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

Xtor98
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Re: D4D - v3 Alpha 4 (04/30/2017)

Post by Xtor98 »

Why Player no more have climbing ability for the benches?
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Sgt Nate V
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Re: D4D - v3 Alpha 4 (04/30/2017)

Post by Sgt Nate V »

Xtor98 wrote:Why Player no more have climbing ability for the benches?
It's still technically there, its just that you rise to the ceiling.
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DoomN00b
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Re: D4D - v3 Alpha 4 (04/30/2017)

Post by DoomN00b »

I have a question - in the original Doom, as well as DEFINITIVELY in the new Doom 2016, EXPLORATION was a big part of the game - finding secrets and hidden cache's was an absolute necessity to get the tools needed to finish a level - in Doom 2016 as well, you had the need for exploring in that you could find upgrade points, and upgrade stations, right?

Well, is there any implementation of secrets awarding upgrade-points? Because I TOTALLY think this should be in the game! = ) It would imho, give further depth and reason for playing levels, other than just shooting monsters - remember, secrets are a part of Doom - I say they should be more important, and more COOL overall, so as to encourage exploration of levels more - and I think points for exploring does enhance secrets.

What say you all? (especially the dev's)
Sgt Jack V wrote:
Xtor98 wrote:Why Player no more have climbing ability for the benches?
It's still technically there, its just that you rise to the ceiling.
Oh, so the implementation was buggy...? And hence, it has been disabled, into this non-functioning state? Too bad that! Because the ledge-grabbing, the verticality of combat in Doom 2016, seems to me, to be a BIG part of the game! : |

Do you, or anyone else, have any idea on what is needed to fix the implementation, and get to some ledge-grabbing?
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ZikShadow
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Re: D4D - v3 Alpha 4 (04/30/2017)

Post by ZikShadow »

Wasn't there a completionist reward for finding everything in a map? Including secrets?
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Gollgagh
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Re: D4D - v3 Alpha 4 (04/30/2017)

Post by Gollgagh »

There is, you get a hefty bonus of points for getting all kills and all secrets.

Here's just kills:
Image

Here's all kills and all secrets:
Image
TheGrayMann
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Re: D4D - v3 Alpha 4 (04/30/2017)

Post by TheGrayMann »

Hey I'm not sure how easy this would be but I think it would be pretty simple to add, but what about a general credit multiplier setting? It would be nice for a couple reasons. It could make shorter wads have a more acceptable rate of upgrades, add more/less challenge by having twice or half the amount of credits gained, or be used so new users can test these upgrades.
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DoomKrakken
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Re: D4D - v3 Alpha 4 (04/30/2017)

Post by DoomKrakken »

Sounds fairly simple to add... use a custom CVAR to handle it, and add it to the DECORATE/ZScript definitions of the credit actors.
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Major Cooke
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Re: D4D - v3 Alpha 4 (04/30/2017)

Post by Major Cooke »

When I start working on the API, modders can have free reign for cash setting and the likes along with a debug cvar that will require sv_cheats being enabled.

In the mean time, I committed a few large changes to the player and monsters that should improve gameplay and frame rates a little bit in more intensive areas.

You'll need devbuilds for it unless Graf releases 3.0.2.

Also, there is no more DECORATE for D4D. Only ZScript now. And no way in Hell will I ever go back.
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mamaluigisbagel
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Re: D4D - v3 Alpha 4 (04/30/2017)

Post by mamaluigisbagel »

Long time, no bug report.

Just got the latest bleeding edge and gzdoom dev build. With BFG "Hyper Storage" upgrade, I cannot pick up a fourth BFG Cell. When I have 3/4 cells, I walk through any extra cells/BFGs I find.
Xtor98
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Re: D4D - v3 Alpha 4 (04/30/2017)

Post by Xtor98 »

Grenade have a "strange" behavior, when she falls to the ground and prepares to explode.
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Major Cooke
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Re: D4D - v3 Alpha 4 (04/30/2017)

Post by Major Cooke »

Xtor98 wrote:Grenade have a "strange" behavior, when she falls to the ground and prepares to explode.
What?
mamaluigisbagel wrote:Long time, no bug report.

Just got the latest bleeding edge and gzdoom dev build. With BFG "Hyper Storage" upgrade, I cannot pick up a fourth BFG Cell. When I have 3/4 cells, I walk through any extra cells/BFGs I find.
I knew I was forgetting something. Fixed.
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Gollgagh
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Re: D4D - v3 Alpha 4 (04/30/2017)

Post by Gollgagh »

No rush on these, but they're still in Bleeding Edge 09-May-2017 17:00
Gollgagh wrote:The reticle shows on the automap:

Image

Also, is there a way to scale the Kill/Item/Secret counters on the map?

I have everything in the HUD Scaling menu turned up to 5 and they're still unscaled:

Image

Alsø alsø, the backpack ammo overflow bars or whatever you call them aren't showing, even though the health and armor bars are.

Image
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DoomKrakken
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Re: D4D - v3 Alpha 4 (04/30/2017)

Post by DoomKrakken »

You guys try Project Brutality's method for ledge-catching? They're using some resources from "Parkmore" in order to do ledge catching... and it really does catch ledges, rather than some section of the wall at a certain angle.

Love dat Monty Python ref, Gollgagh... :D
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Major Cooke
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Re: D4D - v3 Alpha 4 (04/30/2017)

Post by Major Cooke »

Gollgagh wrote:v3 Alpha 4 04-30-2017, GZDoom 3.0.0 fresh install

The reticle shows on the automap:

Image

Also, is there a way to scale the Kill/Item/Secret counters on the map?

I have everything in the HUD Scaling menu turned up to 5 and they're still unscaled:

Image

Alsø alsø, the backpack ammo overflow bars or whatever you call them aren't showing, even though the health and armor bars are.

Image
I'll try committing something, and see if the scaling issue persists. I remember requiring setting up a forced scale for something though, not sure what, but that's what it was when transferring over from the old sbarinfo to the new zscript. As for the crosshair persisting on the automap... I have no idea.
doomguy214 wrote:Can someone explain difference between alpha4 and bleeding edge version.
I just wanted to know difference out of curosity.
The alphas are a bit more public friendly. The bleeding edges are the versions that contain the very latest github commits right off the bat. These may or may not contain serious bugs or immediate bugfixes.
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Major Cooke
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Re: D4D - v3 Alpha 4 (04/30/2017)

Post by Major Cooke »

DoomKrakken wrote:You guys try Project Brutality's method for ledge-catching? They're using some resources from "Parkmore" in order to do ledge catching... and it really does catch ledges, rather than some section of the wall at a certain angle.
No. I almost never wind up playing any other mods with one or two exceptions being S.U.P.E.R. Natural and Winter's Fury. I'm too busy working with ZScript and learning all the ins and outs.

And on that note of ledge grabbing, I had a system in mind to replace the current one because it has a few nasty bugs in which the player can climb up monsters (unintended side effect). Michaelis and I need to overhaul it. There's too many problems with it such as the aforementioned. I've boosted the jump height a bit to make up for the lack of ledge climbing, so stick with that in the mean time.
DoomN00b wrote:I have a question - in the original Doom, as well as DEFINITIVELY in the new Doom 2016, EXPLORATION was a big part of the game - finding secrets and hidden cache's was an absolute necessity to get the tools needed to finish a level - in Doom 2016 as well, you had the need for exploring in that you could find upgrade points, and upgrade stations, right?

Well, is there any implementation of secrets awarding upgrade-points? Because I TOTALLY think this should be in the game! = ) It would imho, give further depth and reason for playing levels, other than just shooting monsters - remember, secrets are a part of Doom - I say they should be more important, and more COOL overall, so as to encourage exploration of levels more - and I think points for exploring does enhance secrets.
We already have that. Don't you notice your credit counter rising whenever you enter secret areas? You can't get completionist bonuses without finding all the secrets.
DoomN00b wrote:Oh, so the implementation was buggy...? And hence, it has been disabled, into this non-functioning state? Too bad that! Because the ledge-grabbing, the verticality of combat in Doom 2016, seems to me, to be a BIG part of the game! : |

Do you, or anyone else, have any idea on what is needed to fix the implementation, and get to some ledge-grabbing?
...That was part of Doom 2016. This is Doom 4 For Doom. This kind of engine isn't exactly designed with that idea in mind, you know.

I'll do you all the favor of restoring the old behavior, but I want to make this crystal clear... I will no longer maintain ledge grabbing after this point. It's originally Michaelis' baby, and if you want to contact him, join our Discord server and post about it on our channel for him to take a look at.

Honestly, the whole ledge grabbing system has one flaw after another and is a constant source of being a pain in my ass. Three times have I come close to outright nixing it entirely. It's only because of you guys that I'm keeping it. I never rely on ledge grabbing, I just jump. That gets me all the aerial acrobatics I'll ever need to break maps with. :P

And for those who don't know, the jump height has been boosted to make up for its broken state in the mean time.

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