[v3.1.1] Doom Incarnate: A Wolfenstein style mod
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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.
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- Posts: 3
- Joined: Sun May 13, 2018 12:31 am
Re: [v2.0.1] Doom Incarnate: A Wolfenstein style mod
can I get another discord link? all of them seem to be invalid.
- D3athStalker
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Re: [v2.0.1] Doom Incarnate: A Wolfenstein style mod
That's weird, cuz that link is supposed to be permanent. But here you go, hopefully this'll work: https://discord.gg/djHmQA
- D3athStalker
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- Joined: Sun Feb 28, 2016 10:45 am
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Re: [v2.0.2] Doom Incarnate: A Wolfenstein style mod
Just a small update but can be vital for the ones with low performance. I completely removed the horizontal decals (which I thought I disabled them) which apparently caused massive lag after a while. And it had problems, like not working for certain weapons or when you shoot right at your feet.
Link: https://mega.nz/#!IsgyyK5J!7ZbdIVBIQ_n6 ... c2LIiX-U9o
Alternate Link: https://www.mediafire.com/file/li0anv8a ... 2.pk3/file
Link: https://mega.nz/#!IsgyyK5J!7ZbdIVBIQ_n6 ... c2LIiX-U9o
Alternate Link: https://www.mediafire.com/file/li0anv8a ... 2.pk3/file
- Dr_Cosmobyte
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- Location: Killing spiders.
Re: [v2.0.2] Doom Incarnate: A Wolfenstein style mod
An update for low-end PCs? Now you are talking my native language hahahaha
I gotta try this out!
I gotta try this out!
- Iniquitatis
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- Graphics Processor: nVidia (Modern GZDoom)
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Re: [v2.0.2] Doom Incarnate: A Wolfenstein style mod
@GAA1992, if you're having a low performance, pretty much every eye candy could be disabled in the options menu.
- Dr_Cosmobyte
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- Joined: Thu Jun 04, 2015 9:07 pm
- Location: Killing spiders.
Re: [v2.0.2] Doom Incarnate: A Wolfenstein style mod
Thanks Iniquitatis! Hope my old DV4 can take it =p
Re: [v2.0.2] Doom Incarnate: A Wolfenstein style mod
This mod owns and I'm having a blast using this with kriegsland, but on the topic of low end performance stuff, I turned the tracers down to 0 to disable them but when using the two mods together all the guns are still firing tracers (this is on 2.0.2). There's a console error
so maybe, if it's possible, rename it so they dont conflict and the tracers can be properly disabled?
edit with more info
Code: Select all
Script warning, "DoomIncarnate-v2.0.2.pk3@decorate/effects/tracers.txt" line 1:
Tried to define class 'BulletTracer' more than once. Renaming class to 'BulletTracer@DoomIncarnate-v2.0.2.pk3@decorate/effects/tracers.txt'
edit with more info
- QuakedoomNukem Cz
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- Location: Smržovka; Czech Republic
Re: [v2.0.2] Doom Incarnate: A Wolfenstein style mod
The reload on the left shotgun with bigger magazine is completely borked, it looks like I'm petting a dog:
- GoldenGuard95
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- Joined: Fri Mar 02, 2018 6:50 pm
- Graphics Processor: ATI/AMD (Modern GZDoom)
Re: [v2.0.2] Doom Incarnate: A Wolfenstein style mod
Hallo, its me again. I need to ask you, can you remake the LaserGewehr a little? It seems to be kinda dissapointing when it comes to Disassembly upgrade and the second firemode. If i may, im going to throw a suggestion here. The Disassembly upgrade should remake the first firemode of LaserKraftwerk into something like a Particle Cannon in Wolfenstein 2009. And the second firemode of LaserGewehr could be a Charged shot like LaserKraftwerk, which will leave a pile of flame and deal incredible damage.
- D3athStalker
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- Location: The evil world that is known as Heck
Re: [v2.0.2] Doom Incarnate: A Wolfenstein style mod
Thanks for notifying. I'll give the base actors more unique names.site wrote:This mod owns and I'm having a blast using this with kriegsland, but on the topic of low end performance stuff, I turned the tracers down to 0 to disable them but when using the two mods together all the guns are still firing tracers (this is on 2.0.2). There's a console error
Fixed. It was due to my dumbass not updating that part of the coding for its magazine upgrade smhQuakedoomDukem Cz wrote:The reload on the left shotgun with bigger magazine is completely borked, it looks like I'm petting a dog:
Hmm, sounds really nice.GoldenGuard95 wrote:Hallo, its me again. I need to ask you, can you remake the LaserGewehr a little? It seems to be kinda dissapointing when it comes to Disassembly upgrade and the second firemode. If i may, im going to throw a suggestion here. The Disassembly upgrade should remake the first firemode of LaserKraftwerk into something like a Particle Cannon in Wolfenstein 2009. And the second firemode of LaserGewehr could be a Charged shot like LaserKraftwerk, which will leave a pile of flame and deal incredible damage.
Tbh I didn't really play Wolf 2009 but I looked at the wiki, the laser shots of LKW's primary firemode would basically bounce from enemy to enemy, right? If so, that sounds neat, I'll try to implement that (I tried with Teslakanone but failed miserably lmao). And should the secondary firemode be amplified as well or is it broken enough?
And cool Lasergewehr idea, I'll definitely consider something like that. Maybe a longer spinup and an overheat mechanic but the laser is basically 5 times stronger and leaves a pile of flame like you've said.
Btw I'm thinking of changing the nailgun firemode of SMG with something else. If y'all have any suggestions, feel free to share with me.
- GoldenGuard95
- Posts: 26
- Joined: Fri Mar 02, 2018 6:50 pm
- Graphics Processor: ATI/AMD (Modern GZDoom)
Re: [v2.0.2] Doom Incarnate: A Wolfenstein style mod
Thanks for your time, i really appreciate that youre going to consider my ideas.
As for the second SMG firemode... The only thing that comes to my mind at the moment is Laser munition. The SMG would come with some sort of inside mechanism, which can be toggled off and on, and it would (somehow) transform 5-10 bullets into one powerful laser shot. The laser shot would have much greater damage than the normal bullets, but the amount of used bullets and the fact that it can overheat after 4 shots which would render the SMG useless for a while (5-8 secs) makes it a somewhat balanced thing. Barrel upgrade : Laser shot will now make small AoE damage. Internal upgrade : The SMG can now shoot 6 (or maybe more) shots instead of 4, and the overheating is now shorter by 2 seconds (5-6 secs) / 3 seconds (7-8).
PS : Ive made some weapon showcase videos about your mod, i hope youll like them. : )
Version 1.0 : https://www.youtube.com/watch?v=6_gefJJvUvg
Version 2.0 : https://www.youtube.com/watch?v=3lSZU-S6Ku8&t
As for the second SMG firemode... The only thing that comes to my mind at the moment is Laser munition. The SMG would come with some sort of inside mechanism, which can be toggled off and on, and it would (somehow) transform 5-10 bullets into one powerful laser shot. The laser shot would have much greater damage than the normal bullets, but the amount of used bullets and the fact that it can overheat after 4 shots which would render the SMG useless for a while (5-8 secs) makes it a somewhat balanced thing. Barrel upgrade : Laser shot will now make small AoE damage. Internal upgrade : The SMG can now shoot 6 (or maybe more) shots instead of 4, and the overheating is now shorter by 2 seconds (5-6 secs) / 3 seconds (7-8).
PS : Ive made some weapon showcase videos about your mod, i hope youll like them. : )
Version 1.0 : https://www.youtube.com/watch?v=6_gefJJvUvg
Version 2.0 : https://www.youtube.com/watch?v=3lSZU-S6Ku8&t
Re: [v2.0.2] Doom Incarnate: A Wolfenstein style mod
I tried running this on some incredibly low-spec hardware ($75 Cherry Trail-era Atom without discrete graphics) and despite the resolution, this was incredibly playable and everything felt great!
- WallyTheBoogieBug
- Posts: 47
- Joined: Sun Apr 22, 2012 6:56 am
Re: [v2.0.2] Doom Incarnate: A Wolfenstein style mod
I think the recoil values for the plasma rifle in the left hand with the super shotgun in the right hand are bugged, it kicks up an enormous amount, but swapping em around it isn't the case.
Also teleporting is causing throwing grenades with the text "you got a pickup" in the feed some of the time.
Also teleporting is causing throwing grenades with the text "you got a pickup" in the feed some of the time.
- Tesculpture
- Posts: 187
- Joined: Sun Feb 07, 2016 3:22 am
Re: [v2.0.2] Doom Incarnate: A Wolfenstein style mod
Wow, this mod is a gem! The weapons are satisfying to use, and the dual/cross wield system is brilliant - arguably better than the system I've seen in a lot of commercial games. *PTSD Borderlands 2 flashbacks intensify*
That said, I have found a couple of bugs.
With the Scythe Magnum; if you:
-Upgrade it with Autofire
-Dual/Cross wield it
-Take advantage of the Autofire by holding the fire button down
You lose the ability to reload it until you swap to a different weapon and back.
Secondly, when the SSG is:
-Loaded with buckshot
-Still has 1 shell in it
The reload animation is bugged (it still reloads without issue; it just doesn't look right).
That said, I have found a couple of bugs.
With the Scythe Magnum; if you:
-Upgrade it with Autofire
-Dual/Cross wield it
-Take advantage of the Autofire by holding the fire button down
You lose the ability to reload it until you swap to a different weapon and back.
Secondly, when the SSG is:
-Loaded with buckshot
-Still has 1 shell in it
The reload animation is bugged (it still reloads without issue; it just doesn't look right).
- eharper256
- Posts: 1038
- Joined: Sun Feb 25, 2018 2:30 am
- Location: UK
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Re: [v2.0.2] Doom Incarnate: A Wolfenstein style mod
Finally got around to trying this; very enjoyable! Good job. I love anything that has weapon upgrades, which is why Trailblazer and Argent are among my favourites; and this is joining them I believe.
Just a couple of things I'd like to see:
>> Looks like all the difficulty settings always use UV monster spawns? Is that right? Perhaps you might want to add in a version that is able to respect HMP and HNTR spawns as well (though in these cases, perhaps forcing a stat-buff to the enemies?)
>> Probably a pain to implement; but when there are so many upgrades, its rather difficult to know in-game what 'that one does'. Even if you just give a descriptive title of what happens (i.e. Black Napalm Upgrade, Improved Flame Compressor etc.) that would help tremendously. Don't want to have alt-tab out of Doom all the time to figure it out!
Just a couple of things I'd like to see:
>> Looks like all the difficulty settings always use UV monster spawns? Is that right? Perhaps you might want to add in a version that is able to respect HMP and HNTR spawns as well (though in these cases, perhaps forcing a stat-buff to the enemies?)
>> Probably a pain to implement; but when there are so many upgrades, its rather difficult to know in-game what 'that one does'. Even if you just give a descriptive title of what happens (i.e. Black Napalm Upgrade, Improved Flame Compressor etc.) that would help tremendously. Don't want to have alt-tab out of Doom all the time to figure it out!