Projects that alter game functions but do not include new maps belong here.
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Re: [3.3!] FINAL DOOMER +

Postby SpiderMalice » Thu Mar 18, 2021 2:43 am

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!
Joined: 17 Mar 2021

Re: [3.3!] FINAL DOOMER +

Postby CynicalOverdose » Fri Mar 26, 2021 6:54 pm

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.
Joined: 14 Jan 2018
Discord: CynicalOverdose

Re: [3.3!] FINAL DOOMER +

Postby combolynch » Wed Apr 14, 2021 2:14 pm

HereticGuy would be great! I am loving this mod so far.
Joined: 30 May 2020

Re: [3.3!] FINAL DOOMER +

Postby Untitled » Fri Apr 16, 2021 9:27 pm

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.
Joined: 18 Apr 2013
Discord: wrsw#0132
Twitch ID: UntitledsTakenNOOOO

Re: [3.4!] FINAL DOOMER +

Postby UntotenTheo » Thu Jul 29, 2021 11:17 pm

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

Joined: 30 Jul 2021

Re: [3.4!] FINAL DOOMER +

Postby wildweasel » Fri Jul 30, 2021 12:38 am

If the download doesn't work, use something other than Chrome.
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from a different perspective.
Moderator Team Lead
Joined: 15 Jul 2003

Re: [3.4!] FINAL DOOMER +

Postby Delfino Furioso » Fri Jul 30, 2021 12:45 am

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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Delfino Furioso
Joined: 27 Mar 2021

Re: [3.4!] FINAL DOOMER +

Postby mishlachino » Tue Aug 03, 2021 12:00 pm

one of the best mods) Are you planning to add classes for ndcp, requiem and other good wads?
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Joined: 03 Aug 2021
Discord: m1wlak#2044
Operating System: Windows Vista/7/2008 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: ATI/AMD (Modern GZDoom)

Re: [3.4!] FINAL DOOMER +

Postby ClessxAlghazanth » Wed Aug 04, 2021 12:15 am

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 ;
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Joined: 17 Feb 2019

Re: [3.4!] FINAL DOOMER +

Postby PatCatz2004 » Mon Sep 27, 2021 4:10 pm

Wait....the download link doesnt work for me rn.....I may need an alt link to get it working
Joined: 07 Feb 2020

Re: [3.4!] FINAL DOOMER +

Postby ClessxAlghazanth » Tue Sep 28, 2021 12:36 am

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
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Joined: 17 Feb 2019

Re: [3.4!] FINAL DOOMER +

Postby JohnnyTheWolf » Wed Nov 03, 2021 9:03 am

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:
Joined: 05 Oct 2015

Re: [3.4!] FINAL DOOMER +

Postby Madsora22 » Wed Nov 03, 2021 10:50 am

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!
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Joined: 19 Sep 2020
Discord: MadtheWolf#3030

Re: [3.4!] FINAL DOOMER +

Postby JohnnyTheWolf » Wed Nov 03, 2021 11:17 am

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.
Joined: 05 Oct 2015

Re: [3.4!] FINAL DOOMER +

Postby JohnnyTheWolf » Mon Dec 13, 2021 10:57 am

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.
Joined: 05 Oct 2015


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