[v2.1.3] Doom Incarnate: A Wolfenstein style mod

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Re: [v1.8.2] Doom Incarnate: A Wolfenstein style mod

Postby Beezle » Mon Jan 21, 2019 2:28 am

VM Execution aborted: Handgun.StateFunction.19 Called without valid caller. Handgun expected
Called from Weapon.A_Raise at gzdoom.pk3:zscript/inventory/weapons.txt, line 283
Called from PlayerPawn.BringUpWeapon at gzdoom.pk3:zscript/shared/player.txt, line 1512
Called from State Handgun.19
Called from Psprite.setstate (native)
Called from Weapon State Handgun.233 in Handgun
Called from PlayerInfo.SetSprite (native)

Get this error when loading with Magnum instead of handgun in mod options, also get random crashes, not very frequent though, when dual wielding. Using GZDoo m 3.7.1.
Edit: After a little more testing, I've found this crash only seems to happen in GZDoom 3.7.1, it also happened with Doom Incarnate 1.8.1, in 3.6 you can choose the Magnum without any issues in both versions.
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Joined: 16 Aug 2018
Discord: #8423

Re: [v1.8.2] Doom Incarnate: A Wolfenstein style mod

Postby CanisLaticanis » Thu Jan 24, 2019 10:18 am

I'd recommend trying 3.7.2, it seems a whole raft of bugs slipped into 3.7.0/1.

On to actual bugs, it seems the SSG spawn options aren't working correctly; I've got it set to 'random' but I'm only getting Grimmhammers.

As a suggestion, maybe change NVGs to use a system similar to Trailblazer - where they have a 'battery' of sorts and can be turned on/off mid-use.

EDIT: Another bug, the NKW's blast radius seems to extend much further vertically than it does horizontally. I think this one's been around for a while and I just haven't noticed it though.

EDIT2: Some more suggestions.
  • The AR currently feels kinda lacklustre when put up against the Venom Gun; they feel like they cover the same sort of niche, moreso than other weapons on the same slot.
  • Speaking of the AR, its plasma rocket is kinda... meh? Sure it has infinite ammo, but the power just doesn't feel particularly great.
  • Same to a degree goes for Grimhammer vs SSG; the SSG doesn't quite measure up in terms of pain output, particularly versus crowds. Maybe some sort of enemy penetration on its shots, ala the Doom 2016 SSG?
  • For those of us who dislike 'reload mash', maybe have an alternate way to speed up reloads? Maybe holding down the reload button?
  • An option to increase the spawn rate of health/armor upgrades would be nice, particularly for shorter WADs or ones with few health/armor bonuses.
  • Maybe more difficulty settings? In particularly one which is Full UV in terms of enemies but doesn't increase their health/damage.
  • Beefier hand grenades, please? They're honestly pretty meh for anything beefier than a shotgunner, which makes it odd that we can only carry 12.
  • 'Combined' ammo drop option - have ammo spawns (when they're not upgrade kits) be replaced with a bundle of ammo that refills all ammo types that could show up there. (So a clip would be replaced with a 9mm clip, .357 clip, rifle mag, and venom belt.)
  • An option for an additional starting weapon perhaps? I'd say a second pistol or an SMG.
CanisLaticanis
 
Joined: 24 May 2018
Location: Eastern US
Operating System: Windows 10/8.1/8 64-bit
Graphics Processor: Intel (Modern GZDoom)

Re: [v1.8.2] Doom Incarnate: A Wolfenstein style mod

Postby Bobby » Wed Apr 03, 2019 6:59 pm

Can you add a unload function to each gun, you can simply reverse the reload animation. Great mod by the way!
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Joined: 03 Mar 2019

Re: [v1.8.2] Doom Incarnate: A Wolfenstein style mod

Postby D3athStalker » Thu Apr 04, 2019 1:12 am

Hmm, I like the idea, but I doubt I would add such a feature to each gun since some of the ammo types are only used by one gun (like Assault Rifle), which would be kinda pointless.
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Re: [v1.8.2] Doom Incarnate: A Wolfenstein style mod

Postby ShockwaveS08 » Sat Apr 06, 2019 10:29 am

Came across a visual bug, regarding the standard Handgun: If you hold down the trigger when you 1) don't have any ammo in the clip, and 2) don't have any 9mm ammo left in your reserves, the weapon's slide mechanism wigs out something fierce, as if the weapon is trying to fire, but can't due to the lack of ammo.

This happens when using the weapon in either hand, dual-wielding the Handgun by itself, and cross-wielding it with any other weapon, where it happens in whatever hand's holding the Handgun.
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Joined: 07 Jul 2016
Discord: Shockwave_S08#0859

Re: [v1.8.2] Doom Incarnate: A Wolfenstein style mod

Postby Kellion » Thu Apr 25, 2019 9:37 am

So I gave your mod a shot... Well, several shots, multiple version shots.

Okay, its really fun, love it to bits. Though for whatever reason I feel like the sounds in the newer versions were toned down. They feel less punchy that the previous ones, which is the main reason why I stuck with older versions. But besides that its quite fun.

Also it wouldn't be a bad idea to include a weapon damage slider in the options menu, its probably your choice that they are this powerful, but when dual wielding is added to the mix. Well... It gets easy, really easy.

Anyway featured your mod here:

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Re: [v1.8.2] Doom Incarnate: A Wolfenstein style mod

Postby Lemonore » Mon Apr 29, 2019 3:05 am

The mod's main menu is kickass! What's the song, though? Couldn't find it anywhere in the credits.
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Joined: 10 Jul 2018

Re: [v1.8.2] Doom Incarnate: A Wolfenstein style mod

Postby slyrboi » Wed May 01, 2019 7:32 am

had a bug, invalid handgun caller
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Joined: 01 Mar 2019

Re: [v1.8.2] Doom Incarnate: A Wolfenstein style mod

Postby Lemonore » Wed May 01, 2019 8:19 am

slyrboi wrote:had a bug, invalid handgun caller

AFAIK it only happens if you have the Magnum as a starting weapon. Change it back to Handgun.
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Joined: 10 Jul 2018

Re: [v1.8.2] Doom Incarnate: A Wolfenstein style mod

Postby Beezle » Wed May 01, 2019 10:45 am

Lemonore wrote:
slyrboi wrote:had a bug, invalid handgun caller

AFAIK it only happens if you have the Magnum as a starting weapon. Change it back to Handgun.

Damn I thought I was the only one with this issue, some YouTuber, UnforgivenCaleb, said he had no issues with starting with Magnum and using 3.7.2, his advice was to wait for DeathStalker to update the mod. If use use GZDoom 3.6 it that issue won't be present, but anything newer you can't start with Magnum. :(
Beezle
 
Joined: 16 Aug 2018
Discord: #8423

Re: [v1.8.2] Doom Incarnate: A Wolfenstein style mod

Postby D3athStalker » Thu May 02, 2019 9:29 am

Beezle wrote:wait for DeathStalker to update the mod. If use use GZDoom 3.6 it that issue won't be present, but anything newer you can't start with Magnum. :(

I will eventually update the mod, I'm just too much of a lazy fuck to make it early...

I'm also thinking of opening a Discord after the update, mainly for bug reports (there will inevitably be a crapton of them cuz the update is going to be big).

Kellion wrote:So I gave your mod a shot... Well, several shots, multiple version shots.

Okay, its really fun, love it to bits. Though for whatever reason I feel like the sounds in the newer versions were toned down. They feel less punchy that the previous ones, which is the main reason why I stuck with older versions. But besides that its quite fun.

Also it wouldn't be a bad idea to include a weapon damage slider in the options menu, its probably your choice that they are this powerful, but when dual wielding is added to the mix. Well... It gets easy, really easy.


Thanks a lot man, btw the sounds of most of the weapons will get beefier when they get upgraded. And yeah, the weapon damage slider could be a good idea, might give that a try.

Lemonore wrote:The mod's main menu is kickass! What's the song, though? Couldn't find it anywhere in the credits.


It's the main menu theme of Wolfenstein: The New Order. And yeah, should've added it into credits list. Lol
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Re: [v1.8.2] Doom Incarnate: A Wolfenstein style mod

Postby slyrboi » Sat May 04, 2019 11:22 pm

Lemonore wrote:
slyrboi wrote:had a bug, invalid handgun caller

AFAIK it only happens if you have the Magnum as a starting weapon. Change it back to Handgun.


thanks friend, i just too dumb to find it out, still any info about the upgrade kits? i don't know how to use it
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Joined: 01 Mar 2019

Re: [v1.8.2] Doom Incarnate: A Wolfenstein style mod

Postby Lemonore » Sun May 05, 2019 10:27 am

slyrboi wrote:
thanks friend, i just too dumb to find it out, still any info about the upgrade kits? i don't know how to use it

They're an inventory item. Use "Next/Previous Item" and "Activate Item" keys from GZDoom's inventory controls.
Lemonore
 
Joined: 10 Jul 2018

Re: [v2.0] Doom Incarnate: A Wolfenstein style mod

Postby D3athStalker » Tue Jun 04, 2019 3:14 pm

Finally, 2.0 is here! (I actually can't believe I last updated this mod almost half a year ago lol)

Main Link: https://mega.nz/#!00Ih1SDL!EAHx6z2GWYK0 ... Tsy_e5zc1I
Alt link: https://www.mediafire.com/file/9zfm2y78 ... 0.pk3/file

Spoiler: Changelog (it's probably incomplete)


I'm also going to create a Discord for the mod tomorrow (mostly for bug reports) so expect a link soon.
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Re: [v2.0] Doom Incarnate: A Wolfenstein style mod

Postby affandede » Tue Jun 04, 2019 4:25 pm

Is it possible to hide this boner?
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