D4D - v3 Alpha 8.8 Final (11/22/2020)

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Credits mode (Again!?)

Keep as is
25
29%
Modify: Doom 2016-esque (see p. 49)
57
66%
Modify: Other (explain please)
0
No votes
Remove
4
5%
 
Total votes: 86

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Major Cooke
Posts: 8070
Joined: Sun Jan 28, 2007 3:55 pm

D4D - v3 Alpha 8.8 Final (11/22/2020)

Post by Major Cooke »

Spoiler: The End of the Road
WildWeasel's Delta Touch Guide
Join Our Discord!




Image
(Halloween version for anyone still interested in it)
Spoiler: Frequently Posted Errors
=================================================================================
The Alpha Zone
=================================================================================
So you wish to contribute to D4D directly? Well there's some good news for you all:
D4D is now officially open source!
You will need to know how to work with GitHub if you wish to contribute directly with pull requests.
There are rules in the readme section. Please make sure you read them.

*** Changelog ***
*** Installation Instructions + Download ***


Interested in helping the development or monitoring its status?
Doom4Doom (GitHub)
Discord Server

The Discord server has Github notifications hooked directly into it so you'll be notified immediately if updates happen. These are non-pinging by default but you can change this in the #github notification settings.

Naturally, there will be bugs.
If you wish to help the mod along, make sure to post here, use the Issue Tracker, or our Discord server's #d4d-bugs channel.

Report all issues here! (Read the readme below!)

Announcement: DBT's Retirement Post
GZDoom Download Link

The following is GZDoom 2.2 ONLY. NOT COMPATIBLE WITH GZDOOM 2.3.x AND LATER
Official D4D Download Link


=================================================================================
Addons
=================================================================================

Looking for more juicy content to go with D4D? Try out these magnificent addons!

Beed28's Gibbable Corpses + Types (2.0.3 Only)
Phobos's Addon (2.0.3 Only)
D4DHF (2.0.3 Only)
My Little Pet Peeves (On Hold)
Dopefish (On Hold)

NOTICE: Some addons may not be compatible with one another.
If there are bugs and issues from the use of addons, please take it up with with the addon developer(s) first.

=================================================================================
Credits
=================================================================================
D4D Team
Developers
  • Major Cooke
  • Michaelis
  • ZZYZX

Code: Select all

Neccronixis             : Creator of all the Doom 4 weapon sprites &
                          doomdoll pickup and animation.

Major Cooke             : Current owner.
                          Design, creation and implementation of the "Holo
                          upgrade system". General overhaul of the weapon
                          code to enable "hold alt-fire to ready mod". Creator
                          of the BFG tracers and electric effects. Creator
                          of almost all particle effects, including bullet
                          tracers, pickup trails and just about every single
                          fancy particle system found in here. Fine-tuning
                          most of the DECORATE code. Deprecation of many
                          ACS based systems and ported them to DECORATE.
                          Implementation of "Double Double Trouble Trouble"
                          (double super shotgun) via overlays. Behavior and
                          visual effects of syphon grenade explosion. Coder
                          for spawned Holo-player. Developed and implemented
                          Half Life-like laser for Gauss Cannon, Static 
                          Rifle and many more. Created the Carrion Cannon.
                          General DECORATE & ZScript mastermind.

DBThanatos              : Retired owner.
                          Project idea and direction. Import, offseting, 
                          renaming all of Neccronixis' weapon sprites.
                          Edited all muzleflash sprites from the weapons.
                          Created base functional code of all weapons.
                          Doom4 sound ripping, conversion and processing. 
                          Created voxels for: ammo pickups, health pickups,
                          armor pickups, chaingun pickup and it's holograph
                          version, all holo system mod/upgrades and cursor.
                          Created sprites for all voxels DBT made.
                          Coding and adding all decals for monsters and
                          weapons. Coded all monsters. Titlemap. Menu
                          graphics and design. Implementation of DoomDoll
                          and grenade system. "Roach" monster recolor (which
                          was used as D4D imp). Game balance.
                          Resource gatherer and organizer.  
                          Final polishing of visual effects.

Michaelis               : Ripping, conversion and processing of graphics for
                          the Heads Up Display. Implementation of reticles
                          specific to each weapon, including the charging
                          animations. Rip/processing/implementation of blood
                          elements in the hud (along with cacodemon HUD hits).
                          Implementation of multi jump and ledge grabbing.
                          Added powerups and situation-aware crates.
                          General SBARINFO & ACS mastermind.

ZZYZX                   : Making shaders for glory kill effect, shaders for
                          holographic effect. Current internal dev working on
                          top secret stuff.

* Special Credits *

Roxas                   : Creator of the weapon voxels minus the "chaingun". 
                          Teaching me how to do voxels from scratch.

Xaser                   : Assistance to create the Titlemap. General advisor.
                          Fine tunning of weapon animations.

HorrorMovieGuy          : Doom 64 pinky with clasic doom's color pallete, glory
                          kill base system

The Zombie Killer       : Footsteps scripting system & sounds.

BeardedDoomGuy          : Creating the "Demon tears mug" image.

Zanieon                 : Bullet tracer model & texture, 1st iteration of baron
                          sounds. Baron of Hell and Hell Knight sprites.

Phobos867               : D4 imp sprite, modified from the "roach" monster and
                          cacodemon sprite
                    
MW-21                   : Sound contributions for Archvile and Arachnotron

* Other credits * 


Amuscaria               : Monster sprites for Arachnotron, Archvile, Hell
                          Mancubus, Baron of Hell, Pain Elemental. All from
                          Demon Eclipse.

Voxelbro                : Allmap, radsuit & berserk voxels

ScubaSteve              : First person Mancubus weapons

Mike12                  : First person Revenant cannons

id Software             : Quake 4 / Doom 2016 sounds and graphics

Flying Wild Hog         : Hard Reset Sounds

Activision              : Battlezone I & II Sounds

Monolith                : Sprite used for Baron of Hell hand

Blizzard                : Diablo II Sound (just one!)



* Beta Testers *

- 3xlneet
- BeardedDoomGuy
- Colossus
- Hellser
- iSpook
- JonnyTheWolf
- Matsilagi
- TheZombieKiller
- TiberiumSoul
- DoomKrakken
- Snivyus
- MW-21
- Hellstorm Archon
- TheZombieKiller


* For monsters from Realm667 *


- "Roach" (base sprite for imp)
Sprites vader
Sprite Edit: Ghastly_dragon, Mike12

- "Psychic soul" (lost soul replacement)
Sprites: Id Software
Sprite Edit: Neoworm, Maelstrom

- "Blasterborg" (shotgun guy replacement)
Sprites: Id Software, 3D Realms
Sprite Edit: Neoworm

- "Rapid fire trooper" (zombieman replacement)
Sprites: Id Software
Sprite Edit: NMN, Tormentor667
As usual, your comments and suggestions are greatly appreciated.
Last edited by Major Cooke on Sun Nov 22, 2020 9:44 pm, edited 133 times in total.
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SyntherAugustus
Posts: 966
Joined: Tue Jul 15, 2003 5:43 pm

Re: D4D - The Doom Marine Marches On

Post by SyntherAugustus »

Since there's a new thread, I'll be posting my balance suggestions here. This mod is a lot of fun!

-The value of the credit or Doomguy's salary needs to be raised, because making money is simply too slow. It's very noticeable with the Nightmare difficulty. I've been playing a modded version where the player makes 50% more credits. The results are pretty good but might be a bit too high balance wise. Upgrading to 30% more is simply too expensive! Perhaps a level progression system is needed where doomguy gets a raise after killing so many monsters or completing so many levels.
-Speaking of monies, perhaps add cash bonuses to the Armor/Health bonus pickups.
-Repeater's incendiary is too dang powerful. I'd say give it a slight nerf and have the damage upgrade for it go back to the vanilla value. That, or I think all that's needed is a fire delay after each shot as if the player just shot a heavy burst.
-Slow down the primary fire rate of the peashooter! Secondary is perfect, though.
-The siphon grenade's ability to have it's damage adjusted is a bit silly considering it also works as a perfect stunlock against groups. Combined with the SSG, this thing is a monster.
-Single barrel in double trouble mode seems pointless since the DPS is slowed down considerably. Not sure how to work around it, though.
-I wish the time to kill on monsters would be slower similar to the monsters in Doom 4. Even Doom 2's intimate battles seem to be at a loss thanks to speedy killing in this mod.
User avatar
Major Cooke
Posts: 8070
Joined: Sun Jan 28, 2007 3:55 pm

Re: D4D - The Doom Marine Marches On

Post by Major Cooke »

Responses in red.
blackfish wrote:
-The value of the credit or Doomguy's salary needs to be raised, because making money is simply too slow. It's very noticeable with the Nightmare difficulty. I've been playing a modded version where the player makes 50% more credits. The results are pretty good but might be a bit too high balance wise. Upgrading to 30% more is simply too expensive! Perhaps a level progression system is needed where doomguy gets a raise after killing so many monsters or completing so many levels.
No. There are plenty of ways to make an extra buck. Invest in crates and spawn a quad credit powerup, and couple that with the chainsaw altfire. On top of this, the +10/20/30% will stack even further on top of it and the completionist bonus is even affected by the hard +10/20/30% as well.

Invest in melee kills if you need currency quickly and don't spend it all on crates.

-Speaking of monies, perhaps add cash bonuses to the Armor/Health bonus pickups.
No.
-Repeater's incendiary is too dang powerful. I'd say give it a slight nerf and have the damage upgrade for it go back to the vanilla value. That, or I think all that's needed is a fire delay after each shot as if the player just shot a heavy burst.
Most likely won't change. I barely use the thing as is because I think it's underwhelming.
-Slow down the primary fire rate of the peashooter! Secondary is perfect, though.
That depends on what you're using. Remember the auto fire is much slower. Also, no.
-The siphon grenade's ability to have it's damage adjusted is a bit silly considering it also works as a perfect stunlock against groups. Combined with the SSG, this thing is a monster.
Not the damage, the amount it gives you.
-Single barrel in double trouble mode seems pointless since the DPS is slowed down considerably. Not sure how to work around it, though.
When you have DDTT, it stun locks. Explanation is here.
-I wish the time to kill on monsters would be slower similar to the monsters in Doom 4. Even Doom 2's intimate battles seem to be at a loss thanks to speedy killing in this mod. No. That would break the flow of intense battle momentum where Doom 2 is meant to be much faster paced.
TechnoDoomed1
Posts: 89
Joined: Fri Jul 29, 2016 12:36 pm
Location: Spain

Re: D4D - The Doom Marine Marches On

Post by TechnoDoomed1 »

Awesome. 8-)

I'm happy to see that the mod is still in very capable hands, even if DBThanatos wished to continue the project in a divergent path. And I'm curious about you guys might have in store.
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Major Cooke
Posts: 8070
Joined: Sun Jan 28, 2007 3:55 pm

Re: D4D - The Doom Marine Marches On

Post by Major Cooke »

I just updated the first post right after you had. Take a read and see what you think. :mrgreen:
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tsukiyomaru0
Posts: 294
Joined: Sat May 29, 2010 6:20 pm

Re: D4D - The Doom Marine Marches On

Post by tsukiyomaru0 »

Good it'll still live. Specially after that well-earned cacoaward
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Major Cooke
Posts: 8070
Joined: Sun Jan 28, 2007 3:55 pm

Re: D4D - The Doom Marine Marches On

Post by Major Cooke »

Indeed. I would never leave such a mod to die. It's too amazing to do such a thing to.
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-Ghost-
Posts: 1731
Joined: Wed Sep 08, 2010 4:58 pm

Re: D4D - The Doom Marine Marches On

Post by -Ghost- »

blackfish wrote:Since there's a new thread, I'll be posting my balance suggestions here. This mod is a lot of fun!

-The value of the credit or Doomguy's salary needs to be raised, because making money is simply too slow. It's very noticeable with the Nightmare difficulty. I've been playing a modded version where the player makes 50% more credits. The results are pretty good but might be a bit too high balance wise. Upgrading to 30% more is simply too expensive! Perhaps a level progression system is needed where doomguy gets a raise after killing so many monsters or completing so many levels.
-Speaking of monies, perhaps add cash bonuses to the Armor/Health bonus pickups.
-Repeater's incendiary is too dang powerful. I'd say give it a slight nerf and have the damage upgrade for it go back to the vanilla value. That, or I think all that's needed is a fire delay after each shot as if the player just shot a heavy burst.
-Slow down the primary fire rate of the peashooter! Secondary is perfect, though.
-The siphon grenade's ability to have it's damage adjusted is a bit silly considering it also works as a perfect stunlock against groups. Combined with the SSG, this thing is a monster.
-Single barrel in double trouble mode seems pointless since the DPS is slowed down considerably. Not sure how to work around it, though.
-I wish the time to kill on monsters would be slower similar to the monsters in Doom 4. Even Doom 2's intimate battles seem to be at a loss thanks to speedy killing in this mod.
I think it'd be nice to be able to find credits out in the maps sometimes, maybe as a somewhat uncommon pickup that can spawn alongside certain items. That way you can keep a constant slow flow in, since for me I tend to rely on that completionist bonus, but sometimes I can't find all the secrets or an enemy bugs out and I lose it.
TechnoDoomed1
Posts: 89
Joined: Fri Jul 29, 2016 12:36 pm
Location: Spain

Re: D4D - The Doom Marine Marches On

Post by TechnoDoomed1 »

It sounds awesome, man. Hope that given the mod's popularity enough people will jump into the bandwagon.

Guess I'll have to take a look into ZScript whenever I can, as everyone is making a huge fuss about it. To be honest, it seems rather daunting, never really got much into Decorate to start with.
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Major Cooke
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Re: D4D - The Doom Marine Marches On

Post by Major Cooke »

@-Ghost-: There may or may not be new tiers of credit bonuses coming since there are more upgrades on the way.

@TechnoDoomed1: It can be, mainly because of the lack of documentation which I've slowly been picking away at. It's not easy though, considering I'm among just a couple willing to document it all. That's the truly daunting part.
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Major Cooke
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Re: D4D - Now On GitHub!

Post by Major Cooke »

Everyone, I'm pleased to announce D4D is now on github. See the first post for details!
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tsukiyomaru0
Posts: 294
Joined: Sat May 29, 2010 6:20 pm

Re: D4D - Now On GitHub!

Post by tsukiyomaru0 »

I wonder... Does Berserk Pack have an autoswitch? If so I'd suggest adding something to make the autoswitch optional...
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Techokami
Posts: 46
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Discord: Techokami#7650
Github ID: Techokami
Graphics Processor: nVidia (Modern GZDoom)
Location: E3M7

Re: D4D - Now On GitHub!

Post by Techokami »

And I have christened the new bug tracker, after finding that the version of the mod on the repo doesn't have Carrion drops for some reason.
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Major Cooke
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Re: D4D - Now On GitHub!

Post by Major Cooke »

Fixed both issues.
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Techokami
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Discord: Techokami#7650
Github ID: Techokami
Graphics Processor: nVidia (Modern GZDoom)
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Re: D4D - Now On GitHub!

Post by Techokami »

Major Cooke wrote:Fixed both issues.
Thank you very much! :)

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