[FINAL] D4T: v1.0.1.1 Released (Now playing MP weekly)

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dbthanatos
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[FINAL] D4T: v1.0.1.1 Released (Now playing MP weekly)

Post#1 by dbthanatos » 4 months ago

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(AKA DOOM(4) for d-Touch)
By DBThanatos & Michaelis

Join our discord here

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//=====================================================================
DOWNLOAD NOW


Download v1.0.1 here

Spoiler: Changelog (Open)
Changelog

v1.0.1

Features
* Zandronum bots are able to use weapon's alt fires now
* Zandronum bots can jump and double jump now
* Added wallhack targetting to DM power weapons
* Added quad damage, haste and regen powerups to SP and DM
* Demon runes in DM will not appear unless there's 4 or more players in the map

Quality of life
* Coop projectiles go through players
* Coop players go through other players, too, and don't telefrag (except on spawning)
* Added better grenade launcher sprites
* Added "Allow Jump/Crouch/Freelook" shortcuts
* Added "Sprite clippin" shortcut
* Renamed custom sprites to avoid conflicts with certain wads
* Adjusted some visual "size scale" of demons to better represent their capabilities
* Added visual cue for when you take damage while still having armor

Balance
* Rebalanced rocket launcher
* Rebalanced DM grenade launcher
* Changed balance of some SP and all DM demon runes
* Adjusted DM demon rune rarities
* DM arachnotron alt fire completely changed: now it enters in turret mode,
making it harder to kill, but completely immobile. Projectiles in this mode
have slight seeking capabilities
* Changed general behavior of kinetic mine, to be proximity based rather
than tripwire based
* SP kinetic mines time out after a while
* Kinetic mines can now be placed in ceilings
* Explosive barrels have been buffed
* Siege Shot costs more ammo
* Fixed cyberdemon laser attack not piercing shield wall
* Changed completionist rewards
* Rebalanced chainsaw pinata execution ammo

Bugs fixed
* Fixed some issues about picking-but-not-picking weapons in net games, causing
weapons to respawn when they shouldnt
* Fixed DM grenade launcher gas grenade insta killing player demons
* Personal Teleporter respects z position of the beacon
* Personal Teleporter no longer vanishes if it hits the sky limit
* Fixed pinky demon "hoping" visual issue
* Fixed doom1 incompatibility
* Fixed titlemap lag in weak processors
* Fixed revenant rocket barrage lag in weak processors
* Improved failed glory kill behavior
* Fixed typo in menudef
* Fixed bad frames in gauss cannon explosion
* Added missing BFG ball decal
* Changed barrel explo sound

And another thousand tweaks that I couldn't keep track of.

Kinda fixed
* Partially fixed HUD gas and caco stains lasting until next live in MP. For some reason
zandro refuses to clean them all, while gzdoom works just fine.


//=====================================================================
What is this?

A mod for Doom2 with the weapons and monsters of DOOM(4), similar to D4D, but not the same at all.


//=====================================================================
So, why?

Because I wanted to be able to play with the weapons of DOOM(4) in my phone. And because modding is fun.


//=====================================================================
What to expect?

  • Most of the DOOM(4) weapons, weapon modifications included.
  • DOOM(4)-ish monsters. Some similar even in looks, others changed completely.
  • Useful (grenade) equipments. There's more than 3 grenade types, unlike what another mod wants you to believe.
  • Challenging, yet fair gameplay.
  • Glory kill and Double Jump are in (no ledge grabbing).
  • Too many skills, for playing on a phone, play normal or super hard (for the masochists).
  • D-Touch compatible! Rip and Tear on the go!
  • Optimized for non-state-of-the-art mobile processors.
  • GZdoom 1.8.6 compatible.
  • GZdoom 2.2 compatible.
  • Zandronum Alpha 3.0 compatible.
  • Coop compatible.
  • Deathmatch compatible (and rebalanced for this mode).


//=====================================================================
How is it different from D4D?

D4D was a mod about compromises: Porting the weapons and mechanics from DOOM(4) as closely as possible but while giving the player a ton of options: how to display effects, how to display messages, what mechanics would be at play, which weapons to spawn, optional glory kills, optional bullet tracers, optional this, optional that. And while having a ton of options is fun, it carries certain weights: needs more processing power, code becomes more difficult to maintain and modify, and half of the options are superficial with little to no gain gameplaywise.

D4T is not like that. This mod was made with three things in mind:
a) To be compatible with D-Touch (android port of gzdoom)
b) To be as straight forward as possible: Less configurations, more action.
c) To match the gameplay style I want to play.

If you're coming to get a "exact replica of D4D but for android", you're barking at the wrong tree. There are a ton of changes, big and small, for gameplay reasons, or technical-limitation reasons. However, if what you seek is a fun and balanced d-touch compatible DOOM(4)-based mod, then look no further, for we have what you want.

//=====================================================================
But what's actually different from D4D?

Many things, but most notably:

  • Multiplayer all around, unlike the singleplayer-only D4D
  • Gameplay much more streamlined, no more "which key to open the menu #307?"
  • HUD completely reworked for mobile visibility, and brand new weapon bar
  • Visual effects greatly reduced for performance, while still looking great
  • No credits or buying system, it's all about finding stuff now
  • Some weapons removed, because of overlapping roles and weapon clutter
  • Some weapons' roles were changed, to make them more unique
  • Some weapons' mods behavior or usage were changed, to accomodate ease of use
  • Some monsters behavior changed, technical limitations or simply for balance
  • All powerups stay in their classic Doom2 flavor
  • Did I mention this was a complete recode of the entire thing?
Last edited by dbthanatos on Fri Apr 21, 2017 5:35 am, edited 7 times in total.


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[FINAL] Re: [WIP] Death Foretold (D4T)

Post#3 by Combinebobnt » 4 months ago

D4D lite for zandronum 3.0? Coop scene might just get 3.0 times larger with all these mods waiting to be played...

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[FINAL] Re: [WIP] Death Foretold (D4T)

Post#4 by Ænima » 4 months ago

Awesome!
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Doom64: Unabsolved: Doom64 and Diablo2 had a baby


ZandroSkins
: a pack made by our community
Squad Radio: a WASD-powered chat menu, add your own sounds
AeniPuffs: neat blood and puff effects

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[FINAL] Re: [REL] Death Foretold (D4T) OUT NOW! 1st post

Post#5 by dbthanatos » 3 months ago

Well, its out now. Do try with zandro 3.0 and let us know what you think!!

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[FINAL] Re: [REL] Death Foretold (D4T) OUT NOW! 1st post

Post#6 by Zapzop » 3 months ago

Man, this is awesome!

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[FINAL] Re: D4T: v1.0.1 Released (Jan 30 2017)

Post#7 by dbthanatos » 2 months ago

At long last, the update that 4.2 people were waiting for! :D

phpBB [media]


Download v1.0.1 here

Spoiler: Changelog (Open)
Changelog

v1.0.1

Features
* Zandronum bots are able to use weapon's alt fires now
* Zandronum bots can jump and double jump now
* Added wallhack targetting to DM power weapons
* Added quad damage, haste and regen powerups to SP and DM
* Demon runes in DM will not appear unless there's 4 or more players in the map

Quality of life
* Coop projectiles go through players
* Coop players go through other players, too, and don't telefrag (except on spawning)
* Added better grenade launcher sprites
* Added "Allow Jump/Crouch/Freelook" shortcuts
* Added "Sprite clippin" shortcut
* Renamed custom sprites to avoid conflicts with certain wads
* Adjusted some visual "size scale" of demons to better represent their capabilities
* Added visual cue for when you take damage while still having armor

Balance
* Rebalanced rocket launcher
* Rebalanced DM grenade launcher
* Changed balance of some SP and all DM demon runes
* Adjusted DM demon rune rarities
* DM arachnotron alt fire completely changed: now it enters in turret mode,
making it harder to kill, but completely immobile. Projectiles in this mode
have slight seeking capabilities
* Changed general behavior of kinetic mine, to be proximity based rather
than tripwire based
* SP kinetic mines time out after a while
* Kinetic mines can now be placed in ceilings
* Explosive barrels have been buffed
* Siege Shot costs more ammo
* Fixed cyberdemon laser attack not piercing shield wall
* Changed completionist rewards
* Rebalanced chainsaw pinata execution ammo

Bugs fixed
* Fixed some issues about picking-but-not-picking weapons in net games, causing
weapons to respawn when they shouldnt
* Fixed DM grenade launcher gas grenade insta killing player demons
* Personal Teleporter respects z position of the beacon
* Personal Teleporter no longer vanishes if it hits the sky limit
* Fixed pinky demon "hoping" visual issue
* Fixed doom1 incompatibility
* Fixed titlemap lag in weak processors
* Fixed revenant rocket barrage lag in weak processors
* Improved failed glory kill behavior
* Fixed typo in menudef
* Fixed bad frames in gauss cannon explosion
* Added missing BFG ball decal
* Changed barrel explo sound

And another thousand tweaks that I couldn't keep track of.

Kinda fixed
* Partially fixed HUD gas and caco stains lasting until next live in MP. For some reason
zandro refuses to clean them all, while gzdoom works just fine.

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doomista
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[FINAL] Re: D4T: v1.0.1.1 Released (Jan 30 2017)

Post#8 by doomista » 2 months ago

This looks neat! Finally Doom4 got multiplayer it deserves! I have just set my server to host this thing and I can't way to play the hell out of this later in the afternoon...
server: Underground FFA [Zan3]
if there is any problem (any other than ping issues), please tell me, my settings are not fine tuned yet

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[FINAL] Re: D4T: v1.0.1.1 Released (Jan 30 2017)

Post#9 by doomista » 2 months ago

Ok, some issues coming:
On Windows10, when demon dies (I was the demon or I killed the demon), my zandro immediately crashes, and the other guy on the server crashed at least once too.
Also, is it intended for bots to spawn with a random strong weapon, often not even present on the map?
Apart from these, it's a great mod!

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[FINAL] Re: D4T: v1.0.1.1 Released (Jan 30 2017)

Post#10 by dbthanatos » 1 month ago

Hey, sorry for late reply. There's so little activity around here that i check it rarely.

The crash is a PITA. This is somehow a new bug introduced in the latest version of zandro. I recommend sticking to the previous zandro version, ot worked flawlessly.

We added some tspg servers that use the latest zandro (because tspg servers only use the latest apparently), so we added a patch to avoid player crashes, this however doesn't fix bots. If a bot gets a rune, when it unmorphs it will crash clients. For better or worse tspg servers don't allow bots, so there's no crashing like that.

We are actively working in a new version of the mod, while trying to figure out this issue too. If we find a definite solution to this, i will release a new subversion just for bugfixes

Regarding bots and weapons, yes. They start with random loadouts to be more of a threat. Bots are stupid regarding seeking Powerups, so we balanced that with weaponry, extra ability to jump, use alt fires and equipments.

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doomista
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[FINAL] Re: D4T: v1.0.1.1 Released (Jan 30 2017)

Post#11 by doomista » 1 month ago

dbthanatos wrote:The crash is a PITA. This is somehow a new bug introduced in the latest version of zandro. I recommend sticking to the previous zandro version, ot worked flawlessly.

Ok, I'll use previous version of zandro, thanks for info.

dbthanatos wrote:Regarding bots and weapons, yes. They start with random loadouts to be more of a threat. Bots are stupid regarding seeking Powerups, so we balanced that with weaponry, extra ability to jump, use alt fires and equipments.

Cool. I understand the design choice you made there, I was just a bit confused at first :)

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[FINAL] Re: D4T: v1.0.1.1 Released (Jan 30 2017)

Post#12 by doomista » 1 month ago

By the way - had zandro3 changed the dmflags and compatflags system? I am using Doomseeker's create server dialog to compute those and I can't get it working properly. Weapons still stay after pickup and I can't jump (multijump works only when in mid-air though). In singleplayer, jumping via multijump key works presumably as expected. And sv_jump is set to 1 on the server.

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[FINAL] Re: D4T: v1.0.1.1 Released (Jan 30 2017)

Post#13 by Empyre » 1 month ago

If you get the latest beta version of DoomSeeker, the Flags tab becomes the Zandronum tab, and you can tell it that you are running Zand 3.0, and then it will give you the correct flags to set up.
"For the world is hollow, and I have touched the sky."

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[FINAL] Re: D4T: v1.0.1.1 Released (Jan 30 2017)

Post#14 by doomista » 1 month ago

Empyre wrote:If you get the latest beta version of DoomSeeker, the Flags tab becomes the Zandronum tab, and you can tell it that you are running Zand 3.0, and then it will give you the correct flags to set up.


Somehow it did not help. Zandronum added a couple of flags to my dmflags on its own. Even though I set jump to enabled, it kept that and set a different flag for disallowing jumping resulting in setting sv_jump to 3. It also set Weapon stay to true by itself, completely ruining all of my efforts.

Dmflags screen:
Spoiler (Open)
flags.png


This is driving me crazy. Whose was the idea to have two different flags setting the same thing anyways? I really crave the explanation for having these. Is there any flag or setting to prevent Zandronum to do stuff on its own?
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[FINAL] Re: D4T: v1.0.1.1 Released (Jan 30 2017)

Post#15 by dbthanatos » 1 month ago

Weapon stay is a thing related to d4t. It will only apply after you have respawned in the map. This is because our weapon pickups do are actually inventory items that do several checks for stuff related to coop vs Deathmatch (Deathmatch weapons are technically different actors than in sp/coop). Inventory items replacing weapons will not obey weaponstay because, well, they're not weapons. So we had to do some hacks to make it work, tokens and whatnot, and once you change weaponstay, for it to apply, player has to die first. If we find a better way to go around this, I'll make sure to add it.

About jump, it took me a while to notice that in zandronum the console command was sv_allowjump vs gzdoom's sv_jump. No wonder why the options in my d4t menu for jump and crouch never worked in zandro.

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[FINAL] Re: D4T: v1.0.1.1 Released (Jan 30 2017)

Post#16 by doomista » 1 month ago

dbthanatos wrote:Weapon stay is a thing related to d4t. It will only apply after you have respawned in the map. This is because our weapon pickups do are actually inventory items that do several checks for stuff related to coop vs Deathmatch (Deathmatch weapons are technically different actors than in sp/coop). Inventory items replacing weapons will not obey weaponstay because, well, they're not weapons. So we had to do some hacks to make it work, tokens and whatnot, and once you change weaponstay, for it to apply, player has to die first. If we find a better way to go around this, I'll make sure to add it.

I am not sure whether we understand each other. I want to turn weapon stay off because your D4T Guide recommends it. But Zandronum adds the flag for allowing weapon stay on its own and weapons do stay, no matter what. So do I have to unset the flag manually and then restart the map when the server starts to turn it off?

dbthanatos wrote:About jump, it took me a while to notice that in zandronum the console command was sv_allowjump vs gzdoom's sv_jump. No wonder why the options in my d4t menu for jump and crouch never worked in zandro.

Ok, I'll try to play with these once I'll have the moment. Thank you for your kind support :)

EDIT: This one is my fault. I have a rather complicated and old system of config files so it took me a while to figure out that I they not only set flags through dmflags but also sometimes set things via variables. In particular, I found sv_nojump there set to true and sv_weaponstay set to true. Now they have correct values and after server restart (and changed map) jumping is finally working! Although, weapons still stay after pickup, but that is a small issue right now. I still can't comprehent why there are sv_allowjump, sv_jump and sv_nojump variables but whatever.

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[FINAL] Re: D4T: v1.0.1.1 Released (Jan 30 2017)

Post#17 by dbthanatos » 1 month ago

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[FINAL] Re: D4T: v1.0.1.1 Released (Jan 30 2017)

Post#18 by Ænima » 1 month ago

dbthanatos wrote:
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Sweet! I love the weapon BRIGHTMAPs. I gotta get on-board with that ...
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Doom64: Unabsolved: Doom64 and Diablo2 had a baby


ZandroSkins
: a pack made by our community
Squad Radio: a WASD-powered chat menu, add your own sounds
AeniPuffs: neat blood and puff effects

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[FINAL] Re: D4T: v1.0.1.1 Released (Jan 30 2017)

Post#19 by dbthanatos » 6 days ago

For if anyone is interested: In about 8.5hrs from this post, we're going to be playing Whispers of Satan in coop in Zandronum. Feel free to join us. We're playing weekly now :D

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[FINAL] Re: D4T: v1.0.1.1 Released (Now playing MP weekly)

Post#20 by FascistCat » 6 days ago

I wanna play it so bad. It sucks I'm on the office right now :neutral:


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