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

PostPosted: Fri Sep 14, 2018 11:56 pm
by Captain J
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

PostPosted: Fri Sep 14, 2018 11:58 pm
by Rowsol
In the changelog - "Removed casings from Venom Gun, increasing performance."

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

PostPosted: Sat Sep 15, 2018 12:07 am
by Captain J
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...

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

PostPosted: Sat Sep 15, 2018 2:32 am
by Gideon020
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

PostPosted: Sat Sep 15, 2018 3:41 am
by D3athStalker
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.

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

PostPosted: Sat Sep 15, 2018 7:06 am
by RedoLane
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 :)

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

PostPosted: Sat Sep 15, 2018 8:17 am
by Korell
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

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

PostPosted: Sat Sep 15, 2018 8:35 am
by D3athStalker
It looks like you need to update your MENUDEF. See here: viewtopic.php?f=2&t=62031#p1072885


Oh OK then, that explains it...

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

PostPosted: Sat Sep 15, 2018 3:32 pm
by Gadosen
Small bug: when you die BJ pulls up the handgun before the death animation starts

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

PostPosted: Sat Sep 15, 2018 5:03 pm
by armymen12002003
One thing i would love to see if you make this compatible with impietwo's Project Einherjar mod that would be awesome.

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

PostPosted: Wed Sep 19, 2018 11:24 pm
by will183
Wish the venom gun used the same shooting and overheating sounds from RTCW for more nostaliga :(

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

PostPosted: Fri Sep 21, 2018 3:14 pm
by Mackery
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

PostPosted: Fri Sep 21, 2018 3:28 pm
by D3athStalker
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.

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

PostPosted: Sun Sep 23, 2018 7:49 am
by Rowsol
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.

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

PostPosted: Sun Sep 23, 2018 8:24 am
by D3athStalker
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.