[3.4!] FINAL DOOMER +
Forum rules
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.
- Alptraum
- Posts: 116
- Joined: Mon Apr 22, 2019 12:39 pm
- Preferred Pronouns: He/Him
- Graphics Processor: nVidia (Modern GZDoom)
- Contact:
Re: [3.3!] FINAL DOOMER +
Are you guys working on new sets or fixing bugs/glitches recently?
Re: [3.3!] FINAL DOOMER +
I literally released an update 13 days ago.Alptraum wrote:Are you guys working on new sets or fixing bugs/glitches recently?
- Alptraum
- Posts: 116
- Joined: Mon Apr 22, 2019 12:39 pm
- Preferred Pronouns: He/Him
- Graphics Processor: nVidia (Modern GZDoom)
- Contact:
Re: [3.3!] FINAL DOOMER +
I saw it ^^ Thank you for that. What I meant was... Are you working on something atm for future?Yholl wrote:I literally released an update 13 days ago.Alptraum wrote:Are you guys working on new sets or fixing bugs/glitches recently?
-
- Posts: 61
- Joined: Sat May 18, 2019 5:49 pm
- Graphics Processor: nVidia with Vulkan support
Re: [3.3!] FINAL DOOMER +
A question. Is there a console command to change the current weapon set? It would be nice to change it between levels of a long megawad.
Re: [3.3!] FINAL DOOMER +
I believe you can do it in player setup menu in the options, and it will change it in the next map you enter. This is pretty much the same thing as starting a new game with the right class and then idclev-ing to the right map though
Re: [3.3!] FINAL DOOMER +
New version? Nice!
Can I do a manual reload or does the clip have to empty? Also, does any weapon have a secondary fire?
EDIT: Oh, ok, some utility things have alternate fire, alright.
Can I do a manual reload or does the clip have to empty? Also, does any weapon have a secondary fire?
EDIT: Oh, ok, some utility things have alternate fire, alright.
Re: [3.3!] FINAL DOOMER +
I had a fun if somewhat dumb idea. Doom Eternal styled weapons for Eternal Doom.
-
- Posts: 245
- Joined: Wed Jan 30, 2019 7:12 pm
Re: [3.3!] FINAL DOOMER +
Techincally Eternal Doom was already done with Eternal DOOMer, but that was never a truly completed project in the way the Final DOOMer was
- CyborgParrot
- Posts: 23
- Joined: Sat Feb 07, 2015 5:32 am
- Graphics Processor: nVidia with Vulkan support
Re: [3.3!] FINAL DOOMER +
Would be interesting to see a Weapon Set for Eternal Doom and/or Eviternity inspired by the Doom 2016 and Doom Eternal Weapons.
Last edited by CyborgParrot on Wed Feb 19, 2020 5:35 pm, edited 1 time in total.
-
- Posts: 533
- Joined: Fri Sep 11, 2015 5:26 am
Re: [3.3!] FINAL DOOMER +
how about doom alpha weapons and classic style Doom 3 weapons?
- openroadracer
- Posts: 496
- Joined: Mon Sep 23, 2019 1:03 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 7 Professional 64-bit SP1
- Graphics Processor: ATI/AMD with Vulkan/Metal Support
- Location: Doomworld Forums
- Contact:
Re: [3.3!] FINAL DOOMER +
I know Xim's Star Wars DooM is already out there, but I wonder if it might not be possible to make a Kyle Katarn weapon set as part of this mod. Maybe use the E-11 blaster rifle as a Chaingun replacement, with the Imperial Repeater Gun as a Plasma Gun replacement. The Packered Mortar Gun would replace the Rocket Launcher.
Either the FC-1 Flechette Launcher or the Wookiee Bowcaster could replace either the Shotgun or Super Shotgun, so use one to replace the SG and the other to replace the SSG.
And obviously, you'd replace the Chainsaw with a Lightsaber.
Of course, this could all be a bit too close in style to the Back to Saturn X set, but I'd still like to put it out there.
Either the FC-1 Flechette Launcher or the Wookiee Bowcaster could replace either the Shotgun or Super Shotgun, so use one to replace the SG and the other to replace the SSG.
And obviously, you'd replace the Chainsaw with a Lightsaber.
Of course, this could all be a bit too close in style to the Back to Saturn X set, but I'd still like to put it out there.
- wildweasel
- Posts: 21706
- Joined: Tue Jul 15, 2003 7:33 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): A lot of them
- Graphics Processor: Not Listed
- Contact:
Re: [3.3!] FINAL DOOMER +
It kinda sounds like Samsara Extra Heroes is what you're after.openroadracer wrote:I know Xim's Star Wars DooM is already out there, but I wonder if it might not be possible to make a Kyle Katarn weapon set as part of this mod. Maybe use the E-11 blaster rifle as a Chaingun replacement, with the Imperial Repeater Gun as a Plasma Gun replacement. The Packered Mortar Gun would replace the Rocket Launcher.
Either the FC-1 Flechette Launcher or the Wookiee Bowcaster could replace either the Shotgun or Super Shotgun, so use one to replace the SG and the other to replace the SSG.
And obviously, you'd replace the Chainsaw with a Lightsaber.
Of course, this could all be a bit too close in style to the Back to Saturn X set, but I'd still like to put it out there.
-
- Posts: 196
- Joined: Sat Aug 31, 2019 11:59 pm
Re: [3.3!] FINAL DOOMER +
Would a FreeDoom class be possible?
- StroggVorbis
- Posts: 866
- Joined: Wed Nov 08, 2017 4:23 pm
- Graphics Processor: nVidia with Vulkan support
- Location: Germany
Re: [3.3!] FINAL DOOMER +
In case nobody said this before, for me Final Doomer is to Final Doom what Scourge of Armagon + Dissolution of Eternity are to Quake & The Reckoning + Ground Zero are to Quake 2. I figure if TeamTNT had been given access to Doom's source code by id Software, not only could they have made new maps, but also added new weapons and monsters among other things.
I already mentioned this a few pages back, but I guess it was overlooked because I didn't explain it thoroughly enough. I'd love it if for the next version you could add an option to make the pistol and chaingun equivalents use seperate types of ammo, just like there is for the plasma rifle and BFG replacements.
For example:
#1: Infinite Pistol with reloading
#2: Infinite Pistol without reloading and decreased damage
#3: Pistol and chaingun share the same ammo pool
#4: Pistol and chaingun have different ammo pools and either:
4.1: Clips and clipboxes give both pistol and chaingun ammo simultaneously
or
4.2: Everywhere a clip or clipbox is, an additional pistol mag or pistol bullet box is spawned, just like there is an option to have seperate plasma rifle and BFG ammo pickups.
In a nutshell I want it to be like in Doom 3, where the pistol, SMG and chaingun all use seperate types of bullets.
Keep up the great work, I'm loving it and currently playing it on Android via Delta Touch :3
I already mentioned this a few pages back, but I guess it was overlooked because I didn't explain it thoroughly enough. I'd love it if for the next version you could add an option to make the pistol and chaingun equivalents use seperate types of ammo, just like there is for the plasma rifle and BFG replacements.
For example:
#1: Infinite Pistol with reloading
#2: Infinite Pistol without reloading and decreased damage
#3: Pistol and chaingun share the same ammo pool
#4: Pistol and chaingun have different ammo pools and either:
4.1: Clips and clipboxes give both pistol and chaingun ammo simultaneously
or
4.2: Everywhere a clip or clipbox is, an additional pistol mag or pistol bullet box is spawned, just like there is an option to have seperate plasma rifle and BFG ammo pickups.
In a nutshell I want it to be like in Doom 3, where the pistol, SMG and chaingun all use seperate types of bullets.
Keep up the great work, I'm loving it and currently playing it on Android via Delta Touch :3
Re: [3.3!] FINAL DOOMER +
SamVision wrote:I had a fun if somewhat dumb idea. Doom Eternal styled weapons for Eternal Doom.
TheOldKingCole wrote:Techincally Eternal Doom was already done with Eternal DOOMer, but that was never a truly completed project in the way the Final DOOMer was
CyborgParrot wrote:Would be interesting to see a Weapon Set for Eternal Doom and/or Eviternity inspired by the Doom 2016 and Doom Eternal Weapons.
ThrashfanBert1994 wrote:how about doom alpha weapons and classic style Doom 3 weapons?
openroadracer wrote:I know Xim's Star Wars DooM is already out there, but I wonder if it might not be possible to make a Kyle Katarn weapon set as part of this mod.
someone save me from this fresh hellArtman2004 wrote:Would a FreeDoom class be possible?
a third option into the horrible mess that is the existing pistol optionsStroggVorbis wrote:I'd love it if for the next version you could add an option to make the pistol and chaingun equivalents use seperate types of ammo, just like there is for the plasma rifle and BFG replacements.
fine whatever, can't be worse than implementing the last lot of pistol crap.
It's a good suggestion, thank you. It's just... aaaaaaaa