[v3.1.1] Doom Incarnate: A Wolfenstein style mod

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Should I nerf fire based weapons like Dragon's Breath and Napalmkraftwerk?

Poll ended at Wed Oct 28, 2020 12:36 pm

Yes please, they're broken af
3
12%
Nah, they're fine
22
88%
 
Total votes: 25

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D3athStalker
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Re: [v1.3] Doom Incarnate: A Wolfenstein style mod

Post by D3athStalker »

DabbingSquidward wrote:Just wanted to point out that GZDoom itself already has a degenerating health option à la Quake under Gameplay Options :P
Shoot, I didn't know it. At least my degen doesn't occur when the player has Regen powerup :P
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StroggVorbis
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Re: [v1.3] Doom Incarnate: A Wolfenstein style mod

Post by StroggVorbis »

One small thing I wanted to add:
The medkits and stimpacks in your mod, due to the way they're setup, are not treated as items per se. In the automap with am_cheat 2 they have the same color as decoration things and the 'items' and 'itemsnum' CCMDs don't list them. I don't know of a flag or way to work around this :/
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D3athStalker
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Re: [v1.3] Doom Incarnate: A Wolfenstein style mod

Post by D3athStalker »

DabbingSquidward wrote:One small thing I wanted to add:
The medkits and stimpacks in your mod, due to the way they're setup, are not treated as items per se. In the automap with am_cheat 2 they have the same color as decoration things and the 'items' and 'itemsnum' CCMDs don't list them. I don't know of a flag or way to work around this :/
Too bad they're "SwitchableDecration" rather than "CustomInventory". I don't know there's an alternate way to make those work in a better way :?
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StroggVorbis
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Re: [v1.3] Doom Incarnate: A Wolfenstein style mod

Post by StroggVorbis »

D3athStalker wrote:
DabbingSquidward wrote:One small thing I wanted to add:
The medkits and stimpacks in your mod, due to the way they're setup, are not treated as items per se. In the automap with am_cheat 2 they have the same color as decoration things and the 'items' and 'itemsnum' CCMDs don't list them. I don't know of a flag or way to work around this :/
Too bad they're "SwitchableDecration" rather than "CustomInventory". I don't know there's an alternate way to make those work in a better way :?
I know that there's a +COUNTITEM flag, that makes items count towards the end of level tally, like artifacts and powerups, but no +ITEM flag that makes it get identified as a normal pickup, like weapons, ammo, health or armor for example :/

Maybe this could be asked in "Feature Suggestions" :)
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Yholl
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Re: [v1.3] Doom Incarnate: A Wolfenstein style mod

Post by Yholl »

You should alter the credits slightly. SoloSpaghetti should be the one credited for the armor, not me. I'm not too fussed about it, but next time you want something from DRLA, can you please ask first?

Been having a good ol' time with this, very nice work! Everything feels very satisfying.
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D3athStalker
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Re: [v1.3] Doom Incarnate: A Wolfenstein style mod

Post by D3athStalker »

Yholl wrote:You should alter the credits slightly. SoloSpaghetti should be the one credited for the armor, not me. I'm not too fussed about it, but next time you want something from DRLA, can you please ask first?

Been having a good ol' time with this, very nice work! Everything feels very satisfying.
My apologies, I'll alter them right away.

Also, glad to see you enjoying the mod :)
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D3athStalker
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Re: [v1.3] Doom Incarnate: A Wolfenstein style mod

Post by D3athStalker »

D3athStalker wrote:Image
New logo made by LossForWords

The title says itself. Doom Incarnate is a Doom mod which is heavily based on new Wolfenstein series (TNO, TOB, TNC). It replaces our favourite hero Doomguy with his ancestor, our another favourite hero William BJ Blazkowicz.

Chop Chop Motherf***ers!
Blazkowicz can use hatchets to chop enemies to little pieces, or just throw them to their faces.

Dual Wield Everything!
Blazkowicz will have no problem dual wielding any weapon. Without any penalty; accuracy won't decrease, movement speed won't decrease and so on. But since your left hand is full, you can't use hatchets or hand grenades.

Stacking Armor!
There is only one armor type, which absorbs 75% of the damage. All armor pickups are based on this armor type. Let's say you have a kevlar vest, which is 50 armor units; and you pick up a Battle Armor, which is 100 units. Instead of overwriting the vest, it stacks with it, and you'll have 150 armor units in total.

Different Tastes of Death!
Every weapon has a second firemode. Cycle between them (bind the key for both weapons) and unleash your enormous firepower in different ways!

Beyond the Limits!
Most weapons have up to 3 parts which can be upgraded (ammunition, internals and magazine) to increase their DPS even further! Find upgrade kits which rarely spawn instead of ammo packs and upgrade your good-to-go weapons!

Need more health!
You can overcharge your health with medikits and stimpacks by clicking use button near them. But remember, your health slowly decays back to 100.

Download link: https://mega.nz/#!80x2DL6C!OaBX9StG4sOS ... km9Gu_DzfM
Alternative link: http://www.mediafire.com/file/9x11a1dwv ... e_v1.3.pk3

Weapons
Spoiler:
Powerups
Spoiler:
Screenshots (Warning, high definition)
Spoiler:
Gameplay Videos
Spoiler:
Credits
Spoiler:
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D3athStalker
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Re: [v1.4] Doom Incarnate: A Wolfenstein style mod

Post by D3athStalker »

Huh, I just noticed that I replied to my first post...

Anyways, v1.4 is finally here!

Download link: https://mega.nz/#!w9IV0AqA!_kwR1AVaJZcC ... G04SyZPuFM
Alternative link: http://www.mediafire.com/file/66x3tex0c ... e_v1.4.pk3

Changelog:
- Added some CVars including starting weapon, health system and performance mode.
- Replaced BFG with Ubergewehr, it's pretty much the ancestor of BFG and it works very similar.
- Replaced DMG with Lasergewehr, a big-ass laser cannon that shoots a constant laser beam that vaporizes everything it touches.
- Replaced Railgun with LaserKraftWerk, BJ's favourite pew pew rifle. Unfortulately, you can't weld with it.
- Changed SSG's pickup sprite, again.
- Renamed Laser Rifle as Plasma Rifle, since TNO's AR Marksman's alt fire is officially called "Plasma Mode".
- New menu sounds.
- Overhauled Inferno Shotgun's sprite.
- Done some code polishing.
- All weapons now have same lower/raise speed (7 tics, 0.2 seconds)
- Fixed a bug where SSG ejects shells before it gets open.
- Reskinned Assault Rifle and gave it a underbarrel grenade launcher.
- Handgun and SMG now have bolt pull animations.
- Further BD Monsters compatibility, monsters die based on the weapon you're firing.
- You can now cancel dual wielding by using scroll wheel.
- More proper zooming, now they are either realistic looking scope sights or traditional ADS.
- Added "read this" for ... reasons.
- Changed KP's mini-nukes for rockets.
- Fixed a sprite frame of BJ.
- BJ now has a custom coloured jacket and t-shirt.
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Dr_Cosmobyte
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Re: [v1.4] Doom Incarnate: A Wolfenstein style mod

Post by Dr_Cosmobyte »

Yeah! I was waiting this. Downloading now!
sturmtruppen141
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Re: [v1.4] Doom Incarnate: A Wolfenstein style mod

Post by sturmtruppen141 »

Is it okay if you could kinda lower the sound of the casings? It's kinda odd to hear the ejected casings are much louder than the muzzle blast .hope you would consider it :)
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XavierStudios
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Re: [v1.4] Doom Incarnate: A Wolfenstein style mod

Post by XavierStudios »

Little things:
The Assault Rifle ammo upgrade still references the old suppressor mode.
The Kampfpistole ammo upgrade is worded very strangely, contradicting itself with regards to regular rockets and homing rockets.
Crossed Wield shows all three upgrade icons on the HUD for weapons that can't be upgraded fully.
Equipping Crossed Wield, pressing either equip button and selecting a different weapon will try to set the weapon being selected to Crossed Wield.

Big things:

I think that Crossed Wielding is a really good idea, but I can't say the controls are very friendly. Having to select two weapons, pressing a button on each and then selecting a weapon in slot 9 with a scroll wheel is not quick. Further, on top of the rather considerable number of unique keybinds your mod already required, there are now two more. I'm lucky I had two conveniently-placed keys available, but I can't say that will be the same for any further additions. I had considered voicing my opinion regarding the hatchet before you separated chopping and tossing into two inputs, but that time has long since passed.

I understand that I might be coming off a bit strong here, but that's because I strongly feel that the controls would benefit from some consolidation. Hatchet Chop on press and Toss on hold, Switch Firemode on press and Equip Crossed Wield on hold and Dual Wield on press and Crossed Wield on hold. This would increase the control scheme's complexity, but it makes it easier to use after you learn it all, not to mention reducing the total number of keybinds required. I wish I could say this would be a straight upgrade, but I won't. Instead, I will leave these suggestions for you to do with as you please.

Thank you for taking your time to make this wonderful mod. I have plenty of words about what I like, but I'll save them for a later date.
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D3athStalker
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Re: [v1.4] Doom Incarnate: A Wolfenstein style mod

Post by D3athStalker »

sturmtruppen141 wrote:Is it okay if you could kinda lower the sound of the casings? It's kinda odd to hear the ejected casings are much louder than the muzzle blast .hope you would consider it :)
Consider it done :)

Also, I noticed a bug relating to Handgun pickup. It spams an error message whenever you stand on it. I'll release a hotfix soon, titled v1.4.1 (biggest update ever lol). This will also take care of the loud casing sound. Good timing, though :P
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Re: [v1.4] Doom Incarnate: A Wolfenstein style mod

Post by D3athStalker »

XavierStudios wrote:Little things:
The Assault Rifle ammo upgrade still references the old suppressor mode.
The Kampfpistole ammo upgrade is worded very strangely, contradicting itself with regards to regular rockets and homing rockets.
Crossed Wield shows all three upgrade icons on the HUD for weapons that can't be upgraded fully.
Equipping Crossed Wield, pressing either equip button and selecting a different weapon will try to set the weapon being selected to Crossed Wield.
Thanks for the nit-picks, I always tend to miss small flaws and mistakes I do.

Lol, I just checked the KP's ammo upgrade and I wrote primary instead of secondary at the homing part...
Big things:

I think that Crossed Wielding is a really good idea, but I can't say the controls are very friendly. Having to select two weapons, pressing a button on each and then selecting a weapon in slot 9 with a scroll wheel is not quick. Further, on top of the rather considerable number of unique keybinds your mod already required, there are now two more. I'm lucky I had two conveniently-placed keys available, but I can't say that will be the same for any further additions. I had considered voicing my opinion regarding the hatchet before you separated chopping and tossing into two inputs, but that time has long since passed.
I'm not the biggest fan of the crossed-wield equipping weapon, either. I would love to make this work with a weapon wheel or even a menu. But idk how to make them work like that :(
I understand that I might be coming off a bit strong here, but that's because I strongly feel that the controls would benefit from some consolidation. Hatchet Chop on press and Toss on hold, Switch Firemode on press and Equip Crossed Wield on hold and Dual Wield on press and Crossed Wield on hold. This would increase the control scheme's complexity, but it makes it easier to use after you learn it all, not to mention reducing the total number of keybinds required. I wish I could say this would be a straight upgrade, but I won't. Instead, I will leave these suggestions for you to do with as you please.
I agree. 8 essential key binds are a bit too much, and your ideas are brilliant. I'll take the key binding part to consideration.
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D3athStalker
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Re: [v1.4] Doom Incarnate: A Wolfenstein style mod

Post by D3athStalker »

I've just uploaded v1.4.1. The link is on the first page. I only uploaded it on Mega (primary one), though. The file gets uploaded too fucking slow on MediaFire for some reason.

Edit: MediaFire link is added :)
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Yholl
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Re: [v1.4] Doom Incarnate: A Wolfenstein style mod

Post by Yholl »

Walking over the basic pistol gives an error message of Unknown flag 'Tossed' in 'CaptainBlazkowicz'.
If you die while dual wielding and firing the gatling guns, your body stays standing and plays the fire sound forever.
While cross wielding the Kampfpistole, the explosions are crazy mini-nuke clouds instead of the normal ones.


Having a lot of fun with the new guns, especially the Lasergewehr! Nice work on the update!
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