[INACTIVE] Doomzone v1.8.1
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.
- epiccolton26
- Posts: 53
- Joined: Tue Apr 22, 2014 5:52 pm
- Location: The depths of space, destroying entire solar systems
Re: Doomzone Mod
Good to know that the issue is all patched up! It was pretty annoying, as you can imagine.
Re: Doomzone Mod
even if you have better armor you can still pick up "security armor set" and it wont give you anything
- silentzora
- Posts: 450
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Re: Doomzone Mod
Armor sets will give you ammo if you're full on armor. The amount of ammo depends on the armor's quality. If you're full on both armor and ammo, you won't pick it up at all.Gorec wrote:even if you have better armor you can still pick up "security armor set" and it wont give you anything
Re: Doomzone Mod
The only annoyance, minimal as it is with this great mod is that the sheer amount of guns makes it hard to get the ones for your chosen char, but considering this was clearly made for Co-Op play, it's not that bad a flaw.
Re: Doomzone Mod
May I suggest adding an explosion delay to barrels same as vanilla so as not to break maps that use it in a creative way? Also, in general those are needed due to the fact that sometimes you're forced to take out barrels at close range and the delay provides you some leeway so you don't just die doing it.
- Captain J
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Re: Doomzone Mod
With those barrels, The O' of Destruction would be very hard to go through.
Also i noticed that Hand Grenade's Explosion is kinda small, too.
Also i noticed that Hand Grenade's Explosion is kinda small, too.
- silentzora
- Posts: 450
- Joined: Sun Jan 04, 2004 6:24 pm
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Re: Doomzone Mod
Frag grenades' splash radius is currently set to 144 dmu, so it's only a little bit larger than the classic Doom rocket. I feel that hand grenades probably make sense having a lower explosive yield than HE grenades or RPGs. I can probably rebalance that a little bit by allowing the player to carry more grenades in the next update, though. Any thoughts on that?
I'll look into adding some more delay to the explosive barrels. Oh, I have also thought about maybe creating a fuel barrel that would act like the explosive barrels currently do, and rework the green-ooze for their smoke to be corrosive. Haven't made a move on that just yet, though.
I'll look into adding some more delay to the explosive barrels. Oh, I have also thought about maybe creating a fuel barrel that would act like the explosive barrels currently do, and rework the green-ooze for their smoke to be corrosive. Haven't made a move on that just yet, though.
- Captain J
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- Posts: 16890
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- Location: An ancient Escape Shuttle(No longer active here anymore)
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Re: Doomzone Mod
No no, i mean its sprite. It's way too small compared to other explosion sprites. Forgot to mention it.silentzora wrote:Frag grenades' splash radius is currently set to 144 dmu, so it's only a little bit larger than the classic Doom rocket. I feel that hand grenades probably make sense having a lower explosive yield than HE grenades or RPGs. I can probably rebalance that a little bit by allowing the player to carry more grenades in the next update, though. Any thoughts on that?
- silentzora
- Posts: 450
- Joined: Sun Jan 04, 2004 6:24 pm
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Re: Doomzone Mod
I'll see what I can do to adjust that.
Re: Doomzone Mod
A higher frag grenade count would be good. They don't quite have as much utility as some of the other types, since those let you do more area denial.silentzora wrote:Frag grenades' splash radius is currently set to 144 dmu, so it's only a little bit larger than the classic Doom rocket. I feel that hand grenades probably make sense having a lower explosive yield than HE grenades or RPGs. I can probably rebalance that a little bit by allowing the player to carry more grenades in the next update, though. Any thoughts on that?
I'll look into adding some more delay to the explosive barrels. Oh, I have also thought about maybe creating a fuel barrel that would act like the explosive barrels currently do, and rework the green-ooze for their smoke to be corrosive. Haven't made a move on that just yet, though.
- silentzora
- Posts: 450
- Joined: Sun Jan 04, 2004 6:24 pm
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Re: Doomzone Mod
At this point, increasing the frag count would also increase all the other grenade type counts. I dunno, maybe I should increase their potency a bit further.-Ghost- wrote:A higher frag grenade count would be good. They don't quite have as much utility as some of the other types, since those let you do more area denial.
- 0mrcynic0
- Posts: 83
- Joined: Tue Sep 05, 2017 10:59 pm
- Location: The corner of "screw off" and "none of your business."
Re: Doomzone Mod
Is there also a possible option that item pickups be restricted to whatever class you choose when you start the game instead of having random weapons scattered around that can't be picked up most of the time?
For example, when I start at Map 30 in Doom 2, I can only pick around 3 to 4 weapons only instead of getting all of the weapons at the start before confronting the boss.
For example, when I start at Map 30 in Doom 2, I can only pick around 3 to 4 weapons only instead of getting all of the weapons at the start before confronting the boss.
- SiFi270
- Posts: 451
- Joined: Tue Feb 10, 2015 2:51 am
- Location: Does anyone put a serious answer here?
Re: Doomzone Mod
So I just found out that this isn't compatible with TNT, even if it's loaded as a PWAD for Doom 2 instead of an IWAD:
"Script error, "doomzone.pk3:dzbase.wad:ANIMDEFS" line 338:
Unknown texture wfall2"
"Script error, "doomzone.pk3:dzbase.wad:ANIMDEFS" line 338:
Unknown texture wfall2"
- silentzora
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Re: Doomzone Mod
I've added a patch wad to the OP. In the load order, load tnt-dzfix.wad after doomzone.pk3.SiFi270 wrote:So I just found out that this isn't compatible with TNT, even if it's loaded as a PWAD for Doom 2 instead of an IWAD:
"Script error, "doomzone.pk3:dzbase.wad:ANIMDEFS" line 338:
Unknown texture wfall2"
- SiFi270
- Posts: 451
- Joined: Tue Feb 10, 2015 2:51 am
- Location: Does anyone put a serious answer here?
Re: Doomzone Mod (TNT Patch Added)
Wow. Thanks for responding so quickly.