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 v2.1 (Final Version Released 07-19-17)
Hi i have notice some issue with the crosshair of the rocket launcher mod when you use the new hud style! this is hapening to some one else? there is some way to fix? thank you!
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Re: D4T v2.1 (Final Version Released 07-19-17)
Not sure what the issue is here... care to describe it further?
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Re: D4T v2.1 (Final Version Released 07-19-17)
when i use the first life bars style the orange lockup crosshair indicator appears but when i use the new doom4 style it get invisible!
during the battle when you get surrounded by demons is a little hard to know if the lockup is on!
during the battle when you get surrounded by demons is a little hard to know if the lockup is on!
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Re: D4T v2.1 (Final Version Released 07-19-17)
Strange. When I pick up the chainsaw and use the primary fire on an enemy, the chainsaw doesn't become bloody. It becomes bloody after using the secondary fire.
Is this intentional?
Is this intentional?
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Re: D4T v2.1 (Final Version Released 07-19-17)
I believe it is intentional. In DOOM, it becomes bloody after executing a kill... but it's only used for instakills, and it doesn't have the old Doom behavior. The fact that it doesn't get bloodied in D4T. I'm thinking the logic here is that sawing an enemy the old way won't bloody the Chainsaw, just like the old Chainsaw behavior... but instantly blending them into a fine pulp with the Chainsaw will be just like the new Doom.
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Re: D4T v2.1 (Final Version Released 07-19-17)
In the secondary fire, TakeFuel is executed(which is responsible for giving BloodyChainsawToken). In the primary fire, there is no A_GiveInventory or any ACS execution.
So I'm guessing this is intentional. A weird decision, if you ask me. Although the bloody sprites are a bit excessive, which may seem too much for the primary fire. If anyone can provide less bloodied sprites, then maybe it could be possible to have a bloodied chainsaw using primary fire.
Here's the message Michaelis left on Discord (in italics):
So I'm guessing this is intentional. A weird decision, if you ask me. Although the bloody sprites are a bit excessive, which may seem too much for the primary fire. If anyone can provide less bloodied sprites, then maybe it could be possible to have a bloodied chainsaw using primary fire.
Here's the message Michaelis left on Discord (in italics):
<@353376118054715392>
> _When I pick up the chainsaw and use the primary fire on an enemy, the chainsaw doesn't become bloody. It becomes bloody after using the secondary fire._
Couldn't reproduce
Does become bloody on first use for me in singleplayer, cooperative and deathmatch with ping 100.
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Re: D4T v2.1 (Final Version Released 07-19-17)
@Khronos: That's a bug indeed. Ought to be fixed
@Voros: there might have been a misunderstanding by Michaelis; he might've missed the part where you said "primary fire". It's indeed intentional as DoomKrakken mentioned, that it only gets bloodly with alt fire. There's little logic for it getting bloodly with secondary and not with primary, but the decision was made purely for the aesthetic aspect: Primary fire is the regular doom chainsaw we all know. Alt fire is the "shiny" part of the weapon in regards to the behaviour, and therefore, it has the most visual feedback, AKA the blood on the gun itself.
@Voros: there might have been a misunderstanding by Michaelis; he might've missed the part where you said "primary fire". It's indeed intentional as DoomKrakken mentioned, that it only gets bloodly with alt fire. There's little logic for it getting bloodly with secondary and not with primary, but the decision was made purely for the aesthetic aspect: Primary fire is the regular doom chainsaw we all know. Alt fire is the "shiny" part of the weapon in regards to the behaviour, and therefore, it has the most visual feedback, AKA the blood on the gun itself.
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Re: D4T v2.1 (Final Version Released 07-19-17)
Hi Guys,
I've run into a crash when turning into the Pain Elemental. Upon right click, I get this crash(file attached). I'm using GZDoom version 3-1-0a. I have not tried another version of GZDoom yet. I'll scan through the readme to see if there is a recommended version.
Edit: Strange...I can't see the uploaded picture....I'll try to get it on my site then link it.
Here we go...
http://www.ace1252.com/images/Pain%20El ... 0Crash.png
I've run into a crash when turning into the Pain Elemental. Upon right click, I get this crash(file attached). I'm using GZDoom version 3-1-0a. I have not tried another version of GZDoom yet. I'll scan through the readme to see if there is a recommended version.
Edit: Strange...I can't see the uploaded picture....I'll try to get it on my site then link it.
Here we go...
http://www.ace1252.com/images/Pain%20El ... 0Crash.png
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Re: D4T v2.1 (Final Version Released 07-19-17)
Greetings!
I have finished three multiplayer maps to play specially with D4T. I added a link with Double Jump mutator if you play with other mods or not
Enjoy it!!
viewtopic.php?f=42&t=57827
a video example:
I have finished three multiplayer maps to play specially with D4T. I added a link with Double Jump mutator if you play with other mods or not
Enjoy it!!
viewtopic.php?f=42&t=57827
a video example:
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- Joined: Fri Sep 06, 2013 2:40 am
Re: D4T v2.1 (Final Version Released 07-19-17)
So I took it for a few test runs and here's my after thoughts ^^
First of all I like it a lot more than D4D (at least what I had played of it at the beginning of development) mostly because of droppable upgrades and stuff like that ^^ That's amazing. The gameplay feels smooth and fun and dynamic.
However there are quite a few problems still IMHO to get a full DOOM 4 feel
First of all the running. Part of what makes Doom 4 very fluid is the lack of "stopping" time (or at least almost none). I don't know how doable that is in ZDoom, but reducing the time it takes to sprint to the other side when you've sprinted to one side should be reduced. That time it takes to slow down gets me killed by projectiles so many times (mostly because they're faster than standard Doom, which is fine, the projectiles should be untouched, it's the movement that IMHO is the problem in that case )
Difficulties : I feel like anything from Normal : Few monsters to Hard : Few monsters are a walk in the park, while anything above transforms into a player slaughterfest. Doom 4 could afford 2-shotting you in nightmare because of mobility, but not that many megawads contain high ceiling maps, and there's always a couple of maps that are low ceiling anyway. That matter could be solved in multiple ways. First adding a middle ground dificulty where I can still use max monster but not be slaughtered to be pieces whenever I decide to hide behind a wall for a sec to escape a projectile would be a great addition (although I do realize creating a full new difficulty is quite some work). Another thing that could be done woudl be to adjust some monsters to the level design of Doom. Maybe reduce the sprinting peed of the pinky, fire rate of the Cacodemon, that kind of stuff. Being 2-shot by a lost-soul with 100 health feels harsh as hell when you know a lot of maps use them as cannon fodder because they are no danger in standard Doom
Also there's one missing feature from DOOM 4 that I feel would be important. Enemies dropping health when in a dangerous situation. That is also one of the reason DOOM 4 can afford being so punitive with damages at time. That probably is one of the easiest feature to implement in the list I did and would probably make Hard a much better experience, with a difficulty leaning toward Doom's nightmare.
So yeah that's mostly my feeling. My main complaint would be that I can't find a satisying difficulty, I jump from too easy to too hard between hard/few monsters and hard/more monsters and anything in normal feels like I could be standing in crowds just waiting for staggering enemies.
Now keep in mind I love the mod and will still probably play it, and it comes from a Doomer than never uses save mid-level (which could be one of the reason I die so much without completing levels)
First of all I like it a lot more than D4D (at least what I had played of it at the beginning of development) mostly because of droppable upgrades and stuff like that ^^ That's amazing. The gameplay feels smooth and fun and dynamic.
However there are quite a few problems still IMHO to get a full DOOM 4 feel
First of all the running. Part of what makes Doom 4 very fluid is the lack of "stopping" time (or at least almost none). I don't know how doable that is in ZDoom, but reducing the time it takes to sprint to the other side when you've sprinted to one side should be reduced. That time it takes to slow down gets me killed by projectiles so many times (mostly because they're faster than standard Doom, which is fine, the projectiles should be untouched, it's the movement that IMHO is the problem in that case )
Difficulties : I feel like anything from Normal : Few monsters to Hard : Few monsters are a walk in the park, while anything above transforms into a player slaughterfest. Doom 4 could afford 2-shotting you in nightmare because of mobility, but not that many megawads contain high ceiling maps, and there's always a couple of maps that are low ceiling anyway. That matter could be solved in multiple ways. First adding a middle ground dificulty where I can still use max monster but not be slaughtered to be pieces whenever I decide to hide behind a wall for a sec to escape a projectile would be a great addition (although I do realize creating a full new difficulty is quite some work). Another thing that could be done woudl be to adjust some monsters to the level design of Doom. Maybe reduce the sprinting peed of the pinky, fire rate of the Cacodemon, that kind of stuff. Being 2-shot by a lost-soul with 100 health feels harsh as hell when you know a lot of maps use them as cannon fodder because they are no danger in standard Doom
Also there's one missing feature from DOOM 4 that I feel would be important. Enemies dropping health when in a dangerous situation. That is also one of the reason DOOM 4 can afford being so punitive with damages at time. That probably is one of the easiest feature to implement in the list I did and would probably make Hard a much better experience, with a difficulty leaning toward Doom's nightmare.
So yeah that's mostly my feeling. My main complaint would be that I can't find a satisying difficulty, I jump from too easy to too hard between hard/few monsters and hard/more monsters and anything in normal feels like I could be standing in crowds just waiting for staggering enemies.
Now keep in mind I love the mod and will still probably play it, and it comes from a Doomer than never uses save mid-level (which could be one of the reason I die so much without completing levels)
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Re: D4T v2.1 (Final Version Released 07-19-17)
A visual bug:
Sometimes when taking damage elements of the HUD flash up on the screen. I don't know if it's been noted already (there are over 40 pages to sift through!) but thought it bore mentioning.
Sometimes when taking damage elements of the HUD flash up on the screen. I don't know if it's been noted already (there are over 40 pages to sift through!) but thought it bore mentioning.
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Re: D4T v2.1 (Final Version Released 07-19-17)
XD Oh man how long has it been sense I've seen this, if its when you have armor its meant to be like that. Its expose to simulated taking system damage but isn't really a bragged bout featureOuttagum wrote:A visual bug:
Sometimes when taking damage elements of the HUD flash up on the screen. I don't know if it's been noted already (there are over 40 pages to sift through!) but thought it bore mentioning.
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Re: D4T v2.1 (Final Version Released 07-19-17)
Oh, okay. Thanks for the explanation. Now that I better understand it, I get the thinking behind it. Does kinda look like a bug though!
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Re: D4T v2.1 (Final Version Released 07-19-17)
I'm having a lot of fun with this, but I've also run into some issues:
- the Key List and Weapon/Ammo/Stats keys do nothing
- the Mission Objective key crashes the game instantly
I'm using gzdoom 3.1.0, and running with "gzdoom -iwad doom2.wad -file D4Tv21.pk3".
Are these known issues?
- the Key List and Weapon/Ammo/Stats keys do nothing
- the Mission Objective key crashes the game instantly
I'm using gzdoom 3.1.0, and running with "gzdoom -iwad doom2.wad -file D4Tv21.pk3".
Are these known issues?
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Re: D4T v2.1 (Final Version Released 07-19-17)
Those are both Strife specific keys.
Last I heard, this mod doesn't exactly have Strife support.
Last I heard, this mod doesn't exactly have Strife support.