REKKR - V1.16
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
- ramon.dexter
- Posts: 1520
- Joined: Tue Oct 20, 2015 12:50 pm
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Re: [Released] REKKR - An Ultimate Doom Total Conversion
This is just beatiful. I cant say more, cause I played it only for couple of minutes, but I liked it very much.
- QuakedoomNukem Cz
- Posts: 235
- Joined: Mon Nov 30, 2015 11:27 am
- Location: Smržovka; Czech Republic
Re: [Released] REKKR - An Ultimate Doom Total Conversion
It seems, that you forgot to add "EndGame4", when you finish E4M8, as it takes me to the Doom 2 EndGame, with D_Evil not found and crashing. Also, a minor nitpick, but there's no "nointermission" for E1M8. Still, I am liking this so far.
- Captain J
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- Posts: 16890
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Re: [Released] REKKR - An Ultimate Doom Total Conversion
Okay, how do i get the red key at E1M3? I think i pressed all of the switches available but i still couldn't raise the bars leading to red key. I love the maps of this mod, but seems like they're having a little bit of where-do-i-go syndrome, no offence.
P.S: Also...
- Explosive Barrels certainly look harmless and asking itself to be destroyed with your hands. And funnily enough, i punched the barrel because i thought it might have something good inside. But it was filled with ice-cold gunpowder, exploded right in my unexpected self.
- Potion-like tricking enemies are the worst. I can't sense which one is a fake because they all look the same!
P.S: Also...
- Explosive Barrels certainly look harmless and asking itself to be destroyed with your hands. And funnily enough, i punched the barrel because i thought it might have something good inside. But it was filled with ice-cold gunpowder, exploded right in my unexpected self.
- Potion-like tricking enemies are the worst. I can't sense which one is a fake because they all look the same!
Re: [Released] REKKR - An Ultimate Doom Total Conversion
amzing game, I love it definitely looking forward to play trough it soon.
works fine with gzdoom but with dosbox the menu works with the demo but when starting the first level it crashes with this error:
P_SPawnMapThing: Unknown type 680 at (3007, 386)
works fine with gzdoom but with dosbox the menu works with the demo but when starting the first level it crashes with this error:
P_SPawnMapThing: Unknown type 680 at (3007, 386)
- QuakedoomNukem Cz
- Posts: 235
- Joined: Mon Nov 30, 2015 11:27 am
- Location: Smržovka; Czech Republic
Re: [Released] REKKR - An Ultimate Doom Total Conversion
You also have to load up the .deh file with it.Zen3001 wrote:amzing game, I love it definitely looking forward to play trough it soon.
works fine with gzdoom but with dosbox the menu works with the demo but when starting the first level it crashes with this error:
P_SPawnMapThing: Unknown type 680 at (3007, 386)
Re: [Released] REKKR - An Ultimate Doom Total Conversion
This is the first TC i beat in several years. Its fun & challenging but it never comes off as cheap.
Sometimes the Levels can feel really maze like though but its not too bad
Oh:
https://i.imgur.com/PzGGIez.png
Found Doggo
Sometimes the Levels can feel really maze like though but its not too bad
Oh:
https://i.imgur.com/PzGGIez.png
Found Doggo
Re: [Released] REKKR - An Ultimate Doom Total Conversion
See that was the same issue I had but it didn't seem to work either despite loading it up with the .deh file. Maybe I was just doing it incorrectly but no dice. Unless it involves actually messing with dehacked.QuakedoomNukem Cz wrote:You also have to load up the .deh file with it.Zen3001 wrote:amzing game, I love it definitely looking forward to play trough it soon.
works fine with gzdoom but with dosbox the menu works with the demo but when starting the first level it crashes with this error:
P_SPawnMapThing: Unknown type 680 at (3007, 386)
Re: [Released] REKKR - An Ultimate Doom Total Conversion
Red key on E1M3 is opened with a puzzle involving the little symbol on the floor. It's not in the same room.Captain J wrote:Okay, how do i get the red key at E1M3? I think i pressed all of the switches available but i still couldn't raise the bars leading to red key. I love the maps of this mod, but seems like they're having a little bit of where-do-i-go syndrome, no offence.
P.S: Also...
- Explosive Barrels certainly look harmless and asking itself to be destroyed with your hands. And funnily enough, i punched the barrel because i thought it might have something good inside. But it was filled with ice-cold gunpowder, exploded right in my unexpected self.
- Potion-like tricking enemies are the worst. I can't sense which one is a fake because they all look the same!
ALSO:
Did a bunch of bug fixing... Some oversights that I missed somehow. So: Necessary update (game breaking stuff). Same DL link:
https://drive.google.com/open?id=1eZrGi ... _oDycRhxGM
Re: [Released] REKKR - An Ultimate Doom Total Conversion
Okay turns out I was dump and it just took using a bat file to make it work.
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- Posts: 2058
- Joined: Mon Feb 07, 2011 5:02 am
Re: [Released] REKKR - An Ultimate Doom Total Conversion
Just tried this. Beautiful design going on here. The maps have a level of detail that's really something else! The monsters are suitably odd and freaky and the weapons well designed and balanced well too. Sounds and music are spot on too. It truly feels like a mid to late nineties release but I mean that in the best possible way.
However I can't get past e1m3 floor puzzle or something. Nice map to look at but I'm now sick of being stuck on it. needs more of a clue in my honest opinion.
Oh. One other thing. It's strange but I HAD to put freelook back on. I know it's not designed for it big I've been using it so long I can't play without it now! Lol. I was actually feeling a little sickly until I put it back on. ( That in itself was tricky enough to do...) Good work.
However I can't get past e1m3 floor puzzle or something. Nice map to look at but I'm now sick of being stuck on it. needs more of a clue in my honest opinion.
Oh. One other thing. It's strange but I HAD to put freelook back on. I know it's not designed for it big I've been using it so long I can't play without it now! Lol. I was actually feeling a little sickly until I put it back on. ( That in itself was tricky enough to do...) Good work.
- NightFright
- Spotlight Team
- Posts: 1343
- Joined: Fri May 02, 2008 12:29 pm
- Location: Germany
Re: [Released] REKKR - An Ultimate Doom Total Conversion
What I don't love:
- It's not an IWAD
What I do love:
- Sounds and music (create lots of atmosphere)
- Graphics (sprites, level design)
- Weapons (a bit like a mix of Heretic and Witchaven, but cooler)
- Puzzles (e.g. how you find secret level in the first episode or the way you get the red key in E1M3)
- No need to use freelook or jumping (very classic Doom gameplay style)
- REKKR
Verdict:
Play it. NOW.
- It's not an IWAD
What I do love:
- Sounds and music (create lots of atmosphere)
- Graphics (sprites, level design)
- Weapons (a bit like a mix of Heretic and Witchaven, but cooler)
- Puzzles (e.g. how you find secret level in the first episode or the way you get the red key in E1M3)
- No need to use freelook or jumping (very classic Doom gameplay style)
- REKKR
Verdict:
Play it. NOW.
- QuakedoomNukem Cz
- Posts: 235
- Joined: Mon Nov 30, 2015 11:27 am
- Location: Smržovka; Czech Republic
Re: [Released] REKKR - An Ultimate Doom Total Conversion
There seems to be an bugged secret in Blade Swamp, as seen in this video by pagb666, skip to 1:47 to see the bug.
Re: [Released] REKKR - An Ultimate Doom Total Conversion
Been playing this so far, did the first two episodes. I wouldn't be surprised if this wins a Cacoward this year.
Spoiler:
Re: [Released] REKKR - An Ultimate Doom Total Conversion
How does this mod prevent free mouselook and force on the vertical autoaiming to compensate? My ini file is set up for free mouselook on and no autoaiming at all, yet this mod overrides these. This isn't a complaint or anything, I'm just genuinely interested in how it does it.
Re: [Released] REKKR - An Ultimate Doom Total Conversion
It resets the inventory because zdoom, and zandronum have an issue where if you use dehacked to replace the chaingun drop with a monster (which is how the skeleton pops out of the hammerbro there) it will think the chaingun in your inventory is still "alive" and therefore won't trigger the tagged 666 door when you kill the boss. This was fixed in GZDoom, but I wanted maximum compatability so... You lose inventory on that map in zdoom derivatives.Beed28 wrote:Questions.
In the MAPINFO. nojump, nocrouch, nofreelook. You should be able to change it in the gameplay settings thoughKorell wrote:How does this mod prevent free mouselook and force on the vertical autoaiming to compensate?
Thnx for reporting bugs, fellas.