D4T (New v2.5 Trailer pg 47)
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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: D4T (Death Foretold) The last teaser (3)
Spectre issue: Thanks! i've not played in software renderer, so I didnt know this was an issue there. Will fix
Grenades: we have already implemented a new way of dealing with this, precisely to avoid picking up a grenade type you didnt want.
Grenades: we have already implemented a new way of dealing with this, precisely to avoid picking up a grenade type you didnt want.
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Re: D4T (Death Foretold) The last teaser (3)
Heh, all hail my lack of a graphics card!
If you need a hand in something else, lemme know.
If you need a hand in something else, lemme know.
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Re: D4T (Death Foretold) The last teaser (3)
All the last three teasers looks pretty promising.
And beautiful
Is it possible to release the mod this month ?
And beautiful
Is it possible to release the mod this month ?
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Re: D4T (Death Foretold) The last teaser (3)
Yes, of course it's possible.
Now is it likely? That's a different matter altogether... XD
Now is it likely? That's a different matter altogether... XD
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Re: D4T (Death Foretold) The last teaser (3)
So, is there any chance of you fixing the vertical stretch on all the weapons and items? None of the Doom 4 mods I've played seem to compensate for the fact that Necronnixis's sprites (and, by extension, these newer edits) aren't designed with Doom's vertical stretching in mind.
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Re: D4T (Death Foretold) The last teaser (3)
PLAY A entries in Pinata and Ammo needs to be replaced. It can create weird issues with things like D64 map pack (where you trigger spawners in the first map and one of the spawners stays behind as a ghost of player)
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Re: D4T (Death Foretold) The last teaser (3)
Well, it sure helps that you are testing this in software mode. Any issues you find are very valuable infotsukiyomaru0 wrote:Heh, all hail my lack of a graphics card!
If you need a hand in something else, lemme know.
Heheh. Like I tell everyone that ask about release date: It will be announced as soon as possible. "Soon" being they keyword while still being vague enoughXtor98 wrote:All the last three teasers looks pretty promising.
And beautiful
Is it possible to release the mod this month ?
I understand this issue, but in reality, "fixing" it is gonna mess up the look of the weapons for a lot of people, me included, because I dont play with the vertical stretching myself. If anything, perhaps as an optional package if it's "easily" doable, but I can make no promises about it. Our hands are quite full at the moment.Atendega wrote:So, is there any chance of you fixing the vertical stretch on all the weapons and items? None of the Doom 4 mods I've played seem to compensate for the fact that Necronnixis's sprites (and, by extension, these newer edits) aren't designed with Doom's vertical stretching in mind.
I can fix it calling that frame, but I dont understand what the real issue is. Do you have a link for this mapset so I can test it and figure out why it's doing that? perhaps there's more instances of weird stuff happening there.tsukiyomaru0 wrote:PLAY A entries in Pinata and Ammo needs to be replaced. It can create weird issues with things like D64 map pack (where you trigger spawners in the first map and one of the spawners stays behind as a ghost of player)
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Re: D4T (Death Foretold) The last teaser (3)
viewtopic.php?f=19&t=55298#p978283 Doom 64, Map01, trigger a secret that takes you back to the starting point and causes two zombies and two items to spawn before you.
It's possible that PLAY A is the only issue.
It's possible that PLAY A is the only issue.
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Re: D4T (Death Foretold) The last teaser (3)
Confirmed, thanks! will definitely have it fixed
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Re: D4T (Death Foretold) The last teaser (3)
I'm looking forward this next update
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Re: D4T (Death Foretold) The last teaser (3)
I've noticed a sound bug. If you berserk punch with the fists, it makes the berserk punch sound, but not with the quick punch.
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Re: D4T (Death Foretold) The last teaser (3)
Sgt Jack V wrote:I've noticed a sound bug. If you berserk punch with the fists, it makes the berserk punch sound, but not with the quick punch.
Ah, that was an oversight in my part. Thanks for reporting it. Will fix it
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Re: D4T (Death Foretold) The last teaser (3)
For if anyone is interested: In about 8.5hrs from this post, we're going to be playing Whispers of Satan in coop in Zandronum. Feel free to join us. We're playing weekly
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Re: D4T (Death Foretold) The last teaser (3)
This is probably a stupid question, but can there be a chance that the future version of the mod will be with fancy effects from D4D and with the ability to switch to simplified effects from D4T?
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Re: D4T (Death Foretold) The last teaser (3)
If so, then not too many of them. Since one of D4T's major goals was to be playable in GZDoom 1.x and Zandronum, other effects had to be sacrificed.
You know, you're always free to make a "fancy effects" mod of your own...
You know, you're always free to make a "fancy effects" mod of your own...