I decided to archive this now and may not update it to comply with new version of D4T. Though I'm planning to make a new addon that includes some of the changes here.
Summary of Features:
- New Monster Sprites.
- Updated Glory Kills.
- Weapon Tweaks.
- Monster Tweaks.
Watch a preview here: Youtu.be
How to use: Just load the file "0 - D4Tv2.1_Crucible_SE_Main_v2.pk3" and if you want to use the addons pack, load the "1 - D4Tv2.1_Crucible_SE_Addons_v2.pk3" after the main addon.
*This is a standalone addon. No need to load the original D4T mod or D4T Crucible.
- Fixed the ammo spent issue with the Shotgun Tri Shot. Now it only uses 3 ammo.
- Shotgun Tri Shot now pumps out 3 shells.
- Repeater and Static Rifle no longer alert monsters when entering zoom mode.
- Gauss Cannon no longer alert monster when deploying Alt Modes.
- Increased the damage of the Hellshot.
- Fixed where if you missed to hit the chainsaw kill, it performs the chainsaw kill animation but not killing the monster.
- Fixed where chainsaw kills are not working after getting the quick glory kills reward.
- Chainsaw kills can now penetrate the Doom 2016 Pinky's armor.
- Improved the animations for Quick Glory Kills.
- Added an option toggle for the Combat Bar tokens.
Addons Pack Changes:
- Files updated for version 2 of CSE.
- Removed the helmet HUD. (because the helmet cracks are blocking too much of the view)
- Moved the ledgegrab to the main mod file.
- Added the possessed soldier sprites by Dimoshunter.
- Modified the D4D Glory Kill shader.
- Added new doomslayer sprites.
- Shieldguy now has same sprites as the Zombieman.
- Added new sprites for Unwilling.(now two types)
- Added an option for revised monster set to closely match Doom 2016. (this will replace Shotgunguys, Arachnotrons, and Pain Elementals.)
- New sprites for Prowler, Pinky, Spectre, Revenant, Summoner, Hellknight, Baron of Hell, and Spider Mastermind.
- FatsoHell uses the vanilla Mancubus sprites instead. (from Smooth Doom)
- Zombiemen have a chance to do strafing when they get close.
- Hellknights and Barons have walking animation when they get close.
- Pinky Demons now have front armor.
- Spectres only become almost invisible when they get near.
- Reduced the health of Shieldguy's shield and slightly increased spawn rate.
- Enemy corpses now disappears after a while like in Doom 2016.
About the addons pack: It is just a compilation of addons I use that I duck taped together to work with the main addon. I do not own any of the mods or addons that's in the addons pack except for minor coding revisions and sprite edits.
*Tested with GZDoom 3.6, 3.7.2, 4.0, and Zandronum 3.0
DBT and team for the D4T Mod: Dbthanatos, Michaelis, Franco Tieppo, Captain J, Phobos867, Neccronixis
D4T: Crucible devs: Blackmore1014, Iddqd_Idkfa_Idclip, VG Library (Doomer101), Doomgabr
Doom 2016 Cyberdemon sprites and decorate file by Simploo
Doom 2016 Cybermancubus sprites from Xtor's Skin Pack and LeonardoETC
GZDoom Bugfix addon by Ivory_Duke
Ledge grab addon by loismustdie555 (based on Parkmore mod)
Doom slayer sprites by The Abysswalker.
Glory Kill shader from D4D by DBThanatos and team.
Brightmaps for All Weapons 2.0 by Sir Leviatan
Bolognes Gore mod v2.0 by Sgt. Mark IV
Zionv8 developed by SAHZALPABAEL and team for some code ideas and the secret found sound effect.
D4T: Crucible Enhanced by ReaperAA for the player shake removal.
New pistol sounds by EpicLibo.
Shield Sphere sprite by Captain Toenail.
New HUD 11 placing by Shockwave_S08.
Spider Mastermind, Prowler, and Doomslayer sprites by The Abysswalker.
New Pinky and Summoner sprites by Simploo
Hell Knight and Baron of Hell sprites by Zanieon
Mancubus sprites from Smooth Doom by Gifty
Possessed Soldiers sprite by DimosHunter
Gore Mod fixes by BerserkerNoir
Revenant sprites from Project Brutality
Extra Unwilling sprites from Xtor's Skin Pack.
BerserkerNoir for testing and finding the BruiserBros sprites.
Revenge for bug reports and testing.
Shockwave_S08 for bug reports.
Franco Tiepo for the grenade ready sound idea.
JD-513 for sprite tips.
DoomKrakken for allowing to use berserk end sound file from Embers of Armageddon.
arthur_balen for the Reaper and Hellshot ammo idea.
FraxGamer for the Combat Bar toggle suggestion.
Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.
Excellent mod! an idea: what do you think of changing the ammo from the hellshot and the reaper to some kind of demon souls that you get after killing a demon? The hellshot uses plasma and the reaper uses shotgun shells, i always thought that it seems very strange that they use this type of ammunition. Or what about nerf a bit the reaper, because after that gun is obtained, it is practically end of game, since it obliterate everything very easily, and the shotgun shells are everywhere!
but anyway, yours modifications are awesome! Very nice work!
Good idea, though that would have to make a new ammo type, write new codes, draw sprites, sound effects, some rewrites of the weapon codes, etc. I'm glad you liked the changes.
I think I might just do it. Well I've already made some test and it's looking good.
Can you make a standalone addon of the doublejump, preferably together with the sounds?
You should add dash abilitiy like doom eternal and have binable keys for because if dash requires specific keys like clicking a 2 time Iam not sure android would have a keyboard
Absolutely love this! Small issue though. Ledge climbing changes the player jump to the default state. Double jump is still intact, but the jump height is lower for some reason. I think parkmore might be changing the player's TID once it executes, though I can't be sure at the moment.
Fixed the jump issue and re-uploaded now. Parkmore mod was setting the player gravity value to 1.0 while D4T sets it to 0.7. Thanks for noticing it.
No problem, thanks for checking that out!
I havent tried this yet but does this version have the screen shake from D4T:Crucible? Its one of the few things i really despised.
Check the description. To actually answer your question, screen shaking is not present...thank goodness.
I should you add new death animations.
are you talking about the normal death animations or when they are glory killed?
Both of them. Also I suggest you to add dash ability like doom eternal.
Dash would be pretty sweet!
Does this also work for 2.3pre for D Touch?
Works with delta touch, but only in gzdoom 3.25 or above!
How to remove the viewer from the 2016 doom style hud, I really do not like it :s
do you mean the helmet? you can turn it off in the HUD options
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Hi! Excellent mod, very fun, but I have an error: Every time I grabbed a Demon Rune the game freezes and I have to close it. As I can fix it? PD: Use GZDOOM 18.104.22.168, it will be that?
use GZDoom 3.1. That's the version I mostly tested this with.
Not working! After starting the mod, it shows me this error message:
Script error, "1 - D4Tv2.1_Crucible_SE_Addons.pk3:decorate/weapons/baseweapon.aed" line 332:
Invalid state parameter a_quakeex
I'm launching it with Zandronum 3.0
if you read the description you will know why. Currently not compatible with Zandronum. Sorry I could have made it compatible but some effects I used just looks wrong with Zandronum or does not work at all.
Oh well, another great mod to skip then. What a crap life i have!
It is now compatible with Zandronum
Two questions. How do you get the ledge climbing to work and is there an option for a HUD that looks like Doom 4?
first make sure you load also the addons pack after the main file. Ledge grabbing automatically works when you try to reach a ledge, just about at the edge of it.
There's a helmet HUD in the addons pack and you can toggle it on/off in the HUD options
Oh. OK. Cool. One more thing. Why didn't you use the possessed soldier from the sprite pack?
When I try launching both files, it hits me with 2 errors while parsing DECORATE scripts. What can I do to fix this? (using the most recent gzdoom)
how are you loading the files? The main should go first then the addon pack.
I loaded it first, still doesn't wanna work with me
Hey, wouldn't it be a good idea for you to have the gauss cannon, plasma rifle to share the same ammo? I mean, the other ones can just stay the way they are, but I never really liked that the gauss cannon had to use slugs to use it. Wouldn't it be better for the gauss cannon to use the cells like it did in Doom 2016?
(Like 15 cells per shot?)
gauss canon is a type of rail gun. . not an energy weapon. . it will be too OP if gonna share with cell ammo.
Also, is it possible for you to have all the health drops become sucked to the Doom Slayer so we wouldn't have to be distracted in order to pick them up? I think they did it in D4D...?
Do you think you can add in the Revenant Sprites from this Addon bellow into this?
update coming soon due to popular demand
Can you add an option to disable the Doom 2016 kill counter? (The UAC logo medals) It does not work well with maps that use scripted enemy encounters, and a toggle for the "Demonic Presence Eliminated" text would also be appreciated.
Can you add an alternative way to get suit upgrades without finding all secrets? A suit upgrade chests spawner would be appreciated.
Or just remove the need to find all the secrets, and get the upgrade just by killing all the enemies! So it would give a purpose to the kill counter!
Hi, I wanted to say that Im having a lot of fun with the mod, the changes you made are great! I would like to make some suggestions which I think can balance and improve some aspects of the game!
-Siphon Grenade: It has a bug that makes it hit the player itself, regenerating life without having to hit any enemy.
-Shotgun Charged Burst: Currently uses 6 ammo, but ejects only 1 bullet casing. You could make it to use 3 ammo and eject the 3 bullet casing after it shoots.
-Shotgun Explosive Shot: Much more useful and easier to use than the Charged Burst, but only spends 2 ammo. You could increase it spend 5 ammo for the shot.
-Heavy Assault Rifle Micro Missiles: You could make that after firing the 6 missiles it quickly reloaded the cartridge, retracting and opening the missile box instead of firing without stopping.
-Rocket Launcher Lock-on Burst: You could make the need to first lock-on an enemy before firing. At the moment, you could clean a whole room just by firing the missiles without even having to see the enemies, is very op.
-Grenade Launcher: Make it spend 1 ammo in primary (instead of 0.5) and 2 ammo in secondary. This weapon is very powerful and tactical to hit enemies out of sight, and almost barely spends ammo.
-Plasma Rifle: You could add a chance to blow up the enemy in the primary shot, just to cause a powerfull weapon effect.
-Lightning Gun: It secondary attack is exactly the same as the primary, only more powerful, so you never use the primary again after you get the module to the secondary attack!
If it were possible to change the secondary to something like charging the attack and then releasing a lighting bolt, which could have the same effect as before (spread the lightning to nearby enemies) but it would do more damage instantly.
-Hellshot Incendiary Round: It uses 10 ammo, I think its a lot of ammo, and the weapon as a whole is not that efficient. You could make the weapon spend 3 ammo on the secondary attack and only 1 ammo on the primary, instead of 2 ammo.
-Reaper: It currently spends 3 ammo and shoots 6 shots, and each shot being able to blow up an enemy. Its the most powerful weapon in the game! You could nerf the weapon to spend 4 ammo and shoot 4 shots. And for the secondary attack do spend 4 ammo too, and take a little longer to charge and shoot.
-Static Rifle: I always find the secondary of this weapon a waste of potential, currently it only makes a little zoom. You could make the secondary button to stock up fully charged shots, which would increase the damage by 15% for each stock shot. It could stock a total of 3 charges, increasing weapon power by up to 45% for the next shot fired.
-You could make all Slugs (Gauss) and Rockets weapons drop a big bullet casing after the attack. And also make an option to make all the bullets casing stay longer before they disappear.
I hope you have enjoyed some ideas, and once again, congratulations on the mod!
that's a big wall of text. Good suggestions, I may consider some of them and if I will get the chance to update this.
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I cant Buy the Delta Touch App 😢
please don't spam me with that. One message is enough. I don't have doom touch so I can't test it.
Very late but theres a cracked version on YouTube. But its not the latest version of delta touch but its better than nothing!
Uh, by the way, is using charged burst with the shotgun supposed to take up 2 shells each shot, making it 6 shells for a single charged burst of three? I don't think that's how it's supposed to work. This makes me not want to use Charged burst altogether, which is a safer close-quarter option than the grenade launcher. It doesn't blow up in your face, either. I get the feeling that spending two shells per shot with the Burst was unintentional, as I tried it with 4 shells, and it still would fire regardless of ammo left.
However, I disagree that the explosive shot should take 5 shells. In all honesty, that is too much for an explosive round. 2 shells would make it ideal. Doom 2016 already had it use only 1 shell for the explosive shot. 2 is already a good compromise.
hhhmm. I don't remember setting that to 2 shells per shot. thanks for noticing. I guess it was unintentional. will fix in the next update
Sorry,i don't whant to disturb you