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DOOM 4 VANILLA v3.2


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  On 6/19/2021 at 7:07 PM, st0jan said:

i need some help with key bindings - cannot sem to change USE key from space to E in crispy doom config app in ports folder although i confirm save configuration in the menu. I also checked the default.cfg key assignments but there is no matching key code value table where spacebar is 57 which coresponds to USE). I'm using the latest package 3.2.1

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That's weird, did you tried to change it on the "crispness menu"?
 

  Quote

PS-Can i enable free mouse vertical look entire axis wise?

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You can enable freelook on Crispy Doom, not sure about the whole axis though.

Edited by Noiser

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Try changing it from the "SETUP-choco.bat" shortcut, I think the settings will be applied on both source ports. You can also try to launch the mod on other ports if you want.

I'm taking some time from D4V updates now, but when I come back I will try to make this whole thing easier.

Edited by Noiser

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  • 2 weeks later...

I've noticed that the lava and nukage textures are swapped - as in, whenever nukage should appear, lava appears instead, and wherever lava should appear, nukage appears instead. The green and red torches are also swapped around. This messes up the aesthetics of some maps (screenshots are of JPCP maps 27 and 28):

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I'm fine with these differences, however I'm aware this can also be an issue so I want to give more options on the future.

 

From a few posts before:

  On 1/22/2021 at 5:49 PM, Noiser said:

@Gez explained the reason behind the flat swap on the last page. It was a conscious (and aesthetical) choice.
I want to remove the liquid swap on D4V-lite (a version of the mod I didn't updated for a long time), but there's some things I would have to change on my workflow first in order to make it happen.

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Edited by Noiser

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  On 7/12/2021 at 5:21 PM, Noiser said:

I'm fine with these differences, however I'm aware this can also be an issue so I want to give more options on the future.

 

From a few posts before:

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Yeah an updated D4V-lite would in fact be exactly what I want.

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  • 3 weeks later...

I need help, I can't get it to run on GZDoom for Android, it just crashes after the black screen, I'm trying to load just the WAD along with the DOOM2.wad how can I fix it?

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  • 3 weeks later...
  On 8/31/2019 at 7:34 PM, Noiser said:

axa.png.84af1381b894dbc832385f41660911a3.png
------------------------------------------------------------------
[V2.0] [v2.1] [v2.2] [v2.3] [V2.4] [V.2.5] [V.2.5.9] 

[V3.0] [V3.1] [V3.2] [V3.2.1] < NEW
------------------------------------------------------------------

 

DOOM 4 VANILLA

aka Doom 2016 the Way 1993 Did It

 

After almost two years, I'm proud to announce my biggest project so far: It's a gameplay mod inspired by Doom 2016, made to be compatible with any source-port (or without any of them). 


100% vanilla compatible and full of dehacked tricks! All under the limitations of the original Doom2.exe. 

SCREEN222.PNG.ed03549dcf4e3069837e47d0744c7af3.PNG  212170845_image(1).png.f0d2b6b054b7a9ea68205fd2f29a3253.png

image(3).png.276fca6105310d8f64ae335dad828fec.png  18534362_image(2).png.2b6d1baf6a7cb542c95da74d4d477fc9.png  


--------------------------
*** FEATURES ***
-------------------------

  • New demon abilities:
    Mancubi with flamethrowers, Revenants using jetpacks, charging Pinkies, insta-moving Summoners... all the good stuff!
  • Tough weaponry:
    As the 2x faster Chaingun, the Super Chainsaw that can kill almost any demon, a “glory-killing” sequence of punches and weapons with faster animations. Visually, it’s a mix of the original sprites by Neccronixis with some details from Franco Tieppo's version. 
  • Extra-weapons: 
  • Version 2.0 also added 8 new weapons (including the Gauss Cannon) that can be individually picked to replace the regular ones.
  • A refined set of enemy sprites:
    At least a better job compared to my initial attempts from 2016, some of them reworked from scratch. You can see the full bestiary down here.
  • 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 goo.
  • Powered by DMXOPL:
    The amazing soundbank 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:
    • Brightmaps 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

TRAILER
Watch it on 1080p for the BEST experience:
 

 



2.PNG.2bc84410f838757de726609e7032ddc3.PNG

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image.png.dc97d12ede45cdb8bfae6d34c7a4ee56.png 

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3.PNG.9a56d3252e794da96b1a67c8accbc182.PNG

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4.PNG.9fdb9df6454ac6b07a73b5cbae6dd14d.PNG

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image.png.5df46e650557f48334f4652df49fa0c6.png 

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5.PNG.0d8ae586c03bf2f18083001f82d01da7.PNG

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MAPS MADE FOR D4V:

 

RECOMENDED WADS:

  Reveal hidden contents

 

 

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how to download it?

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  On 7/28/2021 at 1:24 AM, Cheesenolives said:

I need help, I can't get it to run on GZDoom for Android, it just crashes after the black screen, I'm trying to load just the WAD along with the DOOM2.wad how can I fix it?

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How did you load the mod - and what file? It's not supposed to crash at all.

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  On 8/18/2021 at 8:50 AM, TheNoob_Gamer said:

How did you load the mod - and what file? It's not supposed to crash at all.

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I loaded the Dv4.WAD along with the Doom2 wad, but I'm guessing it won't work with that app, it's the GZDOOM for Android that I was using but I'm going to try Delta touch instead 

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  On 8/20/2021 at 4:25 PM, Cheesenolives said:

I loaded the Dv4.WAD along with the Doom2 wad, but I'm guessing it won't work with that app, it's the GZDOOM for Android that I was using but I'm going to try Delta touch instead 

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Yeah, it is recommended to use Delta Touch instead. That GZDoom build is pretty outdated and can easily causes issues.

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  • 2 weeks later...
  • 3 months later...
  • 1 month later...

Hey!

 

I am trying to play D4V on Doom Retro 4.4.3, but none of the .dehs for alternenative versions work... VORTEX_DoomRetro.deh doesn't work either. After trying to shoot alternative weapons they just get stuck in some broken animation loop or something. However everything works fine on crispy doom 5.10.3.

 

What might be the problem? I remember playing it just fine on some older Doom Retro versions.

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  • 3 weeks later...
  • 2 weeks later...

 

So I wish to create a wad that uses Doom 4 Vanilla but for that to happen I'd probably need to use someone's help.

I'm bound to run into a whole host of problems, for starters:

- The boss eye keeps spawning Spiderdemons, is there a way to modify this

- Is there a way to include the extra weapon replacements in the wad

- Is there a way to have arachnotrons in the wad

Edited by game

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  • 2 weeks later...
  On 3/5/2022 at 9:46 PM, game said:

 

So I wish to create a wad that uses Doom 4 Vanilla but for that to happen I'd probably need to use someone's help.

I'm bound to run into a whole host of problems, for starters:

- The boss eye keeps spawning Spiderdemons, is there a way to modify this

- Is there a way to include the extra weapon replacements in the wad

- Is there a way to have arachnotrons in the wad

Expand  

For the first one, It's because the spiderdemon replaces the arachnotron, so the cyber-mancubus can have blast damage immunity. 

For the second one, not sure if you can (with very little experience with the many doom map editors out there, Doom builder, ultimate doom builder, slade etc.,  I don't know if it is possible to do so)

For the third one, I think the arachnotron replaces the mancubus and the mancubus replaces something idk. Nvm Noiser explained it already.

Edited by Codename_Delta
Reasons

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  • 2 weeks later...

Somewhat minor bugs I've encountered using Vortex on PrBoom+ (and by extension DSDA Doom)

  • The appearance of the chainsaw pick-up in levels stays the same when the vortex is loaded, as opposed to its vortex look on other ports.
  • Switching back to fists takes several tries, doomguy keeps putting the vortex away and bring it back up. Rarely he'll switch to fists on the first try, but usually it takes about 5 to 10 button presses.
  • While trying to switch, if you're facing a wall you'll see a single spark as if you chainsawed the wall for one tick. This is graphical only, it doesn't spend any ammo or alert enemies.

Tested on PrBoom+ 2.6.2 and DSDA Doom 0.24.1 on Doom 2 IWAD (no PWADs) with VORTEX_prBOOM+.deh.

 

Doom Retro also seems to have issues with this gun but I think that has been brought to attention already.

Edited by Artbor

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  • 4 weeks later...
  On 4/18/2022 at 1:32 AM, allanwesleybp said:

Any way to make this work with Doom Zero and Eviternity?

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Unfortunately, my friend, those wads won’t mesh well w/ this mod since it already changes up the monsters and weapons in the PWAD. We have this thread to explain why, it’s just the way it is :(. However, you can play D4V w/ other wads that don’t really change up enemies and just have the base enemies as is.

Edited by VoanHead

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I have no idea how much is this relevant (or maybe I am just doing something wrong).
I was testing my mapset with the mod in DSDA doom (same happens in PRBoom+) and found out

that hell knight seemingly ignore all kinds of (or maybe all, haven´t tested all of them) TP lines.

I made a test map with few kinds of TP trigger lines to make sure.

 

3MB gif of TP testing.

  Reveal hidden contents

 

Barons have no issue with TP lines apparently. Like I said, not sure if it is a bug or what.
I searched this thread if anybody asked or reported this, but I haven´t found anything.

So if this is known or mentioned elsewhere, my apologies.

 

NEVERMIND -nodeh solves the issue... for a price.

Edited by Shawny
Problem solved... I guess.

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  • 2 weeks later...

So, I love this mod but I have a question.  I'm trying to run it along with Doom64 for Doom 2 but there's a bug in map02 that won't allow me to open the pillar with the blue armour beside the blue key door.  The switch doesn't activate.  Is there a workaround for this or am I out of luck.  Ideally, I'd love to play with both these mods through Woof.

 

Also, I have a request.  Would a weapons only version be possible?  Also, bonus request.  Would you consider making a mod only containing your blood effects.  I love the permanent blood on the floor of my vanilla maps. :)

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  • 2 weeks later...
  On 8/31/2019 at 7:34 PM, Noiser said:

axa.png.84af1381b894dbc832385f41660911a3.png
------------------------------------------------------------------
[V2.0] [v2.1] [v2.2] [v2.3] [V2.4] [V.2.5] [V.2.5.9] 

[V3.0] [V3.1] [V3.2] [V3.2.1] < NEW
------------------------------------------------------------------

 

DOOM 4 VANILLA

aka Doom 2016 the Way 1993 Did It

 

After almost two years, I'm proud to announce my biggest project so far: It's a gameplay mod inspired by Doom 2016, made to be compatible with any source-port (or without any of them). 


100% vanilla compatible and full of dehacked tricks! All under the limitations of the original Doom2.exe. 

SCREEN222.PNG.ed03549dcf4e3069837e47d0744c7af3.PNG  212170845_image(1).png.f0d2b6b054b7a9ea68205fd2f29a3253.png

image(3).png.276fca6105310d8f64ae335dad828fec.png  18534362_image(2).png.2b6d1baf6a7cb542c95da74d4d477fc9.png  


--------------------------
*** FEATURES ***
-------------------------

  • New demon abilities:
    Mancubi with flamethrowers, Revenants using jetpacks, charging Pinkies, insta-moving Summoners... all the good stuff!
  • Tough weaponry:
    As the 2x faster Chaingun, the Super Chainsaw that can kill almost any demon, a “glory-killing” sequence of punches and weapons with faster animations. Visually, it’s a mix of the original sprites by Neccronixis with some details from Franco Tieppo's version. 
  • Extra-weapons: 
  • Version 2.0 also added 8 new weapons (including the Gauss Cannon) that can be individually picked to replace the regular ones.
  • A refined set of enemy sprites:
    At least a better job compared to my initial attempts from 2016, some of them reworked from scratch. You can see the full bestiary down here.
  • 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 goo.
  • Powered by DMXOPL:
    The amazing soundbank 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:
    • Brightmaps 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

TRAILER
Watch it on 1080p for the BEST experience:
 

 



2.PNG.2bc84410f838757de726609e7032ddc3.PNG

  Reveal hidden contents


image.png.dc97d12ede45cdb8bfae6d34c7a4ee56.png 

  Reveal hidden contents


3.PNG.9a56d3252e794da96b1a67c8accbc182.PNG

  Reveal hidden contents


4.PNG.9fdb9df6454ac6b07a73b5cbae6dd14d.PNG

  Reveal hidden contents

 

image.png.5df46e650557f48334f4652df49fa0c6.png 

  Reveal hidden contents


5.PNG.0d8ae586c03bf2f18083001f82d01da7.PNG

  Reveal hidden contents

 

MAPS MADE FOR D4V:

 

RECOMENDED WADS:

  Reveal hidden contents

 

 

Expand  

So if this can run on any doom source port and any device does that mean 

 

 

 

 

 

 

 

 

 

 

I can run it on the damn calculator doom port

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  On 5/21/2022 at 2:50 AM, Hey!thatrandomuser said:

So if this can run on any doom source port and any device does that mean 

I can run it on the damn calculator doom port

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No this cannot run on the T-90 Calculator because that port of Doom is a specialty port made for that calculator OS that is not anything similar to a normal PC port. It has lower resource power than even an 8-Bit style port of Doom ( a thing that does exist).

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