D4T (New v2.5 Trailer pg 47)
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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: D4T (Death Foretold) The last teaser (3)
Have you heard of this?
https://www.reddit.com/r/Doom/comments/ ... tion_tool/
Could this bring certain changes to D4T?
https://www.reddit.com/r/Doom/comments/ ... tion_tool/
Could this bring certain changes to D4T?
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Re: D4T (Death Foretold) The last teaser (3)
I guess so. I can smell the possibility already! Especially if you can master it.
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Re: D4T (Death Foretold) The last teaser (3)
On other news... I think Syphon Grenade can HURT you if you walk over it after it has just killed some enemy. When I killed a Cacodemon, that happened and I don't think there was any other enemy around.
And weird fun: in that Doom 64 map pack, if you changemap from endgame to FUN00 and go to FUN01 (TitleMap, you'll be without grenade but able to press Throw Grenade... which results in Doomguy partying hard
And weird fun: in that Doom 64 map pack, if you changemap from endgame to FUN00 and go to FUN01 (TitleMap, you'll be without grenade but able to press Throw Grenade... which results in Doomguy partying hard
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Re: D4T (Death Foretold) Trailer and Release date (pg1)
2.0 Trailer and Release Date
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Re: D4T (Death Foretold) Trailer and Release date (pg1)
Hooohoh hey, now it's coming, isn't it? Also i'm seeing some demon guy looks familiar to me! I can see it's getting various and ever.
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Re: D4T (Death Foretold) Trailer and Release date (pg1)
So, Cyberdemon will be more interesting to fight?! Woah.
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Re: D4T (Death Foretold) Trailer and Release date (pg1)
What are the new monsters? I recognised the Possessed Security, the Gore Nest and the Unwilling, but what about the others?
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Re: D4T (Death Foretold) Trailer and Release date (pg1)
And I so wanted to go to test server.
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Re: D4T (Death Foretold) Trailer and Release date (pg1)
Multiplayer Monsters, like the Prowler and Harvester it seems.JohnnyTheWolf wrote:What are the new monsters? I recognised the Possessed Security, the Gore Nest and the Unwilling, but what about the others?
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Re: D4T (Death Foretold) Trailer and Release date (pg1)
Thanks for the offer, but we're trying to keep a non model-rip look. Hopefully some day we'll manage to do the praetor suit doomguyXtor98 wrote:If you want to add player sprites from DOOM 2016 to your mod, you can take resources from my package. I warn you once - there are no frames of pain and death.
Im not sure they deal damage though. Visually, the shockwave will be visible. But i havent tested for damage. I will. And if that's the case that'd be more a engine bug. But we'll see. Thanks for reporting it!tsukiyomaru0 wrote:Hell Knights, Baron of Hell and perhaps other enemies have the ability to cause damage through walls or 3D floors when using their slam. This is observable when you are on a high ledge and they still Slam your Jam
Syphon issues: yeah, we found a while bunch of things that weren't working on the equipment/greandes side. All this stuff has been fixed. And about the no grenade, we called that "Cacodemon petting motion". This shouldn't happen anymore in v2tsukiyomaru0 wrote:On other news... I think Syphon Grenade can HURT you if you walk over it after it has just killed some enemy. When I killed a Cacodemon, that happened and I don't think there was any other enemy around.
And weird fun: in that Doom 64 map pack, if you changemap from endgame to FUN00 and go to FUN01 (TitleMap, you'll be without grenade but able to press Throw Grenade... which results in Doomguy partying hard
It might prove useful at some point, but not in tye near future. Mostly because of the "no model rips". But as capt j said, perhaps as base for sprite work, it really could be a good thingwhatup876 wrote:Have you heard of this?
https://www.reddit.com/r/Doom/comments/ ... tion_tool/
Could this bring certain changes to D4T?
Yeah they're from multiplayer, albeit, modified to fit a bit better in the role of the monster they replaceJohnnyTheWolf wrote:What are the new monsters? I recognised the Possessed Security, the Gore Nest and the Unwilling, but what about the others?
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Re: D4T (Death Foretold) Trailer and Release date (pg1)
Aside from minor issues visible on startup or into the console after the game starts on GZDoom or ZDoom (latest stable builds), it works fine. I think the issue only makes it impossible to get certain weapons or mods unless through completionist rewards. And now that GZDoom is awesomer, do you intend making use of the new functions in it too?
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Re: D4T (Death Foretold) Trailer and Release date (pg1)
YES! YES! YESSSSSSSS!!!!!!!!!!! Man, those sprites were a job VERY well done!
I can't WAIT to get my hands on those resources! They look so awesome!
And it's just in time, about half a week from my finals for this semester! This couldn't have been timed any better!
I can't WAIT to get my hands on those resources! They look so awesome!
And it's just in time, about half a week from my finals for this semester! This couldn't have been timed any better!
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Re: D4T (Death Foretold) Trailer and Release date (pg1)
I still don't like the weapon list at the side of the screen but taken that aside it looks awesome.
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Re: D4T (Death Foretold) Trailer and Release date (pg1)
My life has no meaning until May 13th.
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Re: D4T (Death Foretold) Trailer and Release date (pg1)
I've been playing a lot with gzd 2.4 and I've seen no issues regarding mod acquisition. Maybe you've been in a bad streak? Sometime mods just don't wanna drop, and sometimes they drop too much. But hey, that's the beauty of RNG. Making each run ever so slightly differenttsukiyomaru0 wrote:Aside from minor issues visible on startup or into the console after the game starts on GZDoom or ZDoom (latest stable builds), it works fine. I think the issue only makes it impossible to get certain weapons or mods unless through completionist rewards. And now that GZDoom is awesomer, do you intend making use of the new functions in it too?
And if you mean zscript : nope. This mod will remain gzdoom 1.8.6 (for dtouch) / zandro 3 compatible. So no fancy scripting.
i think dtouch is gonna update the gzd version, but I'll still keep it zandro 3 compatible.
LOL. It seems you're more hyped about the reusability of the guts of the project than the mod itself.DoomKrakken wrote:YES! YES! YESSSSSSSS!!!!!!!!!!! Man, those sprites were a job VERY well done!
I can't WAIT to get my hands on those resources! They look so awesome!
And it's just in time, about half a week from my finals for this semester! This couldn't have been timed any better!
Each to their own
But hey, timing happened to match when people have more free time it seems, although it was planned this way because of Doom2016 bday
Haha. Well, we found it particularly useful to know at glance what weapons you have, what mods, or if you have a mod you haven't equipped, and your general ammo.SoundOfDarkness wrote:I still don't like the weapon list at the side of the screen but taken that aside it looks awesome.
Worry not, for the date is nigh!!BerserkerNoir wrote:My life has no meaning until May 13th.