D4DHF v0.3 - "Cloak and Dagger" [Add-On]

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VICE
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Re: D4DHF v02 - Nest Burglar Edition [Add-On]

Post by VICE »

shotfan wrote: Anyway: what do you think about an upgrade that makes Demon Morphing last longer?
Clumsy to do but easily implemented. Sounds like an ok upgrade to have for endgame.
Since that means re-registering every morph actor anyway, I'm thinking of doing something more extreme - have relatively cheap "affinity" upgrades for the different monster types.
So for example if you buy the Hellknight affinity upgrade, your Hellknight transformations last longer and you get some other perks while you're in that form, like increased speed, health, upgraded attack, etc. depending on the demon.
Maybe even have the affinity upgrade increase the credit reward from killing that particular demon type, that way it's good for more than just endgame.

Just brainstorming over here, not saying it's gonna happen. :P
mutator wrote:just never kill the gore nest, it always spawn enemy and let the room flood with them
That won't happen. They only spawn some unwilling when they're placed in the map. They spawn more monsters if you destroy the nest, but If you leave them alone they won't spawn anything else.
Skrell
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Re: D4DHF v02 - Nest Burglar Edition [Add-On]

Post by Skrell »

Are the additions from this MOD based on DOOM4 graphics or are these totally new?
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VICE
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Re: D4DHF v02 - Nest Burglar Edition [Add-On]

Post by VICE »

Skrell wrote:Are the additions from this MOD based on DOOM4 graphics or are these totally new?
Most of new the HUD stuff is made off screenshots from Doom 4, like the new icons for the dolls, chips and medals. The animated "weapon" chip that Doomguy holds up when you loot a guard was made from a screenshot too.
The sprite I made for the elite guard's corpse has the helmet pretty much copy-pasted and pixelated from an in-game screenshot as well, but with the rest of the body edited and colored by hand.

Monsters and weapons are an "anything goes as long as it looks consistent" kind of deal, and they're from all over. Some of them are also made or edited by myself.
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mutator
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Re: D4DHF v02 - Nest Burglar Edition [Add-On]

Post by mutator »

I got deadshot weapon and it looks great. I found 3 gore nests in same room it was pretty cool.. I got the deadshot weapon from gore nest
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Valherran
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Re: D4DHF v02 - Nest Burglar Edition [Add-On]

Post by Valherran »

I messed around with the Deadshot, and that thing is kinda OP to where there is no reason to use the Carrion once you have this. It kills more effectively at the cost of less ammo compared to Carrion.

I have another request; Can you please make it so that the info for upgrades appears when you hover the mouse over the upgrade name? I want to be able to go back and read exactly what it is supposed to do and can't. :-(
Also, a font color change for already purchased upgrades would be helpful too.

Question for you, what is the purpose of these damn dolls I keep collecting that spawn in place of the Megasphere?
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-Ghost-
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Re: D4DHF v02 - Nest Burglar Edition [Add-On]

Post by -Ghost- »

Valherran wrote:I messed around with the Deadshot, and that thing is kinda OP to where there is no reason to use the Carrion once you have this. It kills more effectively at the cost of less ammo compared to Carrion.

I have another request; Can you please make it so that the info for upgrades appears when you hover the mouse over the upgrade name? I want to be able to go back and read exactly what it is supposed to do and can't. :-(
Also, a font color change for already purchased upgrades would be helpful too.

Question for you, what is the purpose of these damn dolls I keep collecting that spawn in place of the Megasphere?
The dolls give you a full 200/200 for HP and armor. They've got a separate button you bind to do a brofist to get the effect, I think.
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Valherran
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Re: D4DHF v02 - Nest Burglar Edition [Add-On]

Post by Valherran »

-Ghost- wrote:
Valherran wrote:I messed around with the Deadshot, and that thing is kinda OP to where there is no reason to use the Carrion once you have this. It kills more effectively at the cost of less ammo compared to Carrion.

I have another request; Can you please make it so that the info for upgrades appears when you hover the mouse over the upgrade name? I want to be able to go back and read exactly what it is supposed to do and can't. :-(
Also, a font color change for already purchased upgrades would be helpful too.

Question for you, what is the purpose of these damn dolls I keep collecting that spawn in place of the Megasphere?
The dolls give you a full 200/200 for HP and armor. They've got a separate button you bind to do a brofist to get the effect, I think.
Odd, I've used it before when I wasn't at cap stats and it didn't do anything. I must've glitched it out somehow.

Speaking of glitches, I discovered that if you pick up a token and hit the exit while the animation is still going, you can no longer use your weapons for the rest of the game.

Also, the token-required upgrades you added do not consume the correct amount of credits. And if you buy upgrades that require tokens too fast in the menu (too fast as in not waiting for animation of token consumption to finish) it will also glitch out.

Balance request: Pinkies need a minimum distance requirement to do their rush attack. I am getting sick of turning corners to get hit point blank by that rush and taking full damage, it's BS.
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VICE
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Re: D4DHF v02 - Nest Burglar Edition [Add-On]

Post by VICE »

Valherran wrote:Question for you, what is the purpose of these damn dolls I keep collecting that spawn in place of the Megasphere?
Heh, that's a D4D feature. The only thing HF changes is the graphic for the doll's HUD icon. As Ghost mentioned, you brofist it for a health/armor refill with a dedicated keybind. :)
Valherran wrote:I messed around with the Deadshot, and that thing is kinda OP to where there is no reason to use the Carrion once you have this. It kills more effectively at the cost of less ammo compared to Carrion.
Agred and already rebalanced in the next update. I've given the Deadshot the ability to consume corpses like the carrion cannon, but increased ammo consumption to be on par with the carrion cannon. I'm aiming to make Deadshot more ammo-efficient for groups of weaker mooks, but leave the carrion as the ideal choice if you need to kill something big quick.
Valherran wrote:I have another request; Can you please make it so that the info for upgrades appears when you hover the mouse over the upgrade name? I want to be able to go back and read exactly what it is supposed to do and can't. :-(
Also, a font color change for already purchased upgrades would be helpful too.
This is sadly not possible with the current MENUDEF. I'm bound to the same limitations that the game's native main menu has.
On the plus side, the HF upgrades are listed in the first post of this thread so you can look at them here if you need a reminder of what they do.
Valherran wrote: Speaking of glitches, I discovered that if you pick up a token and hit the exit while the animation is still going, you can no longer use your weapons for the rest of the game.
I'll time it so that the player is only allowed to move and look around exactly when the animation finishes, so that should help.
Unfortunately I can't disable the player from using the 'use' key completely, so it could still happen if a guard were to spawn right in front of an exit switch.
I'm guessing a PSA in the style of the one the morph runes have may be necessary in the meantime.
Valherran wrote: Also, the token-required upgrades you added do not consume the correct amount of credits. And if you buy upgrades that require tokens too fast in the menu (too fast as in not waiting for animation of token consumption to finish) it will also glitch out.
Yeah, I noticed yesterday that my ammo upgrades are set to take 2000 credits but they say they take 1000 (probably because I was undecided about the cost at the time and forgot to update the script once I've decided :P ). I've fixed it for the next version.

As for the purchase animations, I will fix this by dropping the white chip icon being displayed in the message area. Now you should only be able to glitch it out if your timing is faster than 1/35th of a second...
I'll add it back once I figure out a good way to do this without delaying the script.
Valherran wrote:Balance request: Pinkies need a minimum distance requirement to do their rush attack. I am getting sick of turning corners to get hit point blank by that rush and taking full damage, it's BS.
Good idea, actually. I'll do that.
Edit: Looks like D4D already gave it a distance limit:

Code: Select all

MaxTargetRange 512
Thanks for the feedback.
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Re: D4DHF v02 - Nest Burglar Edition [Add-On]

Post by shotfan »

Valherran wrote: Balance request: Pinkies need a minimum distance requirement to do their rush attack. I am getting sick of turning corners to get hit point blank by that rush and taking full damage, it's BS.
To be fair, that should be directed at D4D itself, not the addon (albeit I find Revenants annoying as hell, since they take almost as much damage as Hellknights and are even faster than in Vanilla Doom - but then again, it is the base D4D's fault).
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mutator
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Re: D4DHF v02 - Nest Burglar Edition [Add-On]

Post by mutator »

Mega what are you thinking to add into the next version of D4D addon? more upgrades? new stuff?
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Re: D4DHF v02 - Nest Burglar Edition [Add-On]

Post by mutator »

You should also consider making bio-hazard suit upgrade once you get it you are no longer being damaged by damaging floors but it should require 10, 000 credits and 1 token
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Re: D4DHF v02 - Nest Burglar Edition [Add-On]

Post by shotfan »

Then what would the regular, pickable Biosuits do?
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Re: D4DHF v02 - Nest Burglar Edition [Add-On]

Post by mutator »

shotfan wrote:Then what would the regular, pickable Biosuits do?
They would just be there temporary until you get your upgrade that allows permanent biosuit, for example once you have 10,000 credits and 1 token you no longer need biosuits that are temporary
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Re: D4DHF v02 - Nest Burglar Edition [Add-On]

Post by Valherran »

mutator wrote:
shotfan wrote:Then what would the regular, pickable Biosuits do?
They would just be there temporary until you get your upgrade that allows permanent biosuit, for example once you have 10,000 credits and 1 token you no longer need biosuits that are temporary
I'd make it part of the suit so you can turn it on and off, and picking up extra suits would refill it.
Megaherz wrote:Yeah, I noticed yesterday that my ammo upgrades are set to take 2000 credits but they say they take 1000 (probably because I was undecided about the cost at the time and forgot to update the script once I've decided :P ). I've fixed it for the next version.
Some of your 10k upgrades were only costing 8k. I don't remember which specifically, but you might want to look them over as well.
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Re: D4DHF v02 - Nest Burglar Edition [Add-On]

Post by VICE »

mutator wrote:Mega what are you thinking to add into the next version of D4D addon? more upgrades? new stuff?
I want to release a new version later today or tomorrow that addresses all the bugs we've found in v0.2.
It will be mostly bug fixes and tweaks, but I'll include anything else I managed to finish until then - so far I have 1 new monster, and the second secret weapon with a couple of upgrades is almost done, so it will probably be there too.

After that I have a design document with a list of ideas for monsters, upgrades, weapons etc. Some of it draws from the stuff we talk about in this thread or the D4D main thread, and some of it is just old ideas from my previous projects, features I liked in other mods and games, etc.
mutator wrote:You should also consider making bio-hazard suit upgrade once you get it you are no longer being damaged by damaging floors but it should require 10, 000 credits and 1 token
Nah, I think the 50% enviro reduction upgrade and the double/wall jumping the HF player can do is enough to deal with most damaging floors. Having an upgrade like that would completely piss on the gameplay and flow some mapmakers intended for their maps, since the suits are meant to be a limited resource, and maps without them are intended to be played without them.
Valherran wrote:I'd make it part of the suit so you can turn it on and off, and picking up extra suits would refill it.
Oh, I like the sound of this, actually. Maybe I'll do that instead, and have the suit capacity reset between levels.
Valherran wrote:Some of your 10k upgrades were only costing 8k. I don't remember which specifically, but you might want to look them over as well.
I noticed those while I was fixing the ammo stuff. Fixed them as well. :)

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