[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: [v1.4] Doom Incarnate: A Wolfenstein style mod

Post by D3athStalker »

Yholl wrote:Walking over the basic pistol gives an error message of Unknown flag 'Tossed' in 'CaptainBlazkowicz'.
Fixed it within a quick bugfix.
If you die while dual wielding and firing the gatling guns, your body stays standing and plays the fire sound forever.
I thought that issue was over, but Gatling is the weak spot of that... Thanks for notifying.
While cross wielding the Kampfpistole, the explosions are crazy mini-nuke clouds instead of the normal ones.
Crap, forgot to change crossed KP's mininukes with rox, fuckfuckfuck- :bang:

Ugh, I need to sleep, it's 3 AM here... will release another bugfix when I wake up.

Edit: v1.4.2 links added to the first post.

Edit 2: What I've also noticed is the "Flare Effect" option on the "Mod Options". I was gonna add some kinda bloom effect to the game but GZDoom already has a bloom effect ... just ignore that option.
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Doctrine Gamer
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Re: [v1.4] Doom Incarnate: A Wolfenstein style mod

Post by Doctrine Gamer »

When I select Magnum as the starting weapon, an error message appears and BJ is disarmed.
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Re: [v1.4] Doom Incarnate: A Wolfenstein style mod

Post by D3athStalker »

Doctrine Gamer wrote:When I select Magnum as the starting weapon, an error message appears and BJ is disarmed.
Fixed it.

I think I should release v1.5 as a whole overhaul update instead of releasing v1.4.x dozens of times...
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Doctrine Gamer
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Re: [v1.4] Doom Incarnate: A Wolfenstein style mod

Post by Doctrine Gamer »

D3athStalker wrote:
Doctrine Gamer wrote:When I select Magnum as the starting weapon, an error message appears and BJ is disarmed.
Fixed it.

I think I should release v1.5 as a whole overhaul update instead of releasing v1.4.x dozens of times...
It makes sense ...

awaiting corrected version 1.5 For fun run wild
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Doomenator
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Re: [v1.4] Doom Incarnate: A Wolfenstein style mod

Post by Doomenator »

Some my remarks.
The main menu is not to fit for 4:3 format. It is desirable to move it to the right by 25.
The sounds of casings too quiet, I think the best would be 0.3/0.4/0.4
The sprites for full magazine of ammo is very different from empty.
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Re: [v1.4] Doom Incarnate: A Wolfenstein style mod

Post by armymen12002003 »

Mighty fine weapon set you have here as for someone who own's TNO but not TOB or TNC it's just pickin's for me great job loving all them beefy weapon sounds this play very well with the Kriegsland Enemies mod looking forward to seeing what else you can cook up with this.
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Re: [v1.4] Doom Incarnate: A Wolfenstein style mod

Post by Nems »

Just wanted to say that I seriously love the new update for Doom Incarnate. The giant "Fuck Off" Laser Gun in Slot 7 is especially a blast to use and a lot of the new animations for the weapons are awesome. <3
Last edited by Nems on Wed Feb 21, 2018 2:30 pm, edited 1 time in total.
Ts879
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Re: [v1.4] Doom Incarnate: A Wolfenstein style mod

Post by Ts879 »

I would like to request that you make a add-on pack for extra weapons only the ones available in the previous versions like the BFG, Black Hole Generator and That Auto Shotgun. No need to add upgrade or anything but using those weapons in a new version of this mod.
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mentha
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Re: [v1.4] Doom Incarnate: A Wolfenstein style mod

Post by mentha »

bug: the shotgun will pump shell casings out of the gun if you're out of shells and try to fire. and will do so every time you do so. forever.

Edit: my wordings off, will do so every time you try to fire it until you get ammo.
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Re: [v1.4] Doom Incarnate: A Wolfenstein style mod

Post by D3athStalker »

Doomenator wrote:Some my remarks.
The main menu is not to fit for 4:3 format. It is desirable to move it to the right by 25.
The sounds of casings too quiet, I think the best would be 0.3/0.4/0.4
The sprites for full magazine of ammo is very different from empty.
Revamped the menu and the casing sounds.
Plz don't compare ammo sprites with the empty mags
Ts879 wrote:I would like to request that you make a add-on pack for extra weapons only the ones available in the previous versions like the BFG, Black Hole Generator and That Auto Shotgun. No need to add upgrade or anything but using those weapons in a new version of this mod.
I see your point, but considering that the amount of effort needed to update those weapons (upgradeable parts, crossed-wielding etc.) and I'm at the opening week of the spring semester, that would take hell of a time.
mentha wrote:bug: the shotgun will pump shell casings out of the gun if you're out of shells and try to fire. and will do so every time you do so. forever.

Edit: my wordings off, will do so every time you try to fire it until you get ammo.
Fixed.
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Doctrine Gamer
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Re: [v1.4] Doom Incarnate: A Wolfenstein style mod

Post by Doctrine Gamer »

These fixes will only be available in version 1.5, right?
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Re: [v1.4] Doom Incarnate: A Wolfenstein style mod

Post by D3athStalker »

Doctrine Gamer wrote:These fixes will only be available in version 1.5, right?
Yeah, I want the next version (v1.5, in this case) to be as bug-free as possible.
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mutator
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Re: [v1.4] Doom Incarnate: A Wolfenstein style mod

Post by mutator »

I found a bug as well, when you collect more than 1 upgrade kit and enter next level you only end up with 1 kit and other disappears...is this actually a bug or intentional?
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Re: [v1.4] Doom Incarnate: A Wolfenstein style mod

Post by Hellser »

Please use the imgur tags next time for your screenshots. Hiding them under a spoiler does not prevent them from being loaded.
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mutator
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Re: [v1.4] Doom Incarnate: A Wolfenstein style mod

Post by mutator »

Hellser wrote:Please use the imgur tags next time for your screenshots. Hiding them under a spoiler does not prevent them from being loaded.
talking to me or the previous guy?
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