Oh, I had no idea. Well, I will make sure to make the code MP friendly, but I cannot promise it will work properly. Once the SP portion is finished, I can look deeper into MP compatibility, but not before.loismustdie555 wrote:Zandronum 4.0 is a thing... It can even run guncaster 2.8. No public compiled builds but the source is public.DBThanatos wrote: Im using "advanced" features that zandro doesnt have, not even in the 3.0 versions.
EDIT: I should note that while it does run Guncaster, there are some bugs when playing online. And lots of crashes with Guncaster too when playing online.
Then again, Pillow uses a lot of fancy tricks that Zan just does not like online.
Repliedosjclatchford wrote:@DBThanatos i've sent you a pm regarding this mod...
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Re: DOOM(4) for DooM (D4D) - WIP
Did I see some weapons modifications?!
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Re: DOOM(4) for DooM (D4D) - WIP
Nice catch. There are indeed weapon mods.tsukiyomaru0 wrote:Did I see some weapons modifications?!
In fact, here's a quick explanation how they work
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Re: DOOM(4) for DooM (D4D) - WIP
Good. What about on-screen modifications? I mean, upgrades directly on weapon sprite, like scope or box w/misseles on H.A.R. for example?DBThanatos wrote: In fact, here's a quick explanation how they work
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Re: DOOM(4) for DooM (D4D) - Wep Preview Pg3
I think guns are still on progress
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Re: DOOM(4) for DooM (D4D) - Wep Preview Pg3
I'd definitely play this for more than 2 maps.
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Re: DOOM(4) for DooM (D4D) - Wep Preview Pg3
So I'm watching your mod and I'm impressed with what you have done so far; which is why I think I might actually take the weapon attachments like the mini missiles, scope, charged burst for the shotgun etc, and make some sprites for them. I am considering adding sprites for the shotgun, machine gun, plasma rifle and rocket launcher but not the chaingun and Gauss cannon because I feel it's unnecessary and difficult to animate for the time being.
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Re: DOOM(4) for DooM (D4D) - Wep Preview Pg3
nICENeccronixis wrote:So I'm watching your mod and I'm impressed with what you have done so far; which is why I think I might actually take the weapon attachments like the mini missiles, scope, charged burst for the shotgun etc, and make some sprites for them. I am considering adding sprites for the shotgun, machine gun, plasma rifle and rocket launcher but not the chaingun and Gauss cannon because I feel it's unnecessary and difficult to animate for the time being.
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Re: DOOM(4) for DooM (D4D) - Wep Preview Pg3
That'd be absolutely perfect. That way players wouldn't need to pay attention to the text saying which upgrade they have active.Neccronixis wrote:So I'm watching your mod and I'm impressed with what you have done so far; which is why I think I might actually take the weapon attachments like the mini missiles, scope, charged burst for the shotgun etc, and make some sprites for them. I am considering adding sprites for the shotgun, machine gun, plasma rifle and rocket launcher but not the chaingun and Gauss cannon because I feel it's unnecessary and difficult to animate for the time being.
About the Gaussgun and chaingun, that's too bad, but I completely understand.
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Re: DOOM(4) for DooM (D4D)
Just wanted to say - I highly, highly approve! I liked the Quake 4 one, and really loved the new Doom, and the only thing that threw me away was it's shortiness, so I am gonna most likely steamroll through a good bunch of wads with this. Don't wanna clutter up the thread with words of praise, as I don't have much to suggest until I'll try it out. And so far I'm convinced it's going pretty good direction.
PS. I'd probably do this myself, if not for my approaches to get my hands at sounds ending up as disaster.
PS. I'd probably do this myself, if not for my approaches to get my hands at sounds ending up as disaster.