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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Gollgagh
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Re: D4D - v3 Alpha 2 -- More upgrades!

Post by Gollgagh »

Bleeding edge (not sure how to tell the version) GZDoom 2.4.0, weapon upgrades which require other upgrades (i.e. pistol Lance Mode Device) become inaccessible if not purchased in the same upgrade session that the prerequisites are met.
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Clownman
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Re: D4D - v3 Alpha 2 -- More upgrades!

Post by Clownman »

So D4T apparently now has the new Praetor hands... Anybody ask TB if we can use them for here too? ((Possibly even a few other things considering this mod is kind of connected to it.))
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Major Cooke
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Re: D4D - v3 Alpha 2 -- More upgrades!

Post by Major Cooke »

Gollgagh wrote:Bleeding edge (not sure how to tell the version) GZDoom 2.4.0, weapon upgrades which require other upgrades (i.e. pistol Lance Mode Device) become inaccessible if not purchased in the same upgrade session that the prerequisites are met.
EDIT: Fixed, I hope.
Dopefish Clownman wrote:So D4T apparently now has the new Praetor hands... Anybody ask TB if we can use them for here too? ((Possibly even a few other things considering this mod is kind of connected to it.))
Don't count on it too quickly. Also, damnit, that's a fucking funny name. :laff:
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Major Cooke
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Re: D4D - v3 Alpha 2 -- More upgrades!

Post by Major Cooke »

Nevermind, turns out it was a bug with the engine.
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DoomKrakken
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Re: D4D - v3 Alpha 2 -- More upgrades!

Post by DoomKrakken »

Ah, so you kept your April Fools username... :D

Cool. :D
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Major Cooke
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Re: D4D - v3 Alpha 2 -- More upgrades!

Post by Major Cooke »

Damn straight! I'll never part with it. :P
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Major Cooke
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Re: D4D - v3 Alpha 2 -- More upgrades!

Post by Major Cooke »

...turns out it was a timed event I think. Ah well, no biggie.
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ZikShadow
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Re: D4D - v3 Alpha 2 -- More upgrades!

Post by ZikShadow »

Different palleted mods seems to be incompatible with some of D4D's sprites (some hand sprites, monster sprites, even water flats look similarly strange), any way to fix them?

Image
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Major Cooke
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Re: D4D - v3 Alpha 2 -- More upgrades!

Post by Major Cooke »

Doomguy's hands are the only ones affected. That's just because we're using the base sprites from Doom itself. Michaelis did something to rectify it but I'm not sure what. I'll have him look into it.

No guarantees though.
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Major Cooke
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Re: D4D - v3 Alpha 2 -- More upgrades!

Post by Major Cooke »

...Oops, I just now realized I hadn't committed the actual AmmoRemover optimizations. For those seeking to free up resources on maps like New Gothic Movement 2 Beta's infamous Map14 with >50000 ammo actors, it's your lucky day. This baby will remove all ammo items in favor of speeding your game the hell up, but... That's just it. Now you have no ammo. But by the time you get here there should be lots of credits for you to spend anyway, and monsters are plentiful.
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DoomKrakken
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Re: D4D - v3 Alpha 2 -- More upgrades!

Post by DoomKrakken »

I've been wondering, how is it you handle the music transitions in the mod? More specifically, when you play music for obtaining/using Doomguy collectibles and the guitar riff that plays when achieving a completionist bonus...
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Major Cooke
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Re: D4D - v3 Alpha 2 -- More upgrades!

Post by Major Cooke »

It's just SetMusicVolume.
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DoomKrakken
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Re: D4D - v3 Alpha 2 -- More upgrades!

Post by DoomKrakken »

Oh, cool! :D Thanks!
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wildweasel
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Re: D4D - v3 Alpha 2 -- More upgrades!

Post by wildweasel »

Gordon228's editing question was moved here.
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Major Cooke
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Re: D4D - v3 Alpha 2 -- More upgrades!

Post by Major Cooke »

Thanks!

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