A considerable update, mostly balance issues fixed, but with a couple new additions.
Micro update fixing some incompatibility with maps that had any ACS
Changelog
V1.05
Fixes
-Fixed Q4LFMDE not working properly with mapsets that had any ACS in them
-Fixed scoped MG showing firing smoke (that's only for non-scoped)
-Fixed DM grenades not playing explosion sound in Zandronum
Misc
-Added crash sound to pistol alt fire
-Improved trail for pistol alt fire
V1.04
Gameplay
-Adjusted height/radius for several monsters
-Removed special "chase mechanic" on roller monster, which was getting it stuck constantly
-Heavily nerfed Gladiator (arachnotron) projectile damage
-Nerfed LightTank (baron) projectiles
-Nerfed accuracy of hitscan monsters (akin to what it is in vanilla doom)
-Berserker (hell knight) lightning attack is less accurate now
-Buffed Machinegun to make it *not* useless, but ammo capacity was decreased to compensate
-Decreased ammo amount of small bullet pickup
-Gladiator shield now spawns higher, so it's easier to hit the monster directly by aiming at the feet
-Machinegun Guard is more common than Roller now
-Invulnerability spots spawn only invul now (it also spawned quad damage)
-Quad damage now spawns sometimes in place of the invis sphere along with "damage protection"
-Slightly nerfed shotgun accuracy in SP
-HB upgrade changed to "Faster more accurate shots" (bounce shots were too messy)
-Grenades made faster
-Pistol charge function moved to AltFire
-Pistol auto-refires if you hold primary fire
Visual
-Added damage numbers in deathmatch
-Monsters made visually bigger for easier spotting and general aesthetic
-SlimyTransfer (imp) projectile made much more visible
-Upgrades will now display a HUD message/description when picked the first time (much like D4T's)
-Running while having a weapon scoped no longer bobs the scope sprite
-Added visual effect for when you hit the gladiator's shield
-Increased 3rd person player visual size, to better match the actual height of the actor (was too small)
-Added tracer models to hitscan weapons and monsters
-Grenade HQ trail is a bit less smokey
-Improved gore system "physics"
-RepairBot (lost soul replacement) are always bright for visibility
Fixes
-Fixed DM and non upgraded machinegun scope being perfecly accurate (were never meant to be, code bug made it that way)
-Fixed DM weapons not being bright
-Fixed player not being always bright in DM
-Fixed Markon forgetting who was his target when 1st phase was destroyed
Misc
-Reformatted brightmap definitions, to work in zandronum
-Added new sound for SlimyTransfer (imp) vomit impact
-Gore system now obeys corpse queue (much like D4T's)
-Added obituaries to all monsters (kudos to "4thcharacter" for providing almost all of them)
Wow i thought you abadoned this one. I really like the arsenal of quake 4 .thanks for this comrade!
No problem. But please redownload, i just bumped it to 1.05, to fix an issue where this mod wasnt working great with mapsets that had ACS
That was lightning fast XD ..thanks i've read in the other forum that you're working on a version 2 ? Cant wait :)
This is one very fine weapons mod!Thank you! :D:D:D
Thanks! But please redownload, i just bumped it to 1.05, to fix an issue where this mod wasnt working great with mapsets that had ACS
Okay.Thx again!
I can confirm that v1.05 is incompatible with D-Touch/GZ1.8.6, as it simply refuses to run when it is opened. And yet D4T v2.0.1 runs with no issues...
That's very strange. It runs fine in both gzdoom 1.8.6 and D-touch in my side. Double check if you're running other mods with it that might be conflicting with Q4LFMDE
Also, please provide me with the error message when trying to launch with GZDoom 1.8.6
it's excellent...
can it be done in .wad file? :(
Questione: why weapons sprites don't scale/resize in GZDoom 4.1.2? Monsters/Items do rescale correctly!
Question: why weapons sprites don't scale/resize in GZDoom 4.1.2? Monsters/Items do rescale correctly!
Maybe you need to change ur GZDoom vers to 3.8.2
I still think the chaingunner replacements do WAY too much damage. On NORMAL difficulty, I not only lost 50 health to a single shot, but even got gibbed by a machinegunner once.