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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DoomKrakken
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Re: D4D - v3 Alpha 6 -- Q&A Page 24

Post by DoomKrakken »

Major Cooke wrote:Ledge grabbing wouldn't ever work as an addon. It has to be built into the main mod since it overrides the player class, so no can do. Sorry.
If you use Parkmore, then that wouldn't be necessary. I've already implemented it on my end in D4T. You can build it in and toggle it as an option using a custom CVar.

You will need to add additional code to the base weapon and all derived weapons... but that part is super simple.
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Major Cooke
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Re: D4D - v3 Alpha 6 -- Q&A Page 24

Post by Major Cooke »

Yeah but he wants me to make it separate so he can use it for D4T from the sounds of it. D4T doesn't support ZScript, nor anything past... what, 2.8.1? Something like that. And don't forget it's on zandronum.
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DoomKrakken
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Re: D4D - v3 Alpha 6 -- Q&A Page 24

Post by DoomKrakken »

Ah yes. Well, Parkmore would be able to be used in both D4D and D4T. It's fairly old code.

I'm going to redact my previous statement... Parkmore actually can work without it being built into a mod. But if you want arms and other stuff to go with it, then you'd have to build in some code.
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Major Cooke
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Re: D4D - v3 Alpha 6 -- Q&A Page 24

Post by Major Cooke »

It may break morphs too. Thus I still don't recommend it. Nothing against it personally, it's just mixing old code with new often produces less than favorable results.
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DoomKrakken
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Re: D4D - v3 Alpha 6 -- Q&A Page 24

Post by DoomKrakken »

Ah, well then in that case it will need to be built-in, to acommodate for morphs that can't mantle ledges...
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Major Cooke
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Re: D4D - v3 Alpha 6 -- Q&A Page 24

Post by Major Cooke »

You can't mantle with morphs in D4D anyway.
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sappinmahsentry
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Re: D4D - v3 Alpha 6 -- Q&A Page 24

Post by sappinmahsentry »

Got it working cause I followed the directions like I was supposed to, and this mod is absolutely amazing. Probably the best mod I have ever played for Doom. It's the only mod where I haven't went give all in the first 5 minutes of playing. That's saying something. Props to you.
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Major Cooke
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Re: D4D - v3 Alpha 6 -- Q&A Page 24

Post by Major Cooke »

I can't take all the credit, but I humbly thank you nonetheless. :P

Also, there's a surprise coming for D4D's first birthday. MASSIVE surprise. ;)
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DoomKrakken
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Re: D4D - v3 Alpha 6 -- Q&A Page 24

Post by DoomKrakken »

O RLY?

Gotta see... ;)
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sappinmahsentry
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Re: D4D - v3 Alpha 6 -- Q&A Page 24

Post by sappinmahsentry »

Oh yeah, question. How do I activate the shotgun's burst fire and the chaingun's dakka (turret) mode? I honestly don't know if they're either working or I'm pressing the wrong button. I'm using left ctrl for the "chaingun alternate mode" and rmb for alt fire.
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Major Cooke
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Re: D4D - v3 Alpha 6 -- Q&A Page 24

Post by Major Cooke »

Just like in Doom 2016. If you haven't played it, secondary to prime, and then primary while holding secondary.
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Gollgagh
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Re: D4D - v3 Alpha 6 -- Q&A Page 24

Post by Gollgagh »

What is that "Chaingun Special Mode" bind supposed to do anyway?
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Major Cooke
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Re: D4D - v3 Alpha 6 -- Q&A Page 24

Post by Major Cooke »

That's for you to find out. ;)

Hint: Easier to acquire on slaughter maps.
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Gollgagh
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Re: D4D - v3 Alpha 6 -- Q&A Page 24

Post by Gollgagh »

I mean, I played most of Chillax with 2.0.3 and never figured it out :c
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Major Cooke
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Re: D4D - v3 Alpha 6 -- Q&A Page 24

Post by Major Cooke »

If you think you bought everything, you haven't. Chaingun is the clue.

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