[v2.1.4] Doom Incarnate: A Wolfenstein style mod

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Re: [v1.8.1] Doom Incarnate: A Wolfenstein style mod

Postby Captain J » Fri Sep 14, 2018 11:56 pm

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!
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Re: [v1.8.1] Doom Incarnate: A Wolfenstein style mod

Postby Rowsol » Fri Sep 14, 2018 11:58 pm

In the changelog - "Removed casings from Venom Gun, increasing performance."
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Re: [v1.8.1] Doom Incarnate: A Wolfenstein style mod

Postby Captain J » Sat Sep 15, 2018 12:07 am

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...
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Re: [v1.8.1] Doom Incarnate: A Wolfenstein style mod

Postby Gideon020 » Sat Sep 15, 2018 2:32 am

Hilarious little bug; on the newest devbuild this causes the binary choice options to become reversed. Yes becomes No and such.
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Re: [v1.8.1] Doom Incarnate: A Wolfenstein style mod

Postby D3athStalker » Sat Sep 15, 2018 3:41 am

Dual Shotguns doesn't reload in dual wielding mode when they have 8 shells in the chamber.

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.

Napalmkraftwerk's Flame Projectile spawns bloodpuff when hits the enemy. I don't think that's intentional, so...

I was experimenting with that projectile's puff (fire trails leaving on the walls) and forgot to turn BLOODSPLATTER flag off. Lol

Hilarious little bug; on the newest devbuild this causes the binary choice options to become reversed. Yes becomes No and such.

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.
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Re: [v1.8.1] Doom Incarnate: A Wolfenstein style mod

Postby RedoLane » Sat Sep 15, 2018 7:06 am

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 :)
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Re: [v1.8.1] Doom Incarnate: A Wolfenstein style mod

Postby Korell » Sat Sep 15, 2018 8:17 am

D3athStalker wrote:
Hilarious little bug; on the newest devbuild this causes the binary choice options to become reversed. Yes becomes No and such.

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.


It looks like you need to update your MENUDEF. See here: viewtopic.php?f=2&t=62031#p1072885
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Re: [v1.8.1] Doom Incarnate: A Wolfenstein style mod

Postby D3athStalker » Sat Sep 15, 2018 8:35 am

It looks like you need to update your MENUDEF. See here: viewtopic.php?f=2&t=62031#p1072885


Oh OK then, that explains it...
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Re: [v1.8.1] Doom Incarnate: A Wolfenstein style mod

Postby Gadosen » Sat Sep 15, 2018 3:32 pm

Small bug: when you die BJ pulls up the handgun before the death animation starts
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Re: [v1.8.1] Doom Incarnate: A Wolfenstein style mod

Postby armymen12002003 » Sat Sep 15, 2018 5:03 pm

One thing i would love to see if you make this compatible with impietwo's Project Einherjar mod that would be awesome.
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Re: [v1.8.1] Doom Incarnate: A Wolfenstein style mod

Postby will183 » Wed Sep 19, 2018 11:24 pm

Wish the venom gun used the same shooting and overheating sounds from RTCW for more nostaliga :(
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Re: [v1.8.1] Doom Incarnate: A Wolfenstein style mod

Postby Mackery » Fri Sep 21, 2018 3:14 pm

Quick question, is this mod compatible with DoomKrakken's Monster Randomizer?

viewtopic.php?t=49524
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Re: [v1.8.1] Doom Incarnate: A Wolfenstein style mod

Postby D3athStalker » Fri Sep 21, 2018 3:28 pm

Mackery wrote:Quick question, is this mod compatible with DoomKrakken's Monster Randomizer?

viewtopic.php?t=49524


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.
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Re: [v1.8.1] Doom Incarnate: A Wolfenstein style mod

Postby Rowsol » Sun Sep 23, 2018 7:49 am

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.
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Re: [v1.8.1] Doom Incarnate: A Wolfenstein style mod

Postby D3athStalker » Sun Sep 23, 2018 8:24 am

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.


I just checked in, I also forgot to put velocity scale in it. Thanks for notifying.
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