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Noiser

DOOM 4 VANILLA v3.2

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21 hours ago, r2rangel said:

I went ahead and posted under issues on the crispy-doom github fork. https://github.com/fabiangreffrath/crispy-doom, I'm pretty sure this is the one, since even the link to download the binary is being blocked by bitdefender.

Thanks, I will make some tests with the 5.8.0 version. Anyone knows if it have less problems with false positives?
 

On 4/17/2020 at 7:13 PM, TheOldKing1998 said:

I can't get the har to work on crispy doom. When selected the sprite flickers and shoots automatically

@TheOldKing1998 make sure you are using the -nodeh paramater, that should solve it.

Edited by Noiser

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Edit : I heard wrong stuff about DeHackEd so there is nothing to see here now :p

Edited by DarkShotX45

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9 hours ago, DarkShotX45 said:

I have a stupid idea

What about having an alternate dehacked file which makes the pistol have infinite ammo but the chainsaw uses bullets super fast but kills super fast like in the first version?

What do you think?

The game will be bugged if you give anything other than fists/csaw infinite ammo, and to make the chainsaw use ammo it would have to shoot like a gun.

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3 hours ago, TheOldKing1998 said:

The HAR is still glitchy on Crispy doom

It's working fine here. Are you using the -nodeh parameter?

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Hello everyone! I'm new here

I just started playing this mod, and I was amazed at both the quality and accuracy of the wad itself! It was like playing Doom 2016, on Classic Doom! 

I actually didn't play Doom 2016 and Doom Eternal but I watched my older brother play both games, and that got me interested in Doom as a whole. With my potato of a laptop however, the best Doom games that I can play is the Classic Doom and Doom II, via GZDoom

I wonder though, when are you gonna add the Doom Eternal versions of the classic sprites? Also, can the new demons themselves be added there without changing the code? I'd like to see your take on the Whiplashes and the Marauders. Thanks 

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Only saw the Cyber-mancubus' melee attack yesterday. I stay the hell away from mancubi for obvious reasons, hence it taking so long to discover. Genius!

 

I often think there's a slight analogy between vanilla modding vs scripting-enhanced modding and old-school VFX vs CGI.   Creating cool stuff with the stringent limitations of dehacked requires coming up with ingenious tricks from of a narrow set of tools.  With the modern toolset, obviously pretty much everything is possible, it's only a matter of effort and patience.

 

Of course, from the audience perspective a cool effect is just a cool effect however it was accomplished.  But I've dabbled a fair bit in Dehacked and I admire your craft.

 

Thanks again for the awesome mod, it's one of my favourites.

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Hello there people. I read in the first post that there was a D4V-lite.wad that didn't had the MAP07 bug, where can I find it?

 

I wanted to mix this with Stronghold but because of the MAP07 fix I can't play the mod properly, please help :((

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Tried DOS, Chocolate Doom, and Crispy Doom. None of them work for me. 


Dos: immediately closes and says thanks for playing. I can see for a split second it says no doom2.wad found, but I copied it in there.

Chocolate & Crispy: I can see the icon in my taskbar saying its open, with music playing in the background but no video.

All I did was extract them and try launch the .bat files.

 

Dragging D4V.wad onto gzdoom and zdoom doesn't work for me. Copying D4V.wad into the gzdoom/zdoom folder also doesn't show up in the WAD list. I can play any other WAD just fine through both gzdoom and zdoom.

 

Anyone have an idea of what I'm doing wrong? I've tried multiple versions and have the same issue

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Try using the latest GZDoom version and the Doom Mod Loader

 

https://www.moddb.com/mods/doom-mod-loader/downloads/doom-mod-loader-v23

 

It works for me

 

By the way I have a little issue, why in the Icon of Sin boss fight it spams so many Aranea Imperatrix? It bugs me out because I tought the Arachnotron replacer was the Cyber-Mancubus, not the Spider Mastermind :((

 

Anyone knows if this is from the mod source code or my game is loading it wrong?

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I had a crash when I tried loading this just with plutonia.wad and no other wads on both Crispy and Choco.

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Hi! I'm running D4V on MBF 2.04 (maintenance release) using freedoom2.wad. It seems to be running, but I think there could still be an issue with the dehacked files not being skipped/loaded properly. I hope someone here can help, so I won't run into trouble later. I found that MBF doesn't have a -nodeh command line parameter, but it does load dehacked lumps automatically. There is a similar parameter -nodehwad, but afaik, that skips loading of all dehacked lumps, while -nodeh (when available) seems to skip dehacked lumps in IWADs only.

 

Which dehacked lumps should be skipped by -nodeh? (I think the freedoom wads also have dehacked lumps, so you'd probably want to skip those)

Which dehacked lumps should be loaded? For example, for episode 1, do any of btsx_e1a.wad btsx_e1b.wad D4V2.wad BTSX1D4V.wad have lumps that should be loaded?

The "HOW TO PLAY ON OTHER PORTS" file only lists D4V2.deh, but would I need btsx1.deh as well when using -nodehwad on MBF 2.04?

 

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2 hours ago, <<Rewind said:

Has there been any chance, word, consideration, estimation for DOOM ETERNAL VANILLA?

 

I need to know.

Last time I talked to him, the eternal version is considered but have yet to be worked on due to his real-life related stuff.

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3 hours ago, <<Rewind said:

Has there been any chance, word, consideration, estimation for DOOM ETERNAL VANILLA?

 

I need to know.

 

I feel that the biggest issue is the lack of good Doom Eternal weapon sprites. I don't think anyone has made them yet (or atleast ones that can compare with Doom 2016 sprites found in D4T and D4V).

 

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Dear @Noiser,

 

in addition to my main project, the research for the soundtrack of D4V, I started at some point to investigate the changes for the development of D4V and discovered that there is no CHANGELOG, so after two weeks of intensive work I can finally report a successful completion:

 

I have created a complete CHANGELOG which lists all changes of D4V, based on the documentation in this thread, set in the lightweight markup language Markdown.

 

The format of this file is based on keep a Changelog, and adheres to Semantic Versioning.

 

Spoiler

# Changelog

All notable changes of the development of [DOOM 4 VANILLA (D4V)](https://doomworld.com/forum/topic/108725) will be documented in this file.

The format of this file is based on [keep a Changelog](https://keepachangelog.com), and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).

## Template

```md
## [version] -- yyyy-mm-dd

### Added (for new features)

- document here every change point by point
- if no changes were made document *none*

### Changed (for changes in existing functionality)

- document here every change point by point
- if no changes were made document *none*

### Deprecated (for soon-to-be removed features)

- document here every change point by point
- if no changes were made document *none*

### Removed (for now removed features)

- document here every change point by point
- if no changes were made document *none*

### Fixed (for any bug fixes)

- document here every change point by point
- if no changes were made document *none*

### Security (in case of vulnerabilities)

- document here every change point by point
- if no changes were made document *none*
```

## [3.2.1] -- 2020-04-25

### Added (for new features)

- none

### Changed (for changes in existing functionality)

- Improved instructions
- Improved texture / flat conversion
- Updated Crispy Doom to version 5.8.0 (with widescreen support)

### Deprecated (for soon-to-be removed features)

- none

### Removed (for now removed features)

- none

### Fixed (for any bug fixes)

- none

### Security (in case of vulnerabilities)

- none

## [3.2] -- 2020-04-18

### Added (for new features)

- Added the G/ZDoom Weapon Setup to the main menu
- Added a few missing bright maps on hardware render (BTSX edition)

### Changed (for changes in existing functionality)

- Improved a few enemy sprites
- Improved Plasma Rifle sprites (BTSX edition)

### Deprecated (for soon-to-be removed features)

- none

### Removed (for now removed features)

- none

### Fixed (for any bug fixes)

- Fixed E1 not working on Doom Retro (BTSX edition)
- Fixed some minor compatibility issues (BTSX edition)
- Fixed some bright map errors on software render (BTSX edition)
- Fixed the blinking lava fall on hardware render (BTSX edition)

### Security (in case of vulnerabilities)

- none

## [3.1] -- 2020-04-11

### Added (for new features)

- none

### Changed (for changes in existing functionality)

- Updated MS-DOS releases
- Tweaked a bit more the weapon / enemy balance
- Improved blood animations
- Improved Slayer hud sprites
- Reduced cool downtime of the Vortex Rifle
- Some minor things I don't remember right now

### Deprecated (for soon-to-be removed features)

- none

### Removed (for now removed features)

- none

### Fixed (for any bug fixes)

- Fixed intermission texts not appearing on Chocolate Doom
- Fixed some inconsistencies with enemies
- Fixed cell ammo issue as previously mentioned
- Fixed the Chainsaw offset

### Security (in case of vulnerabilities)

- none

## [3.0] -- 2020-04-04

### Added (for new features)

- unknown. No Changelog present

### Changed (for changes in existing functionality)

- unknown. No Changelog present

### Deprecated (for soon-to-be removed features)

- unknown. No Changelog present

### Removed (for now removed features)

- unknown. No Changelog present

### Fixed (for any bug fixes)

- unknown. No Changelog present

### Security (in case of vulnerabilities)

- unknown. No Changelog present

## [2.5.9] -- 2020-03-10

### Added (for new features)

- added a fitting text for the Unholy Massacre difficulty (rude)

### Changed (for changes in existing functionality)

- Imps are a bit more engaging on long-range combat
- Improved a few animations
- Improved the Revenant and Cyber-Mancubus sprites
- Improved the Gauss Cannon sprite
- HAR 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 behaviour and runs a bit faster
- and some other things I probably forgot already

### Deprecated (for soon-to-be removed features)

- none

### Removed (for now removed features)

- Removed some questionable translucency, like the ones on Supercharge / MegaDoll (boom)

### Fixed (for any bug fixes)

- Fixed Hell Knights getting too quiet on GZDoom
- Fixed some balancing inconsistencies

### Security (in case of vulnerabilities)

- none

## [2.5] -- 2019-11-09

### Added (for new features)

- none

### Changed (for changes in existing functionality)

- New update with A LOT of fixes This time more focused on GZDoom and Zandronum
- Reduced the radius of the Baron of Hell, to be more fair when fighting on cramped spaces
- Improved the BFG sprites (pixel cleaning)
- Improved the Super Shotgun sprites (pixel cleaning)

### Deprecated (for soon-to-be removed features)

- none

### Removed (for now removed features)

- none

### Fixed (for any bug fixes)

- Cyberdemon and Spider Mastermind will glow on the death explosion as intended (GZDoom)
- Better bright maps for Cyberdemon on hardware mode: the fire sword will glow as intended (GZDoom)
- Better compatibility with Odamex -- thanks to [@-TDRR-](https://doomworld.com/profile/22845-tdrr)
- Fixed more instances where the Baron get stuck on a loop state (GZDoom)
- Fixed the shell box sprite being replaced with shells (GZDoom)
- Fixed the sprite flickering that happens when you fire with the Super Shotgun (GZDoom)
- Fixed the animation when firing the SSG without ammo to reload (GZDoom)
- Fixed the BFG wrongly doing the firing animation (but not shooting) when you have 20 ammo (GZDoom)
- Fixed some ammo inconsistencies with the BFG (Zandronum)

### Security (in case of vulnerabilities)

- none

## [2.4] -- 2019-11-02

### Added (for new features)

- Added the BFG Edition numbers -- thanks to [@MadGuy](https://doomworld.com/profile/20985-madguy)
- Added better compatibility for some textures

### Changed (for changes in existing functionality)
- Rebalanced the Grenade Cyberdemon to be more fair
- Improved some sprites, like the Cyber-Mancubi
- Hell Razers now have quick-retaliation: Balance was tweaked appropriately to be more engaging, not more difficult
- Improved frame animations for the Gauss Cannon blast (As I reported here before)
- Updated E2M8 and E3M8: E2M8 have some pillars and better item / enemy placement E3M8 have a secret BFG
- Other minor tweaks here and there

### Deprecated (for soon-to-be removed features)

- none

### Removed (for now removed features)

- none

### Fixed (for any bug fixes)

- Fixed a bug where some enemies get stuck on a loop: A Mancubus repeatedly using the flamethrower against no one or the Barons jumping without move. Most of the time this was caused by Lost Souls, so I fixed that. This still happens after saving and loading (on vanilla)
- Fixed the Mark V Pistol lighting (GZDoom)

### Security (in case of vulnerabilities)

- none

## [2.3] -- 2019-10-26

### Added (for new features)

- added bypasses for Ultimate Doom: E2M8, E3M8, E4M6, E4M8

### Changed (for changes in existing functionality)

- Fine-tuned the Gauss Cannon even more
- Improved the Spider Mastermind death animation
- Rebalanced the Spider Mastermind to be more fair
- A few tweaks and improvements in general
- For E2M8 and E3M8 I modified some maps from Freedoom (as I did with MAP07) For E4: I used some awesome maps from Eternal Damnation by [@DMPhobos](https://doomworld.com/profile/17483-dmphobos) (under Creative Commons license)

### Deprecated (for soon-to-be removed features)

- none

### Removed (for now removed features)

- none

### Fixed (for any bug fixes)

- Fixed some wrong numbers with map names
- Fixed some Ultimate Doom textures (bright maps)
- Fixed some issues with the Cyber-Mancubi

### Security (in case of vulnerabilities)

- none

## [2.2] -- 2019-10-19

### Added (for new features)

- none

### Changed (for changes in existing functionality)

- Improved even more the Gauss Cannon
- Better balance for some enemies
- Cyber-Mancubus is slightly faster

### Deprecated (for soon-to-be removed features)

- none

### Removed (for now removed features)

- none

### Fixed (for any bug fixes)

- Fixed the blinking light on the Vortex Rifle (GZDoom)
- Fixed the Chainsaw not working without bullets -- thanks to [@Necron 99](https://doomworld.com/profile/26126-necron-99) (GZDoom)
- Fixed the Chainsaw pickup giving you bullets (GZDoom)
- Fixed the Multiplayer Options not appearing -- thanks to [@DarkShotX45](https://doomworld.com/profile/27444-darkshotx45) (zandronum)

### Security (in case of vulnerabilities)

- none

## [2.1] -- 2019-10-17

### Added (for new features)

- Added more blood to the imp (xdeath)
- Added Gibbing / xdeath to the Hell Knight
- Added a map07 and map30 fix for Moon Blood
- 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

### Changed (for changes in existing functionality)

- Improved the Gauss Cannon with better accuracy and power
- Improved the HAR with faster tapping
- Fine-tuned the Hell Razer: he is a better enemy now

### Deprecated (for soon-to-be removed features)

- none

### Removed (for now removed features)

- none

### Fixed (for any bug fixes)

- Fixed the Gauss Cannon ammo incongruent -- thanks to [@ReaperAA](https://doomworld.com/profile/24475-reaperaa)
- Fixed Vortex Rifle causing intercept overflow on vanilla -- thanks to [@Linguica](https://doomworld.com/profile/1-linguica)
- Fixed blood splats floating on lifts

### Security (in case of vulnerabilities)

- none

## [2.0] -- 2019-10-13

### Added (for new features)

- A new frame animation for the Baron of Hell: Now it looks more he is jumping like the one from Doom 2016; also, his jumping animation was reworked to look better and smoother (aesthetic)
- BFG 9000 have two new frames of animation and was also reworked to look smoother and more powerful (aesthetic)
- Added some blue spots for the Plasma Rifle (aesthetic)
- Added the correct posture for the fists -- thanks to [@Zodomaniac](https://doomworld.com/profile/18067-zodomaniac) (aesthetic)
- The pistol now have his own pickup sprite (aesthetic)
- Added the new optional weapons (gameplay)
- Added the improved `ipxsetup.exe` -- thanks to [@Doomkid](https://doomworld.com/profile/9415-doomkid) (others)

### Changed (for changes in existing functionality)

- XDeath (gibbing animation) was improved with more blood and particles (aesthetic)
- Chainsaw have a new idle animation (the old one still can be seen when switching to another weapon) When walking and attacking, the weapon will smoothly align to the centre of the screen (aesthetic)
- Fists will do a very slight movement when switching weapons (aesthetic)
- Hell Razers and Cacodemons can be gibbed (Cacodemons will explode) (aesthetic)
- BFG now have a slower move bob (don't affect gameplay) (aesthetic)
- Non-explosive barrels are now black (aesthetic)
- Weapon switching is even faster (gameplay)
- The Baron of Hell was nerved a bit (gameplay)
- The Baron of Hell have a new pain-activated move that goes right to the lunge attack (gameplay)
- Changed the SS replacer from a possessed to a sergeant (gameplay)
- Hell Razer will attack a bit faster (gameplay)
- Hell Razer beam can go a lot further now (I reduced the limit) (gameplay)
- Cacodemon quick-retaliation is 1 frame faster (gameplay)
- Rockets are one tic faster (gameplay)
- Chainsaw was slightly rebalanced again (gameplay)
- Gore Nests are a little less durable (gameplay)
- Gore Nests will hurt you if you try to block Lost Souls with your body (gameplay)

### Deprecated (for soon-to-be removed features)

- none

### Removed (for now removed features)

- Cleaned up the WAD file from junk and unused assets (others)

### Fixed (for any bug fixes)

- Better compatibility with TNT and Plutonia textures (bright maps) (aesthetic)
- Better compatibility for the pwad *3 houres d' agonie 3* (aesthetic)
- Fixed the skies not being replaced on TNT (aesthetic)

### Security (in case of vulnerabilities)

- none

## [1.2] -- 2019-09-09

### Added (for new features)

- Added fast weapon switching -- thanks to [@Linguica](https://doomworld.com/profile/1-linguica)
- OTEX textures are now fully compatible with D4V: just load it with this patch `[softBM_OTEX.zip](https://doomworld.com/applications/core/interface/file/attachment.php?id=64263)`
- playing with custom maps possible
- I made a special batch file for the Chocolate Doom `SETUP.EXE`
- You should be able to config Chocolate Doom with WASD now

### Changed (for changes in existing functionality)

- Better sound priority for weapons on MS-DOS
- The chainsaw is a bit less OP (but still very powerful)
- Barons will take a bit longer to attack and slower melee
- Barons will emit a grunt before starting his sequence
- The Cyber-Mancubi melee (ground attack) is now faster
- Summoners are a bit more durable (just a little)
- Hell Razer beam have a bigger radius
- Gore Nests have bigger sprites and slightly better animation
- Improvements for bright maps (hardware mode) (GZDoom)

### Deprecated (for soon-to-be removed features)

- none

### Removed (for now removed features)

- none

### Fixed (for any bug fixes)

- Fixed Backpack Drones not being shootable with free look (GZDoom)
- Fixed the Hell Razer sound when you get close to them (GZDoom)
- Fixed Pinkies not being gibbed as it happens on other ports / vanilla (GZDoom)
- Fixed Chainsaw idle sound with little "pops" (GZDoom)
- Fixed monitors with the wrong UAC logo (GZDoom)
- better compatibility with the Doom 2 format
- Better compatibility with ODAMEX -- thanks to [@-TDRR-](https://doomworld.com/profile/22845-tdrr)
- Ultimate Doom will start on GZDoom -- thanks to [@NightFright](https://doomworld.com/profile/11691-nightfright) (GZDoom)
- Gore Nests will glow on death animations (GZDoom)
- Fire from jetpacks will glow as intended (GZDoom)

### Security (in case of vulnerabilities)

- none

## [1.1] -- 2019-09-02

### Added (for new features)

- added dynamic light for the berserk (GZDoom)
- Added fixed bright maps for the custom map made by [@meapineapple](https://doomworld.com/profile/15780-meapineapple) (GZDoom)
- Added new Map07 fixes (GZDoom)
- Added The MS-DOS Edition, including DOSBox

### Changed (for changes in existing functionality)

- improved the bright maps for hardware mode (like the Mega Doll and the wrong dots on the Revenant's face) (GZDoom)

### Deprecated (for soon-to-be removed features)

- none

### Removed (for now removed features)

- none

### Fixed (for any bug fixes)

- fixed the Chainsaw bug (GZDoom)
- fixed dynamic lighting not showing when you fire a weapon (GZDoom)

### Security (in case of vulnerabilities)

- none

## [1.0] -- 2019-09-03

### Added (for new features)

- new enemies:
  - Possessed:
    - Description: Replacing the Zombie man, the Possessed ones are slow and can only attack when closer to the player. It's the weakest enemy in the game, however he attacks almost instantly, causing some distress if you're low on health
    - Abilities: Melee: Scratch
  - Security:
    - Description: Probably the only enemy unchanged from vanilla, behaving exactly like the normal shot gunner. He will drop his weapon when killed.
    - Abilities: Attack: Shotgun fire
  - Imp:
    - Description: It's a lot faster compared to the original one, being able to avoid your shots just moving around. His fireballs are also faster and deals more damage.
    - Abilities: Melee: Scratch; Attack: Fireball
  - Pinky:
    - Description: The Pinky Demon can charge at high speed, glowing his face when running towards you. You can see him in the dark when that happens.
    - Abilities: Melee: Bite; Attack: Charge attack
  - Lost Soul:
    - Description: They have less health and will explode after touching you, however his blast will damage the player twice. When attacking, his flames changes from blue to red.
    - Abilities: Attack: Suicidal charge; Dead: Explosion
  - Hell Razer:
    - Description: Replacing the Chain gunner, the Hell Razer will fire a deadly beam that can drain your health in a matter of seconds. You can deal with him paying attention to the sound he makes when charging his weapon.
    - Abilities: Attack: Energy beam; Pain: Quick retaliation
  - Cacodemon:
    - Description: More aggressive than before, Cacodemons have the lowest "reaction time", meaning that he will shoot his projectiles more often. He will also instantly shot you after activating his Pain State.
    - Abilities: Melee: Bite; Attack: Fireball; Pain: Quick retaliation
  - Hell Knight:
    - Description: Powerful melee enemies that can charge at you and unleash a sequential number of punches. If you provoke him (activating his Pain State), he will blast the ground furiously, hitting enemies at distance (so he can fight back when unable to reach you).
    - Abilities: Melee: Punch; Attack: Lunge attack; Pain: Ground pound
  - Mancubus:
    - Description: The regular Mancubus can perform three different attacks: The first one is his well known attack with projectiles - unchanged from vanilla. However, if you get too close, he will use his flamethrower, quickly draining your health. On Pain State, he will perform a "mixed attack", shooting 2 projectiles and the flamethrower at the same time.
    - Abilities: Attack: Big fireballs; Pain: Fireballs and flamethrower; Melee: Flamethrower
  - Cyber-Mancubus:
    - Description: This one have an area-denial attack, shooting volatile projectiles that stays on the ground for a while and then explodes, damaging everything around him. His armour also gives immunity against splash damage, protecting him from his own explosions. If you get too close, he will grunt and perform a blast attack shooting his cannons at the ground. On pain-state, he will fire his regular projectiles but at a higher speed.
    - Abilities: Melee: Ground blast; Attack: Explosive plasma; Pain: Quick retaliation
  - Revenant:
    - Description: Revenants are back with jetpacks! He can use them in different ways. With his regular attack, he will just plain in position and fire two homing projectiles (that are faster, but causes less damage). However, after going through his Pain State, he may move with his jetpack, boosting his speed dramatically and allowing him to find another position to attack or avoid your shoots.
    - Abilities: Melee: Punch; Attack: Hover and Homing fire; Pain: Jetpack boost and Homing fire
  - Gore Nest:
    - Description: A link to the inner depths of hell, the portals opened by Gore Nests are now wide enough to be used by Lost Souls. Simply acting like a stationary version of Pain Elemental, the Gore Nests are very durable. When destroyed, they will spawn more souls activating two times the sequence used by Pain Elementals. Don’t worry though, most of them will explode right after birth, creating a very intense death animation for this thing.
    - Abilities: Attack: Spawn a Lost Soul; Dead: Spawn multiple Lost Souls (2x)
  - Summoner:
    - Description: Replacing the Arch-vile, Summoners are very, very fast. She can insta-move (or "teleport" if you wish) going from different positions in a matter of seconds. Also, can burst a huge barrage of homing projectiles and resurrect "summon" other enemies next to their dead bodies. Thankfully, she also has less HP than an Arch-Vile and a higher pain chance.
    - Abilities: Chase: Insta-moving; Attack: Projectile barrage; Special: Summoning (reviving)
  - Baron of Hell:
    - Description: Barons are extremely dangerous. They can mix the charge attack from Hell Knights with the explosive projectiles from Cyber-Mancubi. He is also immune to pain stunning and it’s extremely fast. With an aggressive behaviour, Barons of Hell can easily outstanding the player. Be careful and try to keep distance!
    - Abilities: Melee: Punch; Attack: Explosive shots; Attack: Lunge attack; Pain: Inverted sequence
  - Cyberdemon:
    - Description: Big, unpredictable and very powerful. The Balgaar Cybie have a big amount of health and four different Abilities: The unchanged missile attack from vanilla, the blade attack that shot at three different directions and a volley of homing missiles. He can also boost his speed similar to the Revenant, but in a more menacing way.
    - Abilities: Attack: Cyberdemon missiles; Attack: Fire blade attack; Attack: Homing missiles; Pain: Rush (speed boost)
  - Spider Mastermind:
    - Description: Have 3 different attacks that gets more and more dangerous. The first is a fast-paced attack with smaller projectiles, than she uses a spread attack with multi-directional projectiles and a single homing missile. Finally, she finishes with his "telekinetic" attack (that it’s just his habitual hit scan from vanilla). If you activate her pain-state, she will reset this pattern from the beginning, giving you some time before going back to the hit scan phase.
    - Abilities: Attack: Multiple shooting; Attack: Spread shooting and Homing missile; Attack: Telekinesis; Pain: Quick retaliation
- New weapons:
  - VORTEX RIFLE
    - Slot: 1
    - Description: It's a one-hit weapon with perfect accuracy, made for precision shots. It fires all your bullets at once. The more bullets you have, more chance to kill your enemy.
    - PROS: You can use it to aim or kill multiple enemies in a row.
    - CONS: You have one chance to hit your target and you will lose all your bullets. The weapon may look OP, but the lack of ammo can screw you over. Use it wisely.
  - MARK V PISTOL
    - Slot: 2
    - Description: This weapon uses a chargeable energy. You can aim and hold your fire with it.
    - PROS: It's stronger than the regular pistol
    - CONS: It's a lot slower than well
  - HELLSHOT
    - Slot: 3
    - Description: Fire a single-shot with two bolts at the same time. The first one is a strong concentrat shot, the second is more open, closer to a shotgun shot.
    - PROS: You can easily pierce weaker enemies. Deals more damage than a shotgun. The first bolt is accurate and can be used to snipe weaker enemies.
    - CONS: The fire-rate is a lot slower than the shotgun, making you more vulnerable between each shot.
  - THE REAPER
    - Slot: 3
    - Description: It shoots three-times in a row, making it a rapid-fire shotgun weapon. If you decide to concentrate all the shots on a single enemy, it will deal the same amount of damage to an SSG.
    - PROS: Instead of using all the shots on the same enemy, you can spread the damage on more than one target and with relatively good accuracy.
    - CONS: If you miss one of the shots, you will not only waste your ammo but also a good amount of damage. The impact is not as immediate as an SSG shot.
  - HEAVY ASSAULT RIFLE
    - Slot: 4
    - Description: Precise shooting without the need of waiting. Snipe-tapping is 100% accurate.
    - PROS: You can tap your fire to snipe enemies or conserve ammo. There is no cool down animation, making it a better option for weapon-switching.
    - CONS: It's weaker than the chain gun, with slower fire-rate (but it's still more powerful than the regular chain gun from Doom 2)
  - GRENADE LAUNCHER
    - Slot: 5
    - Description: Launch grenades that flies on an arc movement (it will affect Cyber demons as well) The pick-up ammo gives 2 grenades instead of one,
    - PROS: A lot faster than the Rocket Launcher, better control of splash-damage that can be used to hit specific targets or to fire down on holes.
    - CONS: It's short ranged, limiting his use against far-away enemies. The grenade impact deals less damage than a rocket.
  - LIGHTING GUN
    - Slot: 6
    - Description: A precise bolt of energy that can reach enemies at distance or kill them faster when close to them.
    - PROS: Very powerful, can stun and kill enemies very quickly. A mix of hit scan and projectile.
    - CONS: Consumes a lot of energy and It's easy to waste ammo unnecessarily. You will need a good amount of cells for an effective use of it
  - GAUSS CANNON
    - Slot: 7
    - Description: Extremely powerful mid-range weapon that can destroy a single demon with just one shot. It's a bit volatile due to splash-damage, so you may need some time to master it.
    - PROS: A strong blast of energy that can be used to dispatch big enemies almost instantly, dealing a huge amount of damage. Shot with immediate impact - you don't have to wait for projectiles. Consumes less ammo than a BFG shot.
    - CONS: Doesn't have tracers like the BFG 9000 - it's not very effective against large groups of enemies. You have to be precise with your shots.
- New demon abilities:
  - Mancubi with flamethrowers
  - Revenants using jetpacks
  - charging Pinkies
  - insta-moving Summoners
  - all the good stuff!
- Tough weaponry:
  - As the 2x faster Chain gun
  - the Super Chainsaw that can kill almost any demon
  - a _glory-killing_ sequence of punches
  - weapons with faster animations
  - Visually, it’s a mix of the original sprites by Neccronixis with some details from Franco Tieppo's version
- A refined set of enemy sprites:
  - At least a better job compared to my initial attempts from 2016, some of them reworked from scratch
- The Doom4mator:
  - An extensive change of textures / flats to set any map on a Doom 2016 mood,
  - including foundries on the surface of Mars or Hellish canyons filled with toxic waste
- Powered by DMXOPL:
  - The amazing sound bank made by Csonicgo
  - Listen to a new selection of tracks (a few of them from Doom 2016) with improved OPL instruments
  - Perfect for some heavy djent riffs!
- Unusual vanilla effects:
  - Bright maps for sprites and textures
  - Blood splats on floors
  - A custom palette with vivid tones
  - New COLORMAP tint effects
  - Aligned weapons when fired
  - Quick-weapon switching
  - Monsters with multiple abilities
  

 

 

Maybe you can use this CHANGELOG to document all future changes in the development of D4V and even attach it to the respective release as a file.

 

The only things missing are:

 

  1. The integration of the D4V-Lite version: Is there a separate CHANGELOG for this version? I noticed that the development of D4V-Lite was not official at first, later it was included in the regular versions, but now it has been removed from the regular versions again.
  2. The integration of the Unhitched version by @Grizzly: Is this version official approved and still active in development? Is the integration in the regular versions planned?
  3. Version 3.0: When version 3.0 was released, no changes were documented. Is there a separate CHANGELOG for this version?

 

best regards

 

 

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Dear @Noiser,

 

thanks for your response. Here are my latest updates of my research of the Soundtrack of D4V:

| Filename     | Artist                      | Title                                | Album                                      |
| ------------ | --------------------------- | ------------------------------------ | ------------------------------------------ |
| D_ADRIAN.MID | @Nabernizer (apb)           | Argent Facility                      | [DOOM 2016 Midis][1]                       |
| D_AMPIE.MID  | @silentzorah (Jay Reichard) | At Doom's Gate (MAP09 Remix)         | [Project Redux][5]                         |
| D_BETWEE.MID | @Nabernizer (apb)           | BFG Division                         | [DOOM 2016 Midis][1]                       |
| D_COUNT2.MID | @PRIMEVAL (John S. Weekley) | Overload                             | [Plutonia: Revisited Community Project][4] |
| D_COUNTD.MID | #NA                         | #NA                                  | #NA                                        |
| D_DDTBL3.MID | #NA                         | #NA                                  | #NA                                        |
| D_DEAD2.MID  | #NA                         | #NA                                  | #NA                                        |
| D_DEAD.MID   | @silentzorah (Jay Reichard) | Shawn's got the Shotgun (E1M4 Remix) | [Project Redux][5]                         |
| D_DM2INT.MID | #NA                         | #NA                                  | #NA                                        |
| D_DM2TTL.MID | #NA                         | #NA                                  | #NA                                        |
| D_DOOM2.MID  | @Immorpher (#NA)            | Machine                              | [Evolved Fury][6]                          |
| D_DOOM.MID   | @PRIMEVAL (John S. Weekley) | Jungle                               | [Plutonia: Revisited Community Project][4] |
| D_EVIL.MID   | #NA                         | #NA                                  | #NA                                        |
| D_MESSAG.MID | @silentzorah (Jay Reichard) | Deep into the Code (E1M1 Remix)      | [Project Redux][5]                         |
| D_MESSG2.MID | @silentzorah (Jay Reichard) | Demons on the Prey (Redux)           | [Project Redux][5]                         |
| D_OPENIN.MID | #NA                         | Trash; Melodic Death                 | #NA                                        |
| D_READ_M.MID | @Jimmy (James Paddock)      | Ambience                             | [Old MIDIs][2]                             |
| D_ROMER2.MID | #NA                         | #NA                                  | #NA                                        |
| D_ROMERO.MID | @ViscraMaelstrom (#NA)      | On the Hunt (E1M6 Remix)             | [Project Doomjockey][3]                    |
| D_SHAWN2.MID | @PRIMEVAL (John S. Weekley) | Stone Halls                          | [Plutonia: Revisited Community Project][4] |
| D_THEDA2.MID | @ViscraMaelstrom (#NA)      | Suspense (E1M5 Remix)                | [Project Doomjockey][3]                    |
| D_THEDA3.MID | @Jimmy (James Paddock)      | Nine Feet Under                      | [Flashback to Hell][2]                     |
| D_ULTIMA.MID | #NA                         | Electric Bass                        | #NA                                        |

 

Remarks

 

1. Duplicate MIDI track files (1-to-1 copies) are not listed.

2. #NA stands for "Information not available".

 

Summary

 

1. 14 tracks I could completely identify.

2. 9 tracks are still pending, maybe these are the songs of the following artists, which I am still looking for and are not listed yet:

    - @#NA (Frankibo): No profile found

    - @pcorf / @timpani (Paul Corfiatis)

3. The non-exhaustive list of free-to-use MIDI music from the doomwiki.org was a great help.

 

Source

 

[1]: https://doomworld.com/vb/thread/88875

[2]: https://jamespaddockmusic.com/midis

[3]: https://doomworld.com/vb/thread/72696

[4]: https://doomworld.com/vb/thread/55598

[5]: https://forum.zdoom.org/viewtopic.php?t=64443

[6]: https://doomworld.com/vb/thread/102741

 

@Noiser: Do you have any more information, so that i can continue my research in detail? I think that the missing tracks might have been changed and don't match the original, the search for them won't be easy.

 

Stay healthy and well.

 

Thanks for your support and best regards

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On 4/28/2020 at 1:58 AM, <

Where is the list of maps that this wad contains?

That Screenshot is from Btsx Map05, I guess?

image.png.0bc46d3b6f1323a7b378fa2630aaa487.png

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On 5/22/2020 at 3:47 AM, xzotikk said:

I had a crash when I tried loading this just with plutonia.wad and no other wads on both Crispy and Choco.

Did you forget to add D4V.wad and d4v.deh together with plutonia?

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2 hours ago, Mr.S Retro said:

Did you forget to add D4V.wad and d4v.deh together with plutonia?

I don't think so, lol.

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So someone probably already asked this, but is there a way to remove some of the swapped assets? I like the new textures for the consoles and switches, but I think swapping nukage for lava and re-coloring many of the outdoor textures seems a bit excessive. It can really mess with the mood a lot of maps are going for.

 

Is it as simple as just going into the wad file and ripping out the stuff I don't want? Or will that cause errors?

 

EDIT: Yup. It's pretty much that easy.

Alright, I guess that's my one minor gripe with D4V sorted.

Good job.

Edited by HQDefault

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On 7/11/2020 at 12:18 PM, talond66 said:

The integration of the Unhitched version by @Grizzly: Is this version official approved and still active in development? Is the integration in the regular versions planned?

The only thing I did for the Unhitched version was repackaging: Keeping the stable releases of Choco and Crispy in seperate folders to prevent them having their respective DLL files conflict: They use the same libraries, but Choco 3.0.0 was built on older ones. An alternative is to use the daily builds of both from the same day.

 

 No wad files were changed. Just hook up the wads from the mod with the latest versions of Crispy and/or Chocolate and you should be golden.

 

(In fact, I would recommend just using Crispy for everything: Choco is cool, but Crispy allows you to run a vanilla experience anyway and switch convenience features on the fly)

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Oh. My. GOSH!

 

I stumbled upon this looking at the Cacowards and WOW. The screenshots already drew me in, but that trailer made me download it for sure. I've sadly been unable to play the latest DOOM games, so this mod was definitely a must get for me.

 

I just started it and I am loving it! I love the sound effects and how the weapons handle so far! I might make an LP of it sometime~

 

(Also I love the little floppy image you made!)

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Because there are no official maps for D4V I decided to make a map01 prototype, I may make more maps for d4v in the future but for now this is a little remake of the proluoge level in doom 4. Enjoy and feedback is always helpful towards making future maps. (BTW this is meant to be played on the medium skill, hard introduces enemies before their actual debut.)

 

-=Download=-

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