Pablo_Doom_Guy Posted October 15, 2019 6 hours ago, Noiser said: On MBF you may get lucky using "VORTEX_DoomRetro.deh" instead of "1_VORTEX.deh". I didn't tested it but that adaptation was made using the MBF-format. sadly it didn't fully work , i can shoot (only 1 bullet is taken) but then all weapons became the "2 barrel shotgun" , if i start swaping weapons eventually they will start working again , so i guess that for some reason vortex is not working on mbf or boom =S 0 Share this post Link to post
Average Posted October 15, 2019 Something strange has happened to me while using this on Doom Retro. The mod loaded and played fine lots of times. With the weapons being angled I decided to switch on the crosshair in DR. I then loaded up the mod and engine and it worked until I fired a weapon. The game freezes and then CTD's. Thinking it was a weird conflict I switched the crosshair off again. Sadly, the game still crashes in the same way. I removed my DR config file and generated a new one. Same thing. :( I presume it's more a DR thing than a D4V thing but thought I'd post here just in case. 0 Share this post Link to post
Hard2Poop Posted October 15, 2019 I really like the weapon balance for the HAR/chaingun. The HAR is similar to the vanilla chaingun in that there is no cooldown. The minigun fires like twice as fast, but there is a significant cooldown after each burst, which forces you to hold down the trigger as you turn and aim at the next target, which, combined with the extremely high rate-of-fire, will make you run out of bullets much sooner. Which weapon is better depends on the situation. When I'm playing Doom episode 1 I use the HAR but when I play episodes 2 and 3 the chaingun variant is better. You pretty much need the chaingun to get the red key on E2M6 on nightmare - the lightning gun is also incredibly strong here, dare I say OP! You should make the sprite for the lightning gun white! That would look SICK! I already think the plasma gun is the best looking gun in the game. How does the gauss cannon work? Does it fire tracers? I noticed I can't seem to hit shit with it if I am strafing and turning and firing. It appears the BFG can still do more single target damage if you get close enough that 100% of the tracers/projectile hit the target, but the big boss enemies all have the flame attack that will kill you if you try to get in their face, especially with fast monsters, so the gauss cannon appears to need less ammo to kill single enemies/bosses. 0 Share this post Link to post
Linguica Posted October 15, 2019 The gauss cannon appears to fire an invisible BFG ball. The lighting gun is neat since it fires a bullet and an invisible plasma shot at the same time, with the plasma shot's death being the electric spark effect, so it more or less looks like the gun is firing hitscan electricity. 1 Share this post Link to post
Noiser Posted October 15, 2019 (edited) 11 hours ago, Hard2Poop said: How does the gauss cannon work? Does it fire tracers? Nope, there are no tracers, just a powerful hit with splash-damage. If I have used tracers it would be just another BFG, so I avoided that. The idea was a focused damage weapon, trying to emulate some sort of railgun but with radius damage. It ended being more effective for mid-range though (I will improve it a bit for the next version). 20 hours ago, Linguica said: If you must keep the blood splats in the blockmap, at least reduce their width to 0. That seems to probably mitigate the intercept overflow risk at least. So... I changed the width and radius to 0 and it seems to work 100%! I made several tests... zero intercept overflows (I even put back the blood on bosses). Quick test on Hell Revealed map32: Spoiler Edited October 15, 2019 by Noiser 3 Share this post Link to post
AmethystViper Posted October 15, 2019 I also noticed that the rocket sprite trails and particle effects don't work anymore on GZDoom as far as I'm aware with D4V, could it be possible to fix this? 0 Share this post Link to post
Hard2Poop Posted October 16, 2019 HOLY SHIT! Have you tried this with the Bolognese gore mod?! It looks INCREDIBLE!!!! 2 Share this post Link to post
Rosh Fragger Posted October 16, 2019 (edited) Edited October 16, 2019 by Rosh Fragger 2 Share this post Link to post
Noiser Posted October 16, 2019 (edited) 14 hours ago, lowenz said: So 2.1 incoming? Very soon! But you can grab the fixes If want them already, I re-uploaded the file. 16 hours ago, Hard2Poop said: HOLY SHIT! Have you tried this with the Bolognese gore mod?! It looks INCREDIBLE!!!! Yes! D4V works with both Bolognese and Nash Gore, and probably any other gore mod out there. On 10/15/2019 at 6:28 AM, Average said: Something strange has happened to me while using this on Doom Retro. The mod loaded and played fine lots of times. With the weapons being angled I decided to switch on the crosshair in DR. I then loaded up the mod and engine and it worked until I fired a weapon. It's something related to the Vortex Rifle? I send a pm to brad already. For now, you can try the version v3.0.2 if you have problems with the files. Edited October 16, 2019 by Noiser 1 Share this post Link to post
Pablo_Doom_Guy Posted October 17, 2019 well i think that for some reason d4v + new weapons (new weapons actually) are not compatible with mbf/boom or any boom ms-dos sourceport , sadly . I've tried edge ,eternity , MidDoom 0.03 , Vavoom 1.25 with no avail , the only ms-dos where the vortex is working is Smack My Marine Up 3.30 , but for some reason there's no General Midi support =/ . guess i'll have to play it on "normal" dosbox instead 0 Share this post Link to post
NightFright Posted October 17, 2019 (edited) (Disregard, wrong thread) Edited October 17, 2019 by NightFright 0 Share this post Link to post
Noiser Posted October 17, 2019 (edited) DOWNLOAD v2.1 [Regular] DOWNLOAD v2.1 [MS-DOS] - Improved the Gauss Cannon with better accuracy and power - Improved the HAR with faster tapping - Fine-tuned the Hell Razer... I think he is a better enemy now - Fixed the Gauss Cannon ammo incongruency - thanks @ReaperAA - Fixed Vortex Rifle causing intercept overflow on vanilla - thanks @Linguica - Fixed bloodsplats floating on lifts - Added more blood to the imp (xdeath) - Added Gibbing\xdeath to the Hell Knight - Added a map07+30 fix for Moonblood - Added a CREDITS lump to D4V.wad - Added blood to the Spider Mastermind death sequence - Added a single frame with demons coming from the Summoner portals Edited October 19, 2019 by Noiser 11 Share this post Link to post
Noiser Posted October 18, 2019 (edited) Next step is D4V-lite. Let me know what you think so far, or if you find anything else. Thanks a lot! On 10/15/2019 at 6:10 PM, AmethystViper said: I also noticed that the rocket sprite trails and particle effects don't work anymore on GZDoom as far as I'm aware with D4V, could it be possible to fix this? I disabled them because they are not aligned with the sprites. I will try to put them back on the future. Edited October 18, 2019 by Noiser 0 Share this post Link to post
Linguica Posted October 18, 2019 I tried out the latest version with the newest version of Autodoom 4 Share this post Link to post
TheDoomPlayer Posted October 18, 2019 So far i love it! Everything seems very balanced as it is. Things i would like to see? uhhhh.... i dont know what else it needs, because its vanilla type gameplay, but i guess id like to see a campaign wad just for this mod. thatd be cool, like close recreations of the doom 2016 campaign. 1 Share this post Link to post
SoDOOManiac Posted October 18, 2019 I highly recommend Crispy Doom for playing D4V because its sprites of weapons, monsters and projectiles only look properly in case its Crispness->Force Aspect Ratio is set to 16:10. 0 Share this post Link to post
Linguica Posted October 18, 2019 4 hours ago, Zodomaniac said: I highly recommend Crispy Doom for playing D4V because its sprites of weapons, monsters and projectiles only look properly in case its Crispness->Force Aspect Ratio is set to 16:10. Oh god, don't even start. In other news, is it me or is the imp's windup time kind of slow? It's difficult to even get an imp to successfully melee attack you unless you are intentionally drawing one. 1 Share this post Link to post
Noiser Posted October 18, 2019 6 hours ago, Zodomaniac said: I highly recommend Crispy Doom for playing D4V because its sprites of weapons, monsters and projectiles only look properly in case its Crispness->Force Aspect Ratio is set to 16:10. Actually, the sprites were made with 4:3 in mind. But hey, be my guest! I'm glad that you can play the way you want to. 1 hour ago, Linguica said: In other news, is it me or is the imp's windup time kind of slow? Yes, the Imp takes a bit longer to attack - mostly to compensate the faster movement\fireballs. 0 Share this post Link to post
Necron 99 Posted October 18, 2019 (edited) Little bug report: I can't switch to the chainsaw when out of bullets on the GZDoom version EDIT: The Cyber-Mancubus' obituary says I got killed by a Cyberdemon, but that could just be DeHacked being fucky Edited October 18, 2019 by Necron 99 0 Share this post Link to post
Linguica Posted October 18, 2019 8 hours ago, Noiser said: Yes, the Imp takes a bit longer to attack - mostly to compensate the faster movement\fireballs. I see there's a 22 tic windup for both close attack and fireball. I tried moving a frame from the pain to the attack and made it 2 frames of 11 length with the melee starting on the second frame, and it made imps seem more "normal" in close quarters. Just a thought! I also noticed: I am crazy or did you add the "in pain" flag to Lost Souls? 1 Share this post Link to post
Spectre01 Posted October 18, 2019 The long windup actually makes the Imps more convenient to punch out, even without Berserk. On that note, with how powerful the new Chainsaw is, does Berserk even have a purpose if you've got the saw? 1 Share this post Link to post
Noiser Posted October 18, 2019 (edited) 17 hours ago, Necron 99 said: EDIT: The Cyber-Mancubus' obituary says I got killed by a Cyberdemon, but that could just be DeHacked being fucky Please, tell me more about this. What is your language? Anyone else is having problems with obituaries? 16 hours ago, Linguica said: I see there's a 22 frame windup for both close attack and fireball. I tried moving a frame from the pain to the attack and made it 2 frames of 11 length with the melee starting on the second frame, and it made imps seem more "normal" in close quarters. Just a thought! Great! I will make some tests. I just have to ensure that it will not be unfair with some traps, but I think I can make at least two different speeds. 16 hours ago, Linguica said: I also noticed: I am crazy or did you add the "in pain" flag to Lost Souls? in pain = JUSTHIT? Nope. 15 hours ago, Spectre01 said: The long windup actually makes the Imps more convenient to punch out, even without Berserk. On that note, with how powerful the new Chainsaw is, does Berserk even have a purpose if you've got the saw? Despite being fun to punch your enemies? Idk, both are very powerful. Edited October 19, 2019 by Noiser 0 Share this post Link to post
Noiser Posted October 19, 2019 (edited) 2.2 VERSION (Oct 19) Sorry for releasing another one so quickly. I HAD to fix an issue I found with blinking lights ASAP I think we are getting closer to a more stable release thoughDOWNLOAD 2.2 (Regular) DOWNLOAD 2.2 (MS-DOS) 2.1 CHANGELOG Spoiler - Improved the Gauss Cannon with better accuracy and power - Improved the HAR with faster tapping - Fine-tuned the Hell Razer... I think he is a better enemy now - Fixed the Gauss Cannon ammo incongruency - thanks @ReaperAA - Fixed Vortex Rifle causing intercept overflow on vanilla - thanks @Linguica - Fixed bloodsplats floating on lifts - Added more blood to the imp (xdeath) - Added Gibbing\xdeath to the Hell Knight - Added a map07+30 fix for Moonblood - Added a CREDITS lump to D4V.wad - Added blood to the Spider Mastermind death sequence - Added a single frame with demons coming from the Summoner portals 2.2 CHANGELOG GZDOOM - Fixed the blinking light on the Vortex Rifle (goddamn that shouldn't happen!!) - Fixed the Chainsaw not working without bullets - thanks @Necron 99 - Fixed the Chainsaw pickup giving you bullets ZANDRONUM - Fixed the Multiplayer Options not appearing - thanks @DarkShotX45 GENERAL - Improved even more the Gauss Cannon - Better balance for some enemies - Cyber-Mancubus is slightly faster (updated) Edited October 20, 2019 by Noiser 7 Share this post Link to post
DarkShotX45 Posted October 19, 2019 (edited) I have a few suggestions -You could try E2M8 and E3M8 fixes to avoid soft-locks in UD(Maybe the ones from DTWiD, FreeDoom M8s are not very good imo). -Decoration replacements for the dead zombiemen on poles. Edit: Forgot to mention something: Multiplayer Options disappear in Zandronum when using this mod. Edited October 19, 2019 by DarkShotX45 2 Share this post Link to post
Noiser Posted October 19, 2019 (edited) 6 hours ago, DarkShotX45 said: Multiplayer Options disappear in Zandronum when using this mod. Thanks for letting me know! I reuploaded the 2.2 file with that fixed. 6 hours ago, DarkShotX45 said: -You could try E2M8 and E3M8 fixes to avoid soft-locks in UD(Maybe the ones from DTWiD, FreeDoom M8s are not very good imo). Yes, I was thinking about that for a long time. Idk know how or when that will happen though Edited October 19, 2019 by Noiser 0 Share this post Link to post
Linguica Posted October 19, 2019 I know the lightning gun is supposed to be OP but this might be a little too OP. Also I can use the vortex rifle as a silent melee weapon for some reason when I switch away from it. 0 Share this post Link to post
Noiser Posted October 19, 2019 (edited) 7 hours ago, Linguica said: I know the lightning gun is supposed to be OP but this might be a little too OP. The projectile is clipping? That shouldn't happen. LG weakness is more noticeable when you're searching for ammo. Ammo goes down very, very quickly. 7 hours ago, Linguica said: Also I can use the vortex rifle as a silent melee weapon for some reason when I switch away from it. Oh yea, that was intentional. As you may know, you can't switch back to the fists after getting the chainsaw (on vanilla)... and since you can get out of bullets, you will be helpless without other type of ammo. The player can perform this quick punch attack to defend himself. That's why you do that little arm swing when you switch to another weapon... it may look like he is messing with the gun, but also may look like he is trying to punch something. Try it on map01 (Doom 2 or Scythe) for a better example. Edited October 19, 2019 by Noiser 1 Share this post Link to post
memes4lyfe Posted October 19, 2019 any vanilla wads built with this mod in mind? like, designed around the monster and weapon behaviors? 0 Share this post Link to post
Dexiaz Posted October 19, 2019 15 minutes ago, memes4lyfe said: any vanilla wads built with this mod in mind? like, designed around the monster and weapon behaviors? This mod is not old enough to get the special mappack itself. 0 Share this post Link to post