[3.4!] FINAL DOOMER +

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SpiderMalice
Posts: 2
Joined: Wed Mar 17, 2021 12:22 pm

Re: [3.3!] FINAL DOOMER +

Post by SpiderMalice »

Sp4zzmatica wrote:Open the mod up in Slade and go to text file called DECORATE. You should see two lines called Player.Forwardmove and Player.Sidemove (it's under the section called Actor FDPlayerPawn : DoomPlayer). Either remove those two lines or comment them out. You should be good to go after that.
Thank you so much, that worked!
CynicalOverdose
Posts: 3
Joined: Sun Jan 14, 2018 2:50 pm
Discord: CynicalOverdose

Re: [3.3!] FINAL DOOMER +

Post by CynicalOverdose »

I was wondering.

Is there a way to be a random class at the start of each level?

I've looked in options but I'll admit I'm a little hard of sight.
combolynch
Posts: 25
Joined: Sat May 30, 2020 1:51 pm
Graphics Processor: nVidia (Modern GZDoom)
Location: Turkey

Re: [3.3!] FINAL DOOMER +

Post by combolynch »

HereticGuy would be great! I am loving this mod so far.
Untitled
Posts: 332
Joined: Thu Apr 18, 2013 5:04 am
Discord: wrsw#0132
Twitch ID: UntitledsTakenNOOOO

Re: [3.3!] FINAL DOOMER +

Post by Untitled »

combolynch wrote:HereticGuy would be great! I am loving this mod so far.
Samsara's more up your alley, if you're looking for weaponsets across different games rather than megawads.
UntotenTheo
Posts: 1
Joined: Thu Jul 29, 2021 11:15 pm

Re: [3.4!] FINAL DOOMER +

Post by UntotenTheo »

Not sure if anyone posted this before, but in case 3.4 download doesn't work, 3.3 might

http://mab.greyserv.net/f/FinalDoomer_v3.3.pk3
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wildweasel
Moderator Team Lead
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Graphics Processor: nVidia with Vulkan support

Re: [3.4!] FINAL DOOMER +

Post by wildweasel »

If the download doesn't work, use something other than Chrome.
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Delfino Furioso
Posts: 61
Joined: Sat Mar 27, 2021 3:21 pm

Re: [3.4!] FINAL DOOMER +

Post by Delfino Furioso »

or keep using chrome and drag the download link over to the tab bar

this is needed because downloads from an http server are not allowed when the link is served by a page hosted on a https server
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mishlachino
Posts: 1
Joined: Tue Aug 03, 2021 11:35 am
Discord: m1wlak#2044
Graphics Processor: ATI/AMD (Modern GZDoom)

Re: [3.4!] FINAL DOOMER +

Post by mishlachino »

one of the best mods) Are you planning to add classes for ndcp, requiem and other good wads?
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ClessxAlghazanth
Posts: 159
Joined: Sun Feb 17, 2019 9:29 am

Re: [3.4!] FINAL DOOMER +

Post by ClessxAlghazanth »

Enjoying the variety of the weapon sets so far ; great fun to experiment with different monster packs :)

I have some fps drops when there are multiple burning monsters on the screen (Whitemareguy's set) , is there a toggle to make fire effects lighter ?

Can I use gfx mods like Nashgore by loading after FD and monster packs ?

Thanks and best regards ;
PatCatz2004
Posts: 69
Joined: Fri Feb 07, 2020 10:05 pm

Re: [3.4!] FINAL DOOMER +

Post by PatCatz2004 »

Wait....the download link doesnt work for me rn.....I may need an alt link to get it working
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ClessxAlghazanth
Posts: 159
Joined: Sun Feb 17, 2019 9:29 am

Re: [3.4!] FINAL DOOMER +

Post by ClessxAlghazanth »

PatCatz2004 wrote:Wait....the download link doesnt work for me rn.....I may need an alt link to get it working
Seems to work atm , anyway here's an alternative link

https://www.wad-archive.com/wad/90d3034 ... f9b2edc5a6
JohnnyTheWolf
Posts: 1141
Joined: Mon Oct 05, 2015 8:37 am

Re: [3.4!] FINAL DOOMER +

Post by JohnnyTheWolf »

I just wanted to let you know that after experimenting with many gameplay mods, I have found Final Doomer+ to be the best one to play in combination with my personal difficulty mod that replaces all ammo-dropping possessed human enemies with demonic ones found on Realm667. The ability to switch between making the sidearm use chaingun ammo or not is a godsend, given how ammunition can be pretty tight on certain maps - while still being still too abundant on others. Plus it is just so fun to have custom arsenals fashioned after specific mapsets.

The only one I am struggling with is the JPCP one: the Katana is an amazing weapon for sure and I love the way it can be upgraded to strike down enemy projectiles, but the Dart Gun is pretty underwhelming, and since both weapons are completely silent, it can prove to be a bit of a problem in maps where you are expected to alert enemies and get them to teleport in.

Still a great mod nonetheless, and should you feel like it, I would definitely love to see more classes themed after other mapsets added. :thumb:
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Madsora22
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Discord: MadtheWolf#3030

Re: [3.4!] FINAL DOOMER +

Post by Madsora22 »

I really enjoy this mod, as it's quite balanced with each class! Although...I kinda do wonder if there will ever be another big update that includes more classes, since there's quite a few MegaWads out there that could go for a class! Maybe like one of the Scythes, or maybe even Valiant!
JohnnyTheWolf
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Joined: Mon Oct 05, 2015 8:37 am

Re: [3.4!] FINAL DOOMER +

Post by JohnnyTheWolf »

Madsora22 wrote:maybe even Valiant!
Well, Valiant already has a custom arsenal - technically, two modified vanilla weapons, but you know what I mean. :P

Personally, I play Valiant: Vaccinated Edition with the Alien Vendetta class.
JohnnyTheWolf
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Joined: Mon Oct 05, 2015 8:37 am

Re: [3.4!] FINAL DOOMER +

Post by JohnnyTheWolf »

So I noticed a bug when playing with the BFG Ammo mode "Vanilla Cell usage" from the start. For the most part, the BFG gauge remains empty when I pick cells, but BFG pickups will slightly fill it.

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