D4T (New v2.5 Trailer pg 47)

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tsukiyomaru0
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Re: D4T (Death Foretold) Trailer and Release date (pg1)

Post by tsukiyomaru0 »

DBThanatos wrote: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.
Ah, gotcha. So it'll only use features as seen in the trailer then?

As for the issue I talked about:
On GZDoom 3.0.0

Code: Select all

Attempt to get invalid state CheckWeapon from actor D4WeaponSpawner.
Attempt to get invalid state Default from actor ThrowGrenadeGeneric.
Attempt to get invalid state See from actor D4AbstractMonster.
Attempt to get invalid state See from actor D4AbstractMonster.
Attempt to get invalid state Death from actor D4AbstractMonster.
Attempt to get invalid state GloryEnd from actor D4AbstractMonster.
Attempt to get invalid state GloryEnd from actor D4AbstractMonster.
Attempt to get invalid state GloryEnd from actor D4AbstractMonster.
Script warning, "D4Tv1011.pk3:decorate/weapons/bfg.aed" line 38:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "D4Tv1011.pk3:decorate/weapons/bfg.aed" line 39:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "D4Tv1011.pk3:decorate/weapons/bfg.aed" line 40:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "D4Tv1011.pk3:decorate/weapons/bfg.aed" line 676:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "D4Tv1011.pk3:decorate/weapons/bfg.aed" line 677:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "D4Tv1011.pk3:decorate/weapons/bfg.aed" line 678:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "D4Tv1011.pk3:decorate/weapons/grenades.aed" line 34:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "D4Tv1011.pk3:decorate/weapons/grenades.aed" line 35:
Self pointer used in ambiguous context; VM execution may abort!
Script warning, "D4Tv1011.pk3:decorate/monsters/cyberdemon.aed" line 95:
Truncation of floating point constant 1.500000
On ZDoom it's only this bit of error:

Code: Select all

Attempt to get invalid state CheckWeapon from actor D4WeaponSpawner.
Attempt to get invalid state Default from actor ThrowGrenadeGeneric.
Attempt to get invalid state See from actor D4AbstractMonster.
Attempt to get invalid state See from actor D4AbstractMonster.
Attempt to get invalid state Death from actor D4AbstractMonster.
Attempt to get invalid state GloryEnd from actor D4AbstractMonster.
Attempt to get invalid state GloryEnd from actor D4AbstractMonster.
Attempt to get invalid state GloryEnd from actor D4AbstractMonster.
Just to better explain what I meant.
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DoomKrakken
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Re: D4T (Death Foretold) Trailer and Release date (pg1)

Post by DoomKrakken »

You know me too well. :D

I was thinking I'd be able to help improve sprite animations some, to help D4T (and, by extension, myself).

I also wanted to create my own DOOM-themed mod, which featured a more accurate upgrade system. The Praetor Suit hand sprites are a welcome bonus, since I wanted to work with weapon sprites that had those for the longest time. :D
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DBThanatos
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Re: D4T (Death Foretold) Trailer and Release date (pg1)

Post by DBThanatos »

tsukiyomaru0 wrote:Ah, gotcha. So it'll only use features as seen in the trailer then?
Pretty much, although despite being an "old" version of the engine, great things can still be achieved :P


And regarding the console erros, the "invalid state" are to be expected (sadly), but the rest, i'll look to remove them
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alexdoomguy
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Re: D4T (Death Foretold) Trailer and Release date (pg1)

Post by alexdoomguy »

This mod is ruleeeeeeesss!)))
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DBThanatos
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Re: D4T (Death Foretold) Trailer and Release date (pg1)

Post by DBThanatos »

For if anybody was curious, here's a Q&A video of sorts, addressing some questions of the mod, and a long preview of the gameplay of v2 in the background
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tsukiyomaru0
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Re: D4T (Death Foretold) Trailer and Release date (pg1)

Post by tsukiyomaru0 »

I just noticed: the "automatic pistol" didn't make a return D:
Xtor98
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Re: D4T (Death Foretold) Coming May 13th!

Post by Xtor98 »

Perfect gameplay on video. Praetor guy on old school timeline :twisted: .
Can't wait to start rip and tear!
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Caligari87
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Re: D4T (Death Foretold) Coming May 13th!

Post by Caligari87 »

I love that you're releasing this on the 1-year anneversary of Doom 4 :D

8-)
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Armaetus
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Re: D4T (Death Foretold) Coming May 13th!

Post by Armaetus »

Consider adding the full 8 rotation Player sprites.
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RikohZX
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Re: D4T (Death Foretold) Coming May 13th!

Post by RikohZX »

Well it's not like there's a full set of Doom Slayer player sprites sitting around.
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DoomKrakken
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Re: D4T (Death Foretold) Coming May 13th!

Post by DoomKrakken »

Well... not yet.

I asked a guy if he could do Doom Slayer sprites, and so he's coming up with some at this very moment. They plan to include them here after the sprites are done. :D
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Captain J
 
 
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Re: D4T (Death Foretold) Coming May 13th!

Post by Captain J »

Don't forget we need Player reloading sprites as well! :P
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MrRumbleRoses
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Re: D4T (Death Foretold) Coming May 13th!

Post by MrRumbleRoses »

i'm without a doubt, gonna use the updated version of D4T when i do my season 2 series of my let's play PSX Doom TC
Xtor98
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Re: D4T (Death Foretold) Coming May 13th!

Post by Xtor98 »

Release today, right? Despite the topic title.
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Sgt Nate V
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Re: D4T (Death Foretold) Coming May 13th!

Post by Sgt Nate V »

He's gonna upload it at some point today, be patient.

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