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PostPosted: Sun Mar 11, 2007 8:04 pm
by Matt

PostPosted: Tue Mar 13, 2007 12:24 am
by Matt
Another update related to the attack offset:

PostPosted: Fri Mar 16, 2007 12:55 am
by Matt
Hey, y'all remember that thing about recoil and muzzle climb from here? I finally got around to adding it.

PostPosted: Fri Mar 16, 2007 1:02 am
by RazTK
The archive is corrupted.

PostPosted: Fri Mar 16, 2007 1:06 am
by lizardcommando
Same here.

PostPosted: Fri Mar 16, 2007 1:18 am
by Matt
I swear my my ability to upload this thing properly is cursed... or maybe I should wait until daytime when I'm rested or something instead of worrying that my hard drive will die in my sleep... well, at least it's not directly my fault this time.

It should work now.

PostPosted: Tue Mar 20, 2007 1:46 am
by Matt
Another update (and yes I've checked to make sure the download works this time)!

Now there's a hudmsg telling you in a coop (or "-host 1") game your score based on what you've killed and how many times you've died, committed suicide, or killed a teammate.

PostPosted: Sun Mar 25, 2007 4:28 am
by Matt
Future updates can be found here.

PostPosted: Sun Mar 25, 2007 5:02 am
by Ryan Cordell
Just started to play it..

This is one of the coolest mods I've played. IMO. :)

PostPosted: Sun Mar 25, 2007 4:30 pm
by Matt
Heh, thanks.

Also thanks for pointing out the bad keyconf lump I'd been using this whole time ^^;

(update: HD no longer tampers with the default Doom bindings.
Also new URL: )

PostPosted: Sun Mar 25, 2007 8:42 pm
by The NUtcracker
I just downloaded it, and I already like it a lot!

PostPosted: Mon Mar 26, 2007 11:40 am
by JacKThERiPPeR
Downloaded it. Really awesome!

PostPosted: Fri Mar 30, 2007 12:23 am
by Matt

Anyway, another somewhat biggish update:
Added a new cvar, hd_noautoreload. Setting this to zero or leaving it undefined means that firing an empty weapon has you attempt to reload it, as before. Setting it to one, however, means that you must press the reload key to reload. I've died quite a few times reloading when I should have switched weapons, and it's probably asking too much to have the player train to release the fire button at exactly the right time to avoid such a fate.

Exception for the rifle's underslung grenade launcher: with hd_noautoreload 1, release the altfire after you've fired a grenade, then press it again to reload the grenade launcher without reloading the rifle first.

Coming up: Changes to movement. I want to have a realistic running pace, but a special option to sprint for a limited period of time so that you can reach most vanilla Doom jumping spots. And no, you wouldn't be able to fire while sprinting...

PostPosted: Fri Mar 30, 2007 12:37 pm
by Tormentor667
Anyone willed to compile a GZDoom version that is capable of running this?

PostPosted: Fri Mar 30, 2007 12:43 pm
by The NUtcracker
I got a lot of free time, and I'm very bored, so I'm going to try to, but don't be complaining if I don't accomplish anything.