New update is up. And I know people will be upset because sounds are changed once again.
[video=youtube;E4uEe-2Zdzo]https://www.youtube.com/watch?v=E4uEe-2Zdzo[/video]
He added headshots, chainsaw fuel, and a single fire for the SSG. Good job Mark.
I wonder if he removed the +monster flag from those lensflares yet :v:
I wanted to make a post about how long it'd be before he updated it and ruined several aspects but it looks like that's already happened.
Dear fucking lordie the best part of the mod was how the sounds weren't making my ears shred themselves apart and how the screen wasn't shaking every three seconds. What the [I]fuck[/I] Mark?
I also find it a little funny how Mark consistently shit on DOOM '16 for the longest time, even posting rants on other people's videos, talking about how it's a fucking disgrace or something like that, and now he's pretty much [I]verbatim[/I] copying the chainsaw mechanic from it. He even specifically calls it a [I]"last resort weapon"[/I].
[I]Oh Mark, you silly sack of shit, you.[/I]
Does Marathon (Specifically Aleph One) run at 60FPS?
I'm playing through it for the first time, and even with my laptop's Power Saver mode off it doesn't go above 30FPS.
Good to see headshots are back. Those enemies are weak enough to die in a shotgun shot anyway, so the added variety to their deaths is nice. Not sure how I feel about the chainsaw change, but I barely used it anyway, same for the pistol, so maybe those buffs will help.
I don't think sounds are fair to bitch about since they're so easy to change yourself if it's that agonizing.
[QUOTE=Durrsly;51302960]Does Marathon (Specifically Aleph One) run at 60FPS?
I'm playing through it for the first time, and even with my laptop's Power Saver mode off it doesn't go above 30FPS.[/QUOTE]
30
I've been enjoying D4D so much, since I don't have PC to play Doom. But is there any good map packs that work well with this mod mechanics (like use of jumps and open areas), because playing it with original wads feels tight and there are so little space to run.
Ditto, i'm looking for the same kind.
I don't know how but Mark made the Brutal Doom 64 maps slightly more buggy in the sense that as soon as I started the Staging Area map, I was taking damage rapidly. And spots like this are just randomly strewn about now where they weren't in the initial release.
good job mark
So I tried the new update for BD64.
And... Oh Mark, you silly goose you! - in his typical fashion he coded in new features while breaking few old ones and leaving a glaring bug that sits in plane sight.
Shotgun now doesn't gib at point blank, I guess this is byproduct of adding headshot hitbox.
And using SSG alt-fire (one barrel at a time mode) isn't draining your ammunition - you have infinite ammo!
I mean, doesn't he has betatesters to look for this shit? Although this isn't saying much: I myself was betatesting for him once upon a time and my reports always included two consistent bugs among other things - incorrect death animation of HWG and SSG ammo bug.
HWG bug was that when he was killed with shotgun at point blank instead of proper gibbing death animation (that was already in place mind you) it would play vanilla gib death of a REGULAR ZOMBIE. :v:
SSG one was minor but still somewhat annoying - when firing in alt mode each click would drain ammo as well as reload, meaning you would lose 4 rounds.
And it was fixed like only in v20 or something despite it first appearing in v17 or v18 I don't remember exactly when - and despite that my every bug report was mentioning this every single time. :v:
[QUOTE=RikohZX;51303898]I don't know how but Mark made the Brutal Doom 64 maps slightly more buggy in the sense that as soon as I started the Staging Area map, I was taking damage rapidly. And spots like this are just randomly strewn about now where they weren't in the initial release.
good job mark[/QUOTE]
Actually, that's becuase Brutal Doom uses custom damagetypes, and the BD has damagefactors added to the player class that makes most of them do nothing to the player.
If you wanna add these to D4D yourself, just use Slade3, find the player class, and add these to it:
damagefactor "Head", 0.0
damagefactor "FriendBullet", 0.0
damagefactor "Taunt", 0.0
damagefactor "KillMe", 0.0
damagefactor "Shotgun", 0.7
damagefactor "SSG", 5.0
damagefactor "Shrapnel", 0.0
damagefactor "Blood", 0.5
damagefactor "BlueBlood", 0.5
damagefactor "GreenBlood", 0.5
damagefactor "MinorHead", 0.0
damagefactor "Decaptate", 0.0
damagefactor "MonsterKnocked", 0.0
damagefactor "MonsterBullet", 0.33
damagefactor "MonsterShotgunBullet", 0.33
damagefactor "MonsterCutless", 0.33
damagefactor "Trample", 8.0
damagefactor "Kick", 3.0
damagefactor "Fatality", 5.0
damagefactor "CancelTeleportFog", 0.0
damagefactor "BHFTOnBarrel", 0.0
damagefactor "GibRemoving", 0.0
damagefactor "SuperPunch", 5.0
damagefactor "HelperMarineFatallity", 0.0
damagefactor "Leg", 0.0
damagefactor "SpawnMarine", 0.0
damagefactor "TeleportRemover", 0.0
DamageFactor "CauseObjectsToSplash", 0.0
You should no longer take random damage from blood splashes now.
[QUOTE=Cryomundus;51304184]Actually, that's becuase Brutal Doom uses custom damagetypes, and the BD has damagefactors added to the player class that makes most of them do nothing to the player.
If you wanna add these to D4D yourself, just use Slade3, find the player class, and add these to it:
damagefactor "Head", 0.0
damagefactor "FriendBullet", 0.0
damagefactor "Taunt", 0.0
damagefactor "KillMe", 0.0
damagefactor "Shotgun", 0.7
damagefactor "SSG", 5.0
damagefactor "Shrapnel", 0.0
damagefactor "Blood", 0.5
damagefactor "BlueBlood", 0.5
damagefactor "GreenBlood", 0.5
damagefactor "MinorHead", 0.0
damagefactor "Decaptate", 0.0
damagefactor "MonsterKnocked", 0.0
damagefactor "MonsterBullet", 0.33
damagefactor "MonsterShotgunBullet", 0.33
damagefactor "MonsterCutless", 0.33
damagefactor "Trample", 8.0
damagefactor "Kick", 3.0
damagefactor "Fatality", 5.0
damagefactor "CancelTeleportFog", 0.0
damagefactor "BHFTOnBarrel", 0.0
damagefactor "GibRemoving", 0.0
damagefactor "SuperPunch", 5.0
damagefactor "HelperMarineFatallity", 0.0
damagefactor "Leg", 0.0
damagefactor "SpawnMarine", 0.0
damagefactor "TeleportRemover", 0.0
DamageFactor "CauseObjectsToSplash", 0.0
You should no longer take random damage from blood splashes now.[/QUOTE]
I don't think it's blood splashes. It was just literally spawning into the map and the mist fog or whatever was hurting me to near death rapidly.
Without even tweaking anything it's suddenly not happening anymore.
[QUOTE=maniacykt;51303936]So I tried the new update for BD64.
And... Oh Mark, you silly goose you! - in his typical fashion he coded in new features while breaking few old ones and leaving a glaring bug that sits in plane sight.
Shotgun now doesn't gib at point blank, I guess this is byproduct of adding headshot hitbox.
And using SSG alt-fire (one barrel at a time mode) isn't draining your ammunition - you have infinite ammo!
I mean, doesn't he has betatesters to look for this shit? Although this isn't saying much: I myself was betatesting for him once upon a time and my reports always included two consistent bugs among other things - incorrect death animation of HWG and SSG ammo bug.
HWG bug was that when he was killed with shotgun at point blank instead of proper gibbing death animation (that was already in place mind you) it would play vanilla gib death of a REGULAR ZOMBIE. :v:
SSG one was minor but still somewhat annoying - when firing in alt mode each click would drain ammo as well as reload, meaning you would lose 4 rounds.
And it was fixed like only in v20 or something despite it first appearing in v17 or v18 I don't remember exactly when - and despite that my every bug report was mentioning this every single time. :v:[/QUOTE]
this is literally the life cycle of team fotress 2 updates for the past 8 years
it is heart warming to see the same scheme happen outside of a valve product
i honestly was fairly lukewarm for D4D at first
but this V2 is fucking boss
[editline]4th November 2016[/editline]
you can punch and kick a cyberdemon in the dick to make him explode
[QUOTE=comet1337;51305027]i honestly was fairly lukewarm for D4D at first
but this V2 is fucking boss
[editline]4th November 2016[/editline]
you can punch and kick a cyberdemon in the dick to make him explode[/QUOTE]
2.0 made it play a lot smoother. The original update menu was a good proof of concept, but super clunky. Adding in the glory kills and extra weapons feels like it helps combat move faster too.
static rifle OP tho
kill a cyberdemon in under 60 seconds without using any ammo
[QUOTE=comet1337;51305285]static rifle OP tho
kill a cyberdemon in under 60 seconds without using any ammo[/QUOTE]
Steel conducts electricity, and Cybie has enough booms to explode to a fist punch, you have to soften him first, but still.
It's interesting to me how, of all the promo material released for Doom 4 back in late 2015/early 2016, the only one that actually got me hyped for the game was fan-made.
[media]https://www.youtube.com/watch?v=c6mjbUEpgDo[/media]
It's been a bit. but holy shit demonsteele is a fun wad. my only complaint is that ammo is too sparse with weapons, and the sword combat isn't too different enough to make using the sword for 60% of the level fun
[QUOTE=the tee;51303641]I've been enjoying D4D so much, since I don't have PC to play Doom. But is there any good map packs that work well with this mod mechanics (like use of jumps and open areas), because playing it with original wads feels tight and there are so little space to run.[/QUOTE]
I've been playing it on Maps of Chaos. Basically it's Doom 2's maps, but bigger and with more monsters.
The author initially designed it for vanilla co-op but found it played really nicely in BD Solo. It works just as well in D4D.
[QUOTE=Dazzgrace;51306899]It's been a bit. but holy shit demonsteele is a fun wad. my only complaint is that ammo is too sparse with weapons, and the sword combat isn't too different enough to make using the sword for 60% of the level fun[/QUOTE]
Are you using the sword by itself, or combo'ed with other weapons?
Cuz the sword by itself has a few nice benefits, the sheath always stuns, gives some souls when you hit projectiles with the sheath, and if you hold alt and then hit fire, you fire off a grapple shot that pulls enemies closer to you.
Also, I did thing with ColorfulHell that's made specifically for demonsteele: [URL="http://www.mediafire.com/file/cpk3qgngyhy5161/CH77_DemonsteeleVersusTheChromaticArmy.pk3"]http://www.mediafire.com/file/cpk3qgngyhy5161/CH77_DemonsteeleVersusTheChromaticArmy.pk3[/URL] It's a bit WIP, tho I dunno when I'll touch it again.
well, I've been comboing with weapons and the sword when I have ammo lol, but I didn't know much of the special moves you can do with the sword outside of the double tap stuff
[QUOTE=Dazzgrace;51307409]well, I've been comboing with weapons and the sword when I have ammo lol, but I didn't know much of the special moves you can do with the sword outside of the double tap stuff[/QUOTE]
Edit: Wait no shit.
It's "hold fire and then hit altfire" for all the weapon specials. So swing your sword, hold down the fire button and then you tap altfire.
All of the weapons also have the [DEL]"hold altfire and then tap fire"[/DEL] specials as well, btw (they cost less soul to use, but also consume some ammo). The sword spin(s), forward dash and back wave slash is standard to all of them tho. Oh, and the hammer can be overcharged to 200 for a OHKO move. It takes a LONG time to charge up, but still handy. The bonus weapons also have specials as well.
[QUOTE=The Calzone;51307329]I've been playing it on Maps of Chaos. Basically it's Doom 2's maps, but bigger and with more monsters.
The author initially designed it for vanilla co-op but found it played really nicely in BD Solo. It works just as well in D4D.[/QUOTE]
I picked up Maps of Chaos and played Hardcore with D4D Hurt Me Plenty.
It makes me realize both how little damage some attacks do, how much others do, and just how much the mod lets you take before it's time to back off. It's a mania.
I wonder why not that many people are into .con modding for Duke3D.
You can do crazy shit, such as duplicating enemies when being hit by a certain weapon, fairly easily.
I just made the Protector Drone multiply when being hit by a Shrinker projectile - but they shoot these things themselves, meaning that within a few seconds, a pair of two Protector Drones evolved into over one thousand, crashing the game.
[QUOTE=The Calzone;51307329]I've been playing it on Maps of Chaos. Basically it's Doom 2's maps, but bigger and with more monsters.
The author initially designed it for vanilla co-op but found it played really nicely in BD Solo. It works just as well in D4D.[/QUOTE]
Definitely one of my favorite mapsets. I love how each level actually has a building entrance to go inside; it's a small touch but adds a lot to the levels.
[QUOTE=Doom64hunter;51307816]I wonder why not that many people are into .con modding for Duke3D.
You can do crazy shit, such as duplicating enemies when being hit by a certain weapon, fairly easily.
I just made the Protector Drone multiply when being hit by a Shrinker projectile - but they shoot these things themselves, meaning that within a few seconds, a pair of two Protector Drones evolved into over one thousand, crashing the game.[/QUOTE]
You can already do that with decorate, you can have custom pain definitions that when a enemy gets hit by a certain projectile, it spawns another. Hell, you can go a step further and also have that enemy shot more of that enemy and so on and so forth. You can even force them to endlessly spawn another copy by use A_Jump right off the bat in the Spawn definition and going straight to whatever custom state you've set.
Plus, decorate is (at least from my understanding) a HELL of a lot easier to use than .con modding.
Off the topic of Doom, I want more than anything else to see more Nazi pop music in the next Wolfenstein. The songs recorded for The New Order were great.
[video=youtube;69z_IN64EG4]https://www.youtube.com/watch?v=69z_IN64EG4[/video]
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