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

Posted: Sat Sep 29, 2018 8:15 pm
by Stock-Doom
Oh hey, what an excellent mod!

Upgrades, a plethora of weapons, even the freaking contraptions from Wolfenstein : New Colossus...

It's quite rare to see a complex mod like this, with also the modern FPS effects and sparkles we expect today.
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But, I noticed a few things and possibly bugs :

Where's the vest that allowed you to get smaller? Was it useless or..?

The ParaTrooper Rifle don't make a sound when I zoom-in with the alt mode.

Just an opinion, but although I liked the gun that replaced the Gatling Gun, it looks a little crusty, especially when I right-click zoom with the ironsight.


Otherwise, it's a splendid mod!

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

Posted: Sat Sep 29, 2018 8:18 pm
by Stock-Doom
Gideon020 wrote:Hilarious little bug; on the newest devbuild this causes the binary choice options to become reversed. Yes becomes No and such.
Well, it's because one of the MENUINFO commands override the default (YES/NO) menu text.

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

Posted: Sun Sep 30, 2018 1:30 am
by D3athStalker
Where's the vest that allowed you to get smaller? Was it useless or..?
That one was pretty useless and not working well, so I replaced it with another contraption that enhances the melee attacks.
The ParaTrooper Rifle don't make a sound when I zoom-in with the alt mode.
Paratrooper's scope sound had the same sound of Plasma Rifle's scope and I replaced Plasma Rifle's "scope" with an ADS and removed that scope sound effect. So yeah, that's another bug.
Stock-Doom wrote:Just an opinion, but although I liked the gun that replaced the Gatling Gun, it looks a little crusty, especially when I right-click zoom with the ironsight.
Yeah, I'm not that good at making frankensprites and I have a tendency to abuse the contrast feature of GIMP :P

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

Posted: Sun Sep 30, 2018 5:13 am
by mutator
this mod is pretty complete from the way it looks but are you planning to add anything new into it?

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

Posted: Sun Sep 30, 2018 1:19 pm
by Mackery
mutator wrote:this mod is pretty complete from the way it looks but are you planning to add anything new into it?
I would love it if they made added a monsters pack to it, like Nazis themed, like the 1960 era wolfenstein (the new order, old blood, and new colossus) with cyborgs, robodogs?

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

Posted: Sun Sep 30, 2018 3:18 pm
by Nems
Mackery wrote:
mutator wrote:this mod is pretty complete from the way it looks but are you planning to add anything new into it?
I would love it if they made added a monsters pack to it, like Nazis themed, like the 1960 era wolfenstein (the new order, old blood, and new colossus) with cyborgs, robodogs?
Kriegsland comes with a "monsters only" option for such a thing.

viewtopic.php?f=43&t=57053

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

Posted: Mon Oct 01, 2018 2:00 pm
by D3athStalker
mutator wrote:this mod is pretty complete from the way it looks but are you planning to add anything new into it?
I don't know really. I'm thinking to add custom HUD compatibility to the game and fixing the bugs mentioned for the next update but other than that, not much comes to my mind.

I was thinking to add heavy weapons that can't be dual wielded (Similar to MGs in TNO, the Gewehrs in TNC or the minigun in Bulletstorm) and are used as "disposable" weapons that are thrown away when their ammo is depleted, but I've already added Ubergewehr and Lasergewehr to the game and I personally don't want to nerf them.

Or maybe replace their positions as BFG replacements with Wolf 2009's less powerful Tesla Gun and Leichenfaust and transfering the Uber and Laser to the "disposable" weapon category.

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

Posted: Mon Oct 01, 2018 4:01 pm
by Mackery
D3athStalker wrote:
mutator wrote:this mod is pretty complete from the way it looks but are you planning to add anything new into it?
I don't know really. I'm thinking to add custom HUD compatibility to the game and fixing the bugs mentioned for the next update but other than that, not much comes to my mind.

I was thinking to add heavy weapons that can't be dual wielded (Similar to MGs in TNO, the Gewehrs in TNC or the minigun in Bulletstorm) and are used as "disposable" weapons that are thrown away when their ammo is depleted, but I've already added Ubergewehr and Lasergewehr to the game and I personally don't want to nerf them.

Or maybe replace their positions as BFG replacements with Wolf 2009's less powerful Tesla Gun and Leichenfaust and transfering the Uber and Laser to the "disposable" weapon category.
Maybe you'd consider secret old WWII weapons from the allied side for an optional Addon? Like M1911A1s, or Karabiner 98k bolt-actions? I could try searching for adequate sprites to lighten the load.

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

Posted: Mon Oct 01, 2018 4:22 pm
by Mackery
Here's one I found on the spriting carnival

https://imgur.com/gallery/aLsmecy

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

Posted: Thu Oct 04, 2018 8:47 am
by CanisLaticanis
A couple bugs that I confirmed via Kinse's testmap:
  • Disabling Venom Gun drops doesn't actually stop it or its ammo from spawning.
  • Setting the rocket launcher replacement to 'Kampfpistole only' doesn't stop Napalm ammo from spawning.
  • Setting the rocket launcher replacement to 'NKW only' causes rocket ammo pickups to only spawn Kampfpistole slugs.
EDIT: As for the 'make the Ubergewehr and Lasergewehr disposable weapons', if you go that route I'd like to see a toggle to allow you to carry them again. Though the Leichenfaust is one of my favorite guns from Wolfenstein 2009, it won't exactly have the same 'punch' in Doom - it was awesome because it made Nazis evaporate and canceled gravity for a bit.

EDIT 2: Also, could you make the crosshairs on the Plasma Rifle's ADS more visible? They're really hard to see against dark backgrounds.

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

Posted: Thu Oct 04, 2018 5:33 pm
by Mackery
Are we going to ever get the Railgun or the Dark Matter Gun back? I simply feel that Doom Incarnate is the kind of weapon mod that gives players an arsenal that makes on feel like it's Russian Overkill or more appropriately Trailblazer with its rather mighty weaponry and some exciting upgrades and secondary firemodes for nearly all weapons. Which makes it great to play on slaughter-style maps. And I bet that this mod would continue to excel with an even further expanded arsenal of Wolfenstein-themed weaponry.

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

Posted: Sat Oct 06, 2018 2:09 pm
by Stock-Doom
Okay, I have a suggestion for something that bothered me for a while :

From all the weapons I tried, I found the SSG(Double Shotgun) to be the dumbest and dullest of them all.

The sprites clashes with the other ones, the damage spread don't do jack and compared to the GrimmHammer(Which I found to be powerful, fast and satisfying), it just looks and feels like crap.

Maybe the Dark Matter Gun should make a comeback and replaces this crappy weapon...

Just for insights, I'm not forcing you to do anything nor I'm lecturing you, It's just how I feel about this particular weapon.

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

Posted: Sat Oct 06, 2018 3:12 pm
by armymen12002003
i for one love the ssg so i say keep the ssg

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

Posted: Sun Oct 07, 2018 3:41 pm
by Mackery
Maybe just improve the ssg? Add a Ricochet pellets/rifled slugs. How about Mouse 1 fires one barrel, and Mouse 2 fires both, and pressing "change firemode" will swap the ammo to ricochet pellets/rifled slugs/explosive buckshot.

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

Posted: Sun Oct 07, 2018 7:31 pm
by CanisLaticanis
Honestly I feel like the SSG needs a beefier sound, if nothing else. And maybe a new sprite.

Also, found another bug: the nailgun mode on the SMGs doesn't respect your vertical aim angle - if I look up it still shoots horizontal.