Doom 4 Vanilla 3.2

Projects that alter game functions but do not include new maps belong here.
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Phobos867
Posts: 75
Joined: Sun Sep 25, 2016 11:07 am

Re: Doom 4 Vanilla 2.5.7 - NEW version

Post by Phobos867 »

Korell wrote:I just tried v2.5.7 with D64D2 (one of the recommended mapsets) but when using that PWAD the Gore Nest is bugged. The sprites for the Spider Mastermind and Cacodemon keep showing up and it attacks like a Cacodemon.
Looks like the dehacked files are conflicting with each other, the one inside the map and the other from D4V. Make sure you are playing with the -nodeh paramater (if it doesn't work you can use Slade to remove the dehacked lump from the mapset you want to play). I don't know if this parameter was added on GZDoom yet.
TheOldKingCole wrote:Okay so Personally I find the Supershotgun animation to still be really janky. It goes to reload to soon after firing and the reloading animation feels like it takes way to long. I would recommend having the firing animation be a bit longer and speed up the reload animation by 25%
Alright. The reloading speed is mostly the same from Doom 2, but I can try to improve the animation in some way.
Last edited by Phobos867 on Wed Jan 15, 2020 1:34 pm, edited 2 times in total.
TheOldKingCole
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Joined: Wed Jan 30, 2019 7:12 pm

Re: Doom 4 Vanilla 2.5.7 - NEW version

Post by TheOldKingCole »

Is it possible to eventually get a version that doesn't change some of the maps?
Phobos867
Posts: 75
Joined: Sun Sep 25, 2016 11:07 am

Re: Doom 4 Vanilla 2.5.7 - NEW version

Post by Phobos867 »

TheOldKingCole wrote:Is it possible to eventually get a version that doesn't change some of the maps?
Yes, sometimes I release with the main file another one called D4V-lite, which is a version without these maps.
However, be aware these are used to prevent soft-locking.
Phobos867
Posts: 75
Joined: Sun Sep 25, 2016 11:07 am

Re: Doom 4 Vanilla 2.5.8 - NEW version

Post by Phobos867 »

Version 2.5.8 RELEASED
DOWNLOAD: https://www.dropbox.com/s/4eixfsfhx9ay7 ... 8.zip?dl=1

v2.5.8 Changelog:

- Fixed the plasma rifle animation on GZDoom
- Fixed some Pinky sprites (corrected the open mouth)
- Fixed some behavior issues with the Cyberdemon
- Improved lighting and brightmaps for the Cyberdemon
- Finally added back some rocket trail to Zdoom
- Added map07 fixes for Doom Core and Reverie
- Added these maps to the MS-DOS edition
- Lavafall textures are brighter on hardware mode
- Fixed some minor balancing issues
- Restored the Sargeant shot lighting (gzdoom)
VecterStroke
Posts: 51
Joined: Mon Dec 11, 2017 12:28 am

Re: Doom 4 Vanilla 2.5.8 - NEW version

Post by VecterStroke »

I converted the dehacked file to decorate, and I noticed something. When the possesed are shot, their sprites change to that of an imp. Is this intentional, or a glitch? (I was trying to make a monsters-only version of the wad
EDIT: Ifound this code under the possessed;
Missile:
TROO A -1
stop
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Alptraum
Posts: 116
Joined: Mon Apr 22, 2019 12:39 pm
Preferred Pronouns: He/Him
Graphics Processor: nVidia (Modern GZDoom)

Re: Doom 4 Vanilla 2.5.8 - NEW version

Post by Alptraum »

I made a video which includes your mod.

Phobos867
Posts: 75
Joined: Sun Sep 25, 2016 11:07 am

Re: Doom 4 Vanilla 2.5.8 - NEW version

Post by Phobos867 »

Alptraum wrote:I made a video which includes your mod.
Thanks! I'm glad that you liked my mod.
VecterStroke wrote:When the possesed are shot, their sprites change to that of an imp. Is this intentional, or a glitch? (I was trying to make a monsters-only version of the wad
The converters are not always reliable, they will alter some values at random. Probably not a good idea if you don't know them in advance.
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Kinsie
Posts: 7402
Joined: Fri Oct 22, 2004 9:22 am
Graphics Processor: nVidia with Vulkan support
Location: MAP33

Re: Doom 4 Vanilla 2.5.8 - NEW version

Post by Kinsie »

Hey, sorry to be a pest, but what are the permissions for using assets you created for this mod in other mods? I didn't see anything explicit in the 2.5.8 download files, and I'd rather not be a jerk and make assumptions.
Phobos867
Posts: 75
Joined: Sun Sep 25, 2016 11:07 am

Re: Doom 4 Vanilla 2.5.8

Post by Phobos867 »

Hi Gifty, sorry for the late reply. I will send you a PM
Phobos867
Posts: 75
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Re: Doom 4 Vanilla 2.5.9 - NEW VERSION

Post by Phobos867 »

VERSION 2.5.9 RELEASED
DOWNLOAD: https://www.dropbox.com/s/dm390ll3f0wl4 ... 9.zip?dl=1
To play with custom maps, D4V have to be loaded first (so the map07 bypasser can work).

- CHANGELOG v2.5.9
  • - Imps are a bit more engaging on long-range combat
    - Improved a few animations
    - Improved the Revenant and Cyber-Mancubus sprites
    - Fixed Hell Knights getting too quiet on GZDoom
    - Improved the Gauss Cannon sprite
    - Fixed some balancing inconscistencies
    - H.A.R shots causes more damage
    - Gauss Cannon is faster and more responsible
    - The sound effect for the explosive flame is louder
    - Improved blood sprites and animations
    - Cyber Mancubi have an improved behavior and runs a bit faster
    - For Boom ports - Removed some questionable transluscency, like the ones on Supercharge\MegaDoll
    - For RUDE, the drfrag port - added a fitting text for the Unholy Massacre difficulty
    - ...and some other things I probably forgot already
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mamaluigisbagel
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Re: Doom 4 Vanilla 2.5.9 - NEW VERSION

Post by mamaluigisbagel »

I've noticed playing this with additional weapons in glboom, the EMG Pistol seems to be a bit bugged when adding weapons, at least for me. (ie EMG Pistol and Gauss Cannon) The firing sound was different and the placement would shift when firing. I think the fire rate was different too.

Also using ZDL, I can't get the extra weapons to work in Chocolate Doom. Making a bat file works fine though.
Phobos867
Posts: 75
Joined: Sun Sep 25, 2016 11:07 am

Re: Doom 4 Vanilla 2.5.9 - NEW VERSION

Post by Phobos867 »

Quick update: I realized that reverie map07 still have some softlock issues, sorry about that.
Would ask you to download the files again if you want that fixed.

Also took the oportunity to update the imp XDEATH sequence and fixed the chainsaw offset when raising.
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Barry Burton
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Re: Doom 4 Vanilla 2.5.9 - NEW VERSION

Post by Barry Burton »

Thanks so much for your continued work on this project. Playing old maps with this is like stepping into a different world. Really great stuff. :)
Phobos867
Posts: 75
Joined: Sun Sep 25, 2016 11:07 am

Re: Doom 4 Vanilla 2.5.9 - NEW VERSION

Post by Phobos867 »

mamaluigisbagel wrote:I've noticed playing this with additional weapons in glboom, the EMG Pistol seems to be a bit bugged when adding weapons, at least for me. (ie EMG Pistol and Gauss Cannon) The firing sound was different and the placement would shift when firing. I think the fire rate was different too.
The weapons are still functional? O it was just a problem with deslocated sprites?

I've been noticed some offset issues on GLboom+ but I have no idea what may be causing that, it seems to be the only port with that problem. prBoom+ is probably a better alternative (or maybe GLboom+ on software mode). Fire rate should not be different though... did you tried to use the -nodeh parameter with D4V.deh?
Barry Burton wrote:Thanks so much for your continued work on this project. Playing old maps with this is like stepping into a different world. Really great stuff. :)
Thanks a lot, I'm glad you're enjoying it :-)
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mamaluigisbagel
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Re: Doom 4 Vanilla 2.5.9 - NEW VERSION

Post by mamaluigisbagel »

did a bit more testing, and seems in prboom+ (not glboom) the fire rate of the EMG Pistol is still slower, and the sound is different. Here's what I put in the bat file.

Code: Select all

prboom-plus.exe -iwad doom.wad -file D4V.wad -nodeh -D4V.deh -7_GAUSS.deh
Now note, I'm not used to using bat files, but I've found using them more successful than using ZDL when it comes to this mod on source ports other than GZDoom. Will edit this after a test to see if the extra weapon still works.

EDIT: No, it still looks and acts like the BFG.

EDIT 2: I just noticed I made the bat wrong xD let me try again

EDIT 3: Okay, now that I got rid of the unneeded dashes and added -deh, seems to work fine.

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