[WIP] D4T: v2.0 Trailer & Release Date

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[WIP] D4T: v2.0 Trailer & Release Date

Post#1 by dbthanatos » Tue Dec 27, 2016 10:20 am

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

Join our discord here

//=====================================================================

2.0 Trailer and Release Date

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

A mod for Doom2 with the weapons, monsters and some mechanics from DOOM(4).

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 (as opossed to my previous project D4D, which had very granular configurations for many things)
c) To match the gameplay style I enjoy playing: Run and gun. Don't stop.

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.

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

  • Most of the DOOM(4) weapons, weapon modifications included.
  • DOOM(4)-ish monsters. Some similar even in looks, others changed completely.
  • Several useful (grenade) equipments.
  • 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).

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


Download v1.0.1.1 here

Spoiler: Changelog (Open)
Changelog

v1.0.1.1

* Fixed issue where weapons in SP/COOP could not be picked under certain circumstances
even when you weren't full on ammo for that weapon
* Fixed chainsaw being invisible in deathmatch
* Fixed lightninggun wrongly showing bullet puff in deathmatch


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.



//=====================================================================
V1 Trailers

phpBB [media]

phpBB [media]
Last edited by dbthanatos on Tue May 02, 2017 5:19 am, edited 9 times in total.


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

Post#3 by Combinebobnt » Tue Dec 27, 2016 7:47 pm

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

Post#4 by Ænima » Tue Dec 27, 2016 10:17 pm

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

Post#5 by dbthanatos » Fri Jan 13, 2017 9:00 pm

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

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

Post#6 by Zapzop » Fri Jan 20, 2017 5:39 pm

Man, this is awesome!

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

Post#7 by dbthanatos » Mon Jan 30, 2017 10:27 am

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

Post#8 by doomista » Wed Feb 22, 2017 11:25 am

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

Post#9 by doomista » Thu Feb 23, 2017 11:33 am

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

Post#10 by dbthanatos » Tue Feb 28, 2017 11:18 pm

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

Post#11 by doomista » Wed Mar 01, 2017 11:51 am

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

Post#12 by doomista » Wed Mar 01, 2017 12:19 pm

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

Post#13 by Empyre » Wed Mar 01, 2017 10:55 pm

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

Post#14 by doomista » Thu Mar 02, 2017 10:03 am

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

Post#15 by dbthanatos » Fri Mar 03, 2017 3:58 am

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

Post#16 by doomista » Fri Mar 03, 2017 12:31 pm

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

Post#17 by dbthanatos » Thu Mar 09, 2017 8:09 pm

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

Post#18 by Ænima » Thu Mar 09, 2017 11:02 pm

dbthanatos wrote:
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Sweet! I love the weapon BRIGHTMAPs. I gotta get on-board with that ...
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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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[WIP] Re: D4T: v1.0.1.1 Released (Jan 30 2017)

Post#19 by dbthanatos » Fri Apr 21, 2017 5:26 am

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

Post#20 by FascistCat » Fri Apr 21, 2017 2:10 pm

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


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