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

Projects that have specifically been abandoned or considered "dead" get moved here, so people will quit bumping them. If your project has wound up here and it should not be, contact a moderator to have it moved back to the land of the living.

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

User avatar
DoomKrakken
Posts: 3487
Joined: Sun Oct 19, 2014 6:45 pm
Location: Plahnit Urff

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

Post by DoomKrakken »

You still gotta try the parkmore mantling. Really accurate mantling for all intents and purposes of DOOM in Doom.
User avatar
Major Cooke
Posts: 8190
Joined: Sun Jan 28, 2007 3:55 pm
Preferred Pronouns: He/Him
Location: QZDoom Maintenance Team

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

Post by Major Cooke »

A recorded demonstration would be appreciated. My time is limited at the moment, hence the stalled development.
User avatar
DoomN00b
Posts: 45
Joined: Sat Apr 22, 2017 3:33 pm

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

Post by DoomN00b »

Gollgagh wrote: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
Oh! That's awesome! Very happy to see this! Glad to see some secret-appreciation among my fellow Doom-players! = )

Perhaps this could be expanded upon? Like, if the player finds a SECRET LEVEL, that secret is worth more, yes? Those are usually the hardest secrets to find, so it makes sense that they would be worth more.
Major Cooke wrote: ...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.
Well, I'm very happy to hear that you're still supporting it after all, big appreciation here! = )

What do you think about having a look at the code and assets which the Parkmore guys use for ledgegrabbing, and maybe implementing that? Or maybe we can ask if one of the Project Brutality guys could have a look at porting over their ledge-grabbing to D4D? Doesn't seem entirely unreasonable to me, yes?
User avatar
DoomKrakken
Posts: 3487
Joined: Sun Oct 19, 2014 6:45 pm
Location: Plahnit Urff

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

Post by DoomKrakken »

This is the only video I could find where I explicitly remembered Project Brutality's ledge-catching mechanic being displayed. Hope you like some spice to go with your waffles... XD

Skip ahead to 6:47 to see it. I couldn't figure out how to embed a youtube video with a timestamp.

User avatar
Caligari87
Admin
Posts: 6189
Joined: Thu Feb 26, 2004 3:02 pm
Preferred Pronouns: He/Him

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

Post by Caligari87 »

Dear god that commentary is cancer.

8-)
User avatar
Major Cooke
Posts: 8190
Joined: Sun Jan 28, 2007 3:55 pm
Preferred Pronouns: He/Him
Location: QZDoom Maintenance Team

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

Post by Major Cooke »

Those eyes are cancerous. The ones on the helmet.

Also development is on hold until Graf can take a look into some spontaneous demon rune VM abort combustion bullshit that I've reported.
User avatar
Valherran
Posts: 1406
Joined: Tue Oct 27, 2009 12:58 pm

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

Post by Valherran »

Caligari87 wrote:Dear god that commentary is cancer.

8-)
And to think there are so many people that enjoy that shit on an hourly basis.
User avatar
DoomKrakken
Posts: 3487
Joined: Sun Oct 19, 2014 6:45 pm
Location: Plahnit Urff

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

Post by DoomKrakken »

I certainly do. Half of the time.

The other half is constant cringe. I'm surprised I haven't developed brain cancer from all of that. XD
User avatar
Major Cooke
Posts: 8190
Joined: Sun Jan 28, 2007 3:55 pm
Preferred Pronouns: He/Him
Location: QZDoom Maintenance Team

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

Post by Major Cooke »

Okay so as it turns out, demon runes may sometimes go and completely fuck up your game. Recommendation is to at least disable demon runes in the mean time if you don't want that happening.
User avatar
sappinmahsentry
Posts: 20
Joined: Fri Sep 04, 2015 5:17 pm

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

Post by sappinmahsentry »

Got error:

Script error, "D4D.pk3:animdefs.aed" line 3: Unknown texture UAC_ROT0

How do I fix this? I'm running gzdoom 3.1 cause I can't seem to get 3.0.
User avatar
Major Cooke
Posts: 8190
Joined: Sun Jan 28, 2007 3:55 pm
Preferred Pronouns: He/Him
Location: QZDoom Maintenance Team

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

Post by Major Cooke »

Alpha 5 released, now you no longer have to include D4DResources.pk3 manually. Make sure to remove it from your loading list since it's now automatic.

Also make sure you have D4DResources.pk3 in the same directory as D4D.pk3 now.

Specifically, this means you can use the old .bat launcher that was present in 2.0.3 so long as D4DResources.pk3 is included in the same directory as D4D.pk3.

So Sappin, try that.
User avatar
Orangewaggs
Posts: 395
Joined: Sat Dec 01, 2007 9:03 pm

Re: D4D - v3 Alpha 5 (05/12/2017)

Post by Orangewaggs »

If I use ZDL
what version of gzdoom, files, and load order do I need?
User avatar
Major Cooke
Posts: 8190
Joined: Sun Jan 28, 2007 3:55 pm
Preferred Pronouns: He/Him
Location: QZDoom Maintenance Team

Re: D4D - v3 Alpha 5 (05/12/2017)

Post by Major Cooke »

You'll need a devbuild. You no longer need to worry about load order as of alpha 5, because I've set D4D.pk3 to autoload D4DResources for you. You'll need to have both files downloaded in the same directory.

Also, a small heads up, demon runes are working again except for the pain elemental's suicidal explosion. That will still trigger the abort.
User avatar
Xeotroid
Posts: 438
Joined: Sat Jun 23, 2012 7:44 am
Graphics Processor: nVidia with Vulkan support
Location: Czech Rep.

Re: D4D - v3 Alpha 5 (05/12/2017)

Post by Xeotroid »

Nice, I was wondering how you did the loading stuff. It might be nice to make a Hexen-like loading screen with DOOM logo, the red-beige colour palette might work quite well with it. Speaking of which, I tried to change the banner colours to look more like the new game's title screen (dark red background with white-pinkish text) and it looks quite nice:
Spoiler:

The hex codes are EEDCD8 and 530C01.


By the way, I noticed that many text files in the mod's archive have an .AED extension, why? Not that it matters, I was just wondering and the only thing that I could think of was Aeons of Death. :D

EDIT: I guess this is progress:
Spoiler:


EDIT2: Got the progress bar graphics to work. I added little gradients to top and bottom of the screen to make it smooth and changed the banner background color to match the gradient:
Image
The notch graphics were a pain in the ass to make and the best bet is to just use a hex editor to first get all the possible colors from the generated palette and then, once again, edit it in a hex editor, so whenever the screen is changed, the notch graphics will have to be edited as well, but it's not hard to do, just prone to mistakes.
User avatar
Major Cooke
Posts: 8190
Joined: Sun Jan 28, 2007 3:55 pm
Preferred Pronouns: He/Him
Location: QZDoom Maintenance Team

Re: D4D - v3 Alpha 6 (05/14/2017)

Post by Major Cooke »

I'll need it to show the logs though in case if it fails to start up.

In the mean time, hotfix deployed! Alpha 6 is out which fixes the Pain Elemental's secondary fire causing a VM abort. Also made its explosion stronger based on time duration. Still deals a minimal of 1000 damage if under a minute.
Xeotroid wrote:By the way, I noticed that many text files in the mod's archive have an .AED extension, why? Not that it matters, I was just wondering and the only thing that I could think of was Aeons of Death. :D
Blame Michaelis and DBThanatos for that. They have special programming notepads which they use to highlight things and such, but I find it annoying since I use SLADE and it doesn't recognize the file name. :P

Return to “Abandoned/Dead Projects”