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Re: [3.3!] FINAL DOOMER +

PostPosted: Thu Mar 18, 2021 2:43 am
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!

Re: [3.3!] FINAL DOOMER +

PostPosted: Fri Mar 26, 2021 6:54 pm
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.

Re: [3.3!] FINAL DOOMER +

PostPosted: Wed Apr 14, 2021 2:14 pm
by combolynch
HereticGuy would be great! I am loving this mod so far.

Re: [3.3!] FINAL DOOMER +

PostPosted: Fri Apr 16, 2021 9:27 pm
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.

Re: [3.4!] FINAL DOOMER +

PostPosted: Thu Jul 29, 2021 11:17 pm
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

Re: [3.4!] FINAL DOOMER +

PostPosted: Fri Jul 30, 2021 12:38 am
by wildweasel
If the download doesn't work, use something other than Chrome.

Re: [3.4!] FINAL DOOMER +

PostPosted: Fri Jul 30, 2021 12:45 am
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

Re: [3.4!] FINAL DOOMER +

PostPosted: Tue Aug 03, 2021 12:00 pm
by mishlachino
one of the best mods) Are you planning to add classes for ndcp, requiem and other good wads?

Re: [3.4!] FINAL DOOMER +

PostPosted: Wed Aug 04, 2021 12:15 am
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 ;

Re: [3.4!] FINAL DOOMER +

PostPosted: Mon Sep 27, 2021 4:10 pm
by PatCatz2004
Wait....the download link doesnt work for me rn.....I may need an alt link to get it working

Re: [3.4!] FINAL DOOMER +

PostPosted: Tue Sep 28, 2021 12:36 am
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

Re: [3.4!] FINAL DOOMER +

PostPosted: Wed Nov 03, 2021 9:03 am
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:

Re: [3.4!] FINAL DOOMER +

PostPosted: Wed Nov 03, 2021 10:50 am
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!

Re: [3.4!] FINAL DOOMER +

PostPosted: Wed Nov 03, 2021 11:17 am
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.

Re: [3.4!] FINAL DOOMER +

PostPosted: Mon Dec 13, 2021 10:57 am
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.