[v3.1.1] Doom Incarnate: A Wolfenstein style mod
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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.
- Captain J
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Re: [v1.8.1] Doom Incarnate: A Wolfenstein style mod
Oh, also Venom Gun does not eject casings anymore. Intentional? Because i know it lags my computer when it ejected tons of them, but it was satisfying to use because of that!
Re: [v1.8.1] Doom Incarnate: A Wolfenstein style mod
In the changelog - "Removed casings from Venom Gun, increasing performance."
- Captain J
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Re: [v1.8.1] Doom Incarnate: A Wolfenstein style mod
Aww, what a bummer... But that's fine i guess!
EDIT: Napalmkraftwerk's Flame Projectile spawns bloodpuff when hits the enemy. I don't think that's intentional, so...
EDIT: Napalmkraftwerk's Flame Projectile spawns bloodpuff when hits the enemy. I don't think that's intentional, so...
Re: [v1.8.1] Doom Incarnate: A Wolfenstein style mod
Hilarious little bug; on the newest devbuild this causes the binary choice options to become reversed. Yes becomes No and such.
- D3athStalker
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Re: [v1.8.1] Doom Incarnate: A Wolfenstein style mod
I just checked the Ammunition decorate and I found out that I forgot to change "DualInfernoMag" to 18 from 20, which causes the player to not be able to reload dual shotties if the total ammunition in shotguns is above 15.Dual Shotguns doesn't reload in dual wielding mode when they have 8 shells in the chamber.
I was experimenting with that projectile's puff (fire trails leaving on the walls) and forgot to turn BLOODSPLATTER flag off. LolNapalmkraftwerk's Flame Projectile spawns bloodpuff when hits the enemy. I don't think that's intentional, so...
This is most likely caused by the devbuild GZDoom, hence the name "devbuild" which can be unstable. If this bug also happens with other mods, then you might wanna report the bug to the developers of GZDoom. Otherwise, I need to update my MENUDEF.Hilarious little bug; on the newest devbuild this causes the binary choice options to become reversed. Yes becomes No and such.
Re: [v1.8.1] Doom Incarnate: A Wolfenstein style mod
Okay, I have no complaints about this mod, and other people already mentioned what should be fixed.
I do wanna say thank you, since this is one of the best mods to boil up my jewish blood :3
That, alongside Kriegsland Enemies, is probably the most fun I had in a Doom map, and I hope you'll majorly improve it soon so people like me could enjoy it even more
I do wanna say thank you, since this is one of the best mods to boil up my jewish blood :3
That, alongside Kriegsland Enemies, is probably the most fun I had in a Doom map, and I hope you'll majorly improve it soon so people like me could enjoy it even more
Re: [v1.8.1] Doom Incarnate: A Wolfenstein style mod
It looks like you need to update your MENUDEF. See here: viewtopic.php?f=2&t=62031#p1072885D3athStalker wrote:This is most likely caused by the devbuild GZDoom, hence the name "devbuild" which can be unstable. If this bug also happens with other mods, then you might wanna report the bug to the developers of GZDoom. Otherwise, I need to update my MENUDEF.Hilarious little bug; on the newest devbuild this causes the binary choice options to become reversed. Yes becomes No and such.
- D3athStalker
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Re: [v1.8.1] Doom Incarnate: A Wolfenstein style mod
Oh OK then, that explains it...It looks like you need to update your MENUDEF. See here: viewtopic.php?f=2&t=62031#p1072885
Re: [v1.8.1] Doom Incarnate: A Wolfenstein style mod
Small bug: when you die BJ pulls up the handgun before the death animation starts
- armymen12002003
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Re: [v1.8.1] Doom Incarnate: A Wolfenstein style mod
One thing i would love to see if you make this compatible with impietwo's Project Einherjar mod that would be awesome.
- will183
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Re: [v1.8.1] Doom Incarnate: A Wolfenstein style mod
Wish the venom gun used the same shooting and overheating sounds from RTCW for more nostaliga
- D3athStalker
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Re: [v1.8.1] Doom Incarnate: A Wolfenstein style mod
The mod is supposed to be compatible with any monster mod that does not contain any weapons, so yeah, it should be compatible with DoomKrakken's monster randomizer as well.Mackery wrote:Quick question, is this mod compatible with DoomKrakken's Monster Randomizer?
viewtopic.php?t=49524
Re: [v1.8.1] Doom Incarnate: A Wolfenstein style mod
I believe you forgot to boost the damage for the flamethrower. It's doing 9 for the regular attack and 5 for the upgraded black version.
- D3athStalker
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Re: [v1.8.1] Doom Incarnate: A Wolfenstein style mod
I just checked in, I also forgot to put velocity scale in it. Thanks for notifying.Rowsol wrote:I believe you forgot to boost the damage for the flamethrower. It's doing 9 for the regular attack and 5 for the upgraded black version.