NightFright Posted October 8, 2019 On 10/4/2019 at 4:44 PM, AmethystViper said: Thank you, though I noticed there's a bit of the Armor graphic is missing a piece/something doesn't look right on the lower right corner for the Armor counter for the HUD. Well, I gotta break it to ya: That's the way it is in the unaltered STBAR lump in D4V. And just to make sure I checked Back to Saturn X, it looks exactly the same there. That small square in the bottom right corner is absolutely intended and 100% authentic. Stamp of approval, bam, done. 1 Quote Share this post Link to post
RedSwirl Posted October 10, 2019 Having a little bit of trouble running this in ZDoom with Scythe. A few errors show up when it first loads but the game still starts and seems to run fine. Then it crashes once I complete Map 10 of Scythe. 0 Quote Share this post Link to post
AmethystViper Posted October 11, 2019 On 10/8/2019 at 10:22 AM, NightFright said: Well, I gotta break it to ya: That's the way it is in the unaltered STBAR lump in D4V. And just to make sure I checked Back to Saturn X, it looks exactly the same there. That small square in the bottom right corner is absolutely intended and 100% authentic. Stamp of approval, bam, done. Ah I see, thank you for the clarification. 0 Quote Share this post Link to post
chowbar Posted October 11, 2019 Yo @Noiser, quick question, this texture change is intentional right? 0 Quote Share this post Link to post
Pablo_Doom_Guy Posted October 11, 2019 23 hours ago, RedSwirl said: Having a little bit of trouble running this in ZDoom with Scythe. A few errors show up when it first loads but the game still starts and seems to run fine. Then it crashes once I complete Map 10 of Scythe. i get some warnings , no erros , and i can finish the level without any problem, once everything explodes and you die the level finishes and i can start level 11, tested on zdoom 2.7.1 with scythe + fscythe + d4v +d4v "fist fix " 0 Quote Share this post Link to post
RedSwirl Posted October 11, 2019 39 minutes ago, Pablo_Doom_Guy said: i get some warnings , no erros , and i can finish the level without any problem, once everything explodes and you die the level finishes and i can start level 11, tested on zdoom 2.7.1 with scythe + fscythe + d4v +d4v "fist fix " I'm using a later version of GZDoom (like 3.7-something) but not with those same things loaded. Guess I should try those. 0 Quote Share this post Link to post
Pablo_Doom_Guy Posted October 11, 2019 30 minutes ago, RedSwirl said: I'm using a later version of GZDoom (like 3.7-something) but not with those same things loaded. Guess I should try those. fscythe.wad is the one you need , d4vf only fixes the the way the fists are displayed , if you drag and drop your pwads make sure to select scythe and fscythe , if you have your own menu using .bat files the line should look like this gzdoom -iwad doom2.wad -file scythe.wad fscythe.wad d4v.wad assuming you have all your wad files on the same folder I've tested it on gzdoom 4.2.0 0 Quote Share this post Link to post
Mistah Jorge Posted October 11, 2019 (edited) Oi, i think i've found why the maps 2m8, e3m8 softlock (at least on gzdoom): Go to either map and use the console to spawn the map's boss and kill whatever you've just spawned, there, no more softlock. I think the maps are hardcoded or something in a way that won't let the player advance until the cyber demon (in this mod replaced by cyber mancubus) on map e2m8 or the spider mastermind (ironically replaced with the cyberdemon) on map e3m8 die. Edited October 12, 2019 by Mistah Jorge 1 Quote Share this post Link to post
Krazov Posted October 12, 2019 (edited) Let me say first, kudos. Amazing job. I return to playing Doom over summer where I had a computer but no Internet so I had to use what I have. Doom was on my hard drive. I played Chex Quest, then The Adventures of Square, and then HacX. I realised that while I like Doom’s mechanics, I am a bit worn out with classic view. Some sort of reskin was what I craved. And then I stumbled upon D4V. Exactly what I needed. It rebalanced the gameplay and made it more dynamic, albeit not unfair (and I’m saying this as someone who learns to play with gamepad, after years of keyboard plus mouse). Truly refreshing experience. Perhaps a gamechanger (if there would be a lot of D4V-in-mind maps). Two things I don’t like: 1. Rather minor is CyberMancubi attack which makes it poor arachnotron replacement. It actually makes it easier opponent. While Baron of Hell has the same projectile, Baron himself is very fast so he makes up for it. CyberMancubi however, not. This won’t be a problem though with dedicated maps (Hell Razer is a good replacement of arachnotron and chaingunner at the same time). 2. I don’t understand why liquids were swapped they way they were. I did read on the previous pages that it came from Doom 2016 but adjusting it for Classic Doom would work better in my opinion. Melted metal (?) instead of toxic is fine, as it’s still industrial type of liquid (however, by the texture itself it should by default give a lot of damage, lava-like almost), but blood instead of water, and toxic instead of blood messes up with intended feeling. The strangest change is that Bloodfalls from Doom 2 become Toxicfalls. Also, a lot of Hell-themed maps use blood as a liquid, which will now become toxic waste. Kind of mood-breaker for me. But apart from those two points, it’s just perfect. [edit] Also, this is a huge loss for me. I understand different colours for button but why this? I guess, it limits WAD to maps done with D4V in mind. Edited October 12, 2019 by Krazov A new finding 0 Quote Share this post Link to post
RedSwirl Posted October 12, 2019 21 hours ago, Pablo_Doom_Guy said: fscythe.wad is the one you need , d4vf only fixes the the way the fists are displayed , if you drag and drop your pwads make sure to select scythe and fscythe , if you have your own menu using .bat files the line should look like this gzdoom -iwad doom2.wad -file scythe.wad fscythe.wad d4v.wad assuming you have all your wad files on the same folder I've tested it on gzdoom 4.2.0 I use shortcuts with command line arguments but that worked, thanks. 0 Quote Share this post Link to post
daedalius Posted October 12, 2019 I signed up just to say how amazing this mod is, I played through all 30 something maps! The map with, uh, 1000s of enemies and BFG ammo everywhere was definitely my favorite, I am sad to say I had to use slayer mode to beat the finale though lol. Amazing work, I'll be watching for more! 2 Quote Share this post Link to post
Noiser Posted October 12, 2019 (edited) 13 hours ago, Krazov said: The strangest change is that Bloodfalls from Doom 2 become Toxicfalls. Also, a lot of Hell-themed maps use blood as a liquid, which will now become toxic waste. Kind of mood-breaker for me. Sorry, but that's part of the experience :-( I don't have plans to change it right now. On 10/10/2019 at 4:41 PM, RedSwirl said: Having a little bit of trouble running this in ZDoom with Scythe. A few errors show up when it first loads but the game still starts and seems to run fine. Then it crashes once I complete Map 10 of Scythe. What version you're using? Be sure to get the latest one (v2.8.1). On 10/11/2019 at 2:04 AM, chowbar said: Yo @Noiser, quick question, this texture change is intentional right? yup! Edited October 12, 2019 by Noiser 3 Quote Share this post Link to post
Noiser Posted October 12, 2019 (edited) This version have 8 optional weapons that can be individually picked to replace the regular ones - so you will be able to build your own set mixing the new with the regular ones. Each weapon changes the gameplay in some way, with some degree of CONS and PROS in regard to the regular ones. I want to take a second to thank everyone who said nice things or helped me with feedback and criticism. I wasn't expecting this reception when I first released this mod. Thank you very much!CHANGELOG v2.0: Spoiler AESTHETICAL: 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. BFG 9000 have two new frames of animation and was also reworked to look smoother and more powerful. XDeath (gibbing animation) was improved with more blood and particles. Chainsaw have a new idle animation (the old one still can be seen when switching to another weapon). When walking + attacking, the weapon will smoothly align to the center of the screen. Added some blue spots for the Plasma Rifle Fists will do a very slight movement when switching weapons Hell Razers and Cacodemons can be gibbed (Cacodemons will explode) Better compatibility with TNT and Plutonia textures (brightmaps) Fixed the skies not being replaced on TNT Better compatibility for the pwad 3 houres d' agonie 3 Added the correct posture for the fists - thanks @Zodomaniac BFG now have a slower movebob (don't affect gameplay) Non-explosive barrels are now black The pistol now have his own pickup sprite GAMEPLAY: Added the new optional weapons Weapon switching is even faster The Baron of Hell was nerfed a bit The Baron of Hell have a new pain-activated move that goes right to the lunge attack Changed the SS replacer from a possessed to a sergeant Hell Razer will attack a bit more faster Hell Razer beam can go a lot further now (I reduced the limit) Cacodemon quick-retaliation is 1 frame faster Rockets are 1 tic faster Chainsaw was slighly rebalanced again Gore Nests are a little less durable Gore Nests will hurt you if you try to block Lost Souls with your body OTHERS: Cleaned up the WAD file from junk and unused assets Added the improved ipxsetup.exe - thanks @Doomkid INSTRUCTIONS (VERY IMPORTANT) + DOWNLOAD: Spoiler ================================================!!! ATTENTION !!! The VORTEX RIFLE uses a very gimmicky code to work and for that reason will not run on any port. It will work fine on Chocolate and Crispy Doom. Other ports that are closer to vanilla have a good chance to work as well. I also made two specific versions that will run on: prBOOM+ (use VORTEX_prBOOM+.DEH instead of 1_VORTEX.DEH) Doom Retro (use VORTEX_DoomRetro.deh instead of 1_VORTEX.DEH) The weapon will work on ZDoom ports. No additional files needed. ================================================ HOW TO USE THE NEW WEAPONS: For any port that isn't ZDoom-based or Eternity: You need to use command lines or a launcher like ZDL. Just choose any DEH weapon you want to replace and add them at the end of the line - for example: crispy-doom -file SCYTHE.WAD D4V.WAD FSCYTHE.WAD -nodeh -deh D4V.deh 2_MARKV.deh 3_REAPER.deh 7_GAUSS.deh (...) - The -nodeh parameter after D4V.WAD is very important, don't forget it - You can also open the bat files included on the pack to add your weapons. For ZDOOM-based ports (GZDoom, ZDoom, Zandronum) DON'T LOAD the additional DEHs files. Just run the mod as normal and go to the options menu. You will see a new option called "D4V - WEAPON SETUP" where you can select your weapon. For the Eternity Engine On Eternity you will have to remove the DEHACKED lump on D4V.WAD using a program like Slade. Unfortunately the Vortex Rifle will not work here. for MS-DOS (DOOM2.WAD) Download the MS-DOS EDITION. You will see that the launcher have a new option made to set your weapons. You can also access this menu typing WEAPONS.BAT. DOWNLOAD 2.5.9 REGULAR Spoiler VORTEX RIFLE - SLOT 01 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 02 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 as well HELLSHOT - SLOT 03 Fire a single-shot with two bolts at the same time. The first one is a strong concentrated shot, the second is closer to a shotgun shot. PROS: You can easily pierce weaker enemies, deals more damage than a shotgun and the first bolt is 100% accurate. CONS: Fire rate is a lot slower than the shotgun, making you more vulnerable between each shot. THE REAPER - SLOT 03 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 of a SSG. PROS: 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 ammo but also a good amount of damage. The impact is not as immediate as a SSG shot. HEAVY ASSAULT RIFLE - SLOT 04 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 cooldown animation, making it a better option for weapon-switching. CONS: It's weaker than the chaingun, with slower fire-rate (but it's still more powerful than the regular chaingun from Doom 2) GRENADE LAUNCHER - SLOT 05 Launch granades that flies on an arc movement (it will affect Cyberdemons 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 06 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 hitscan 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 07 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. 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. Edited March 12, 2020 by Noiser 23 Quote Share this post Link to post
Linguica Posted October 13, 2019 1 hour ago, Noiser said: !!! ATTENTION !!! The VORTEX RIFLE uses a very gimmicky code to work and for that reason will not run on any port. It will work fine on Chocolate and Crispy Doom 8 Quote Share this post Link to post
Krazov Posted October 13, 2019 4 hours ago, Noiser said: Sorry, but that's part of the experience :-( I don't have plans to change it right now. That’s actually fine, as it inspired me to learn how to use Slade3 to remove content that I had problem with. I will make the subset I want. Also, as I understand, I can use—with the right credits—desired parts of this WAD to bundle it with levels I’d make (maybe I finish something this time). Again, this WAD brought a refreshment to Doom. A refreshment I needed. Good job and if you have a vision, follow it. 1 Quote Share this post Link to post
Pablo_Doom_Guy Posted October 13, 2019 (edited) WOW , this is really a HUGE upgrade to an already great MOD , by far the best gameplay mod created for doom , and the most important to me , vanilla compatible =) i'm super happy , thank you !! Edited October 13, 2019 by Pablo_Doom_Guy 0 Quote Share this post Link to post
Linguica Posted October 13, 2019 Some spicy intercept overflow action I see. 3 Quote Share this post Link to post
Noiser Posted October 13, 2019 (edited) 40 minutes ago, Linguica said: Some spicy intercept overflow action I see. Oh shit. Never happened to me, and I playtested it a lot. I should be worried or this was very specific? Edited October 13, 2019 by Noiser 2 Quote Share this post Link to post
Linguica Posted October 13, 2019 No clue. I loaded it in Chocolate Doom and that's what happened. I wouldn't worry about it too much, when you are at the bleeding edge of vanilla modding sometimes shit happens. Also because it seems relevant 2 Quote Share this post Link to post
Noiser Posted October 13, 2019 I think I can mitigate this lowering the max ammo a bit more. I will make some tests. 1 Quote Share this post Link to post
Tango Posted October 13, 2019 hell yeah, these new weapons sound awesome! 0 Quote Share this post Link to post
Hard2Poop Posted October 13, 2019 I love this mod! I completed Episodes 1-3 on Nightmare running version 1.2 of this mod. Because of the Baron of Hell balance changes in version 2.0, I'll run through the maps again, but here are some things I noticed that weren't in the 2.0 changelog, maybe I missed a version, but anyway: -The D4V cyberdemon lost his special attacks :( Now he just behaves like a normal cyberdemon (his in-game name is now "Cyber-mancubus") -When I load D4V v2.0 in Crispy Doom, the D4V version of the Spidermastermind is there, but, -when I load D4V v2.0 in GZDoom, the Spidermastermind becomes the "Balraag Cyberdemon", which is the old D4V cyberdemon with the special attacks. -I personally preferred the pre-nerf crazy bat-shit-insane Baron of Hell. He is no good for single-segment attempts, but I'm not a speedrunner so I don't care. I already got used to saving the game before fighting them and having crazy insane fights with them. Their splash damage attack is their strength but also actually their weakness, since you can get them to infight with other demons that way, even other Barons of Hell. -I appreciate the minigun nerf, it was pretty overpowered before -I like giving the zombies a ranged attack! They were way to easy before. -The zombies death sprites don't seem to be working. In both Crispy and GZDoom, they appear to be floating in the air, instead of lying dead on the ground -Not sure how I feel about the pistol/shotgun nerfs. I don't think it hurt to have the pistol firing fast like in v1.2, it's not like you ever use the pistol anyway. The shotgun nerf I suppose had to happen -I appreciate the rocket launcher buff. It definately felt weak before and I almost never used it. Even the minor ROF buff should make it way more useful in my runs. I know you can't please everybody, but for me, the Cyberdemon and Baron of Hell nerfs kill it for me :( I suppose the Baron nerf had to happen because of the player weapon nerfs. The minigun used to be fine at killing them, but with the minigun/shotgun nerfs, I imagine they are virtually impossible to deal with without rockets/plasma. I'd have to do some playtesting in my runs to say for sure I'll end on a positive note, though, and that is that I love the texture changes, like changing the damaging floor textures, I think they look better. And I like the new belt-fed machine gun over the chaingun (it should not be called a "heavy assault rifle," though! assault rifles are not belt-fed! I'd prefer the name "General Purpose Machine Gun." It's a fictional weapon so what it is is up to you. Here is a video on the terminology and differences between light machinegun / medium machinegun / general purpose machinegun / heavy / etc. if you care https://www.youtube.com/watch?v=z8aAXsJRzTM ) I personally love running this on Crispy Doom, as Crispy Doom is the only source port that lets you add vertical recoil! The screen shaking makes even the pistol feel mighty, and the jarring recoil when firing rockets makes the rocket launcher feel especially powerful, especially with the D4V rocket launcher sprite! You would think that all these fancy modern source ports would have that recoil option too... Crispy Doom also has a unique crosshair option that makes the crosshair behave like a laser sight - it shines a dot on the wall that looks/behaves like a laser sight, and the dot locks on to enemies when you auto-aim! I've been having so much fun playing D4V that I don't even play multiplayer games anymore, something that I NEVER thought would happen. I'm not a competitive speedrunner, so I like to come up with my own routes for each of the episodes. I play on Nightmare so my personal routes are all about maximizing my chances of completing the episode with 0 deaths, so sometimes I LEAVE a mega armor/soulsphere behind, and come back to it right before I exit the level, after I've already lost most of my armor/HP. I come up with my routes by watching world record nightmare-speed and nightmare-100s speedruns on youtube, playing both routes on a lower difficulty, deciding which secrets to take/leave, memorizing the routes with NoMo, then playing them on Nightmare :) 1 Quote Share this post Link to post
Noiser Posted October 13, 2019 (edited) 1 hour ago, Hard2Poop said: -The D4V cyberdemon lost his special attacks :( Now he just behaves like a normal cyberdemon (his in-game name is now "Cyber-mancubus") Oh shit I forgot to put the DEHACKED lump inside D4V.WAD again. You've been playing WITHOUT the deh file. Please, download it again (I fixed it already) or load D4V.deh with the WAD. Edited October 13, 2019 by Noiser 2 Quote Share this post Link to post
Hard2Poop Posted October 13, 2019 TY for the fast response, I just downloaded the new, new version. I am very new to modding, and I'm having trouble with something and have no idea what's going on: Earlier, when I was testing v2.0, the pistol and shotgun were firing much slower, so I thought they got nerfed. I'm assuming they were using the original Doom rate of fire. Now, as I am testing v2.0, the pistol and shotgun are shooting much faster again. I have no idea if the slow rate of fire was a bug, or if the weapons did indeed get nerfed, either way, they are firing much faster than in the original Doom. I am running the game using a command line I made: ports\crispy-doom -iwad doom.wad -file SIGIL_v1_21.wad D4V.WAD -nodeh -deh D4V.deh 4_HAR.deh 0 Quote Share this post Link to post
Noiser Posted October 13, 2019 (edited) As I said, I forgot to put back the DEHACKED lump inside D4V.WAD, that's the reason why you experienced all these oddities - including what you think it was a "nerf" for the Baron. I re-uploaded the zip file and everything should work as intended now. Edited October 13, 2019 by Noiser 3 Quote Share this post Link to post
Hard2Poop Posted October 13, 2019 Ah, tyvm! Dude this is dope, I'm gonna crack out now and grind some episodes, thanks for all your hard work 1 Quote Share this post Link to post
Pablo_Doom_Guy Posted October 13, 2019 1 hour ago, Hard2Poop said: I personally love running this on Crispy Doom, as Crispy Doom is the only source port that lets you add vertical recoil! Marine Best Friend (MBF) For MS-DOS has this option as well =) 1 Quote Share this post Link to post
TheDoomPlayer Posted October 13, 2019 This is great! question: Do you HAVE to choose your loadouts? or do the weapons spawn in the maps ? 0 Quote Share this post Link to post
Hard2Poop Posted October 13, 2019 I dunno what that is, homie. Should I look into it? I'm still pretty new. I feel like no one sourceport has everything I want. I want diminishing lighting. I noticed some of the original maps look like crap without the original Doom lighting - the most vivid example is Sigil's Episode 5 map 8 (I know this isn't technically an original map but that is where I noticed the flaw the most). Doom Retro and Crispy Doom accomplish this look the best in the sourceports I've tried so far. I want vertical recoil, and only one I've found with it so far is Crispy. I want full 1920x1080, instead of the 4:3 that Crispy Doom has. I know Doom Retro *almost* accomplishes full 1920x1080 with the same retro look by clever screen resizing, but Doom Retro lacks the vertical recoil. I want the projected crosshair, or as I like to think of it, the laser sight. Crispy Doom is the only one so far that has the projected crosshair that also locks on to enemies to show you where the auto-aim is pointing. You would THINK that full 1920x1080 resolution would be more important than adding a little screen-shake when you shoot your gun... but after experiencing the vertical recoil in Crispy Doom, I literally cannot go back to anything else. I mean I will go back to GZDoom once I go back to running Brutal Doom+XVME, but only because I have to use GZDoom for that. I can use Zandronum too but the Brutal Doom flashlight does not work on Zandronum, and the flashlight is a must for me now when I play Brutal Doom. I can't see shit without it in dark areas like the dark sectors in E1M2. You would think this problem would be even WORSE in Crispy Doom but I think the laser sight + auto-aim make this a non-issue. 0 Quote Share this post Link to post
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