[v2.0.2] Doom Incarnate: A Wolfenstein style mod

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are ONLY for YOUR PROJECTS! If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.

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

Postby Rowsol » Tue Jun 04, 2019 4:45 pm

"Stronger weapons need more upgrade kits to get upgraded"
This is a good change. I always thought it was pointless to upgrade the standard shotgun when the auto was easy to find and just as easy to upgrade. Now upgrading the lower tier weapons makes sense.
User avatar
Rowsol
 
Joined: 06 Mar 2013
Location: Maryland, US

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

Postby Nems » Tue Jun 04, 2019 4:48 pm

Yaaaaaasssssssss! <3
User avatar
Nems
Wait what
 
Joined: 12 Jan 2005
Location: I don't even

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

Postby Bobby » Tue Jun 04, 2019 8:41 pm

Can you add heavy weapon upgrades for the rest of the arsenal?
Bobby
 
Joined: 03 Mar 2019

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

Postby CanisLaticanis » Tue Jun 04, 2019 9:22 pm

Hey, I found a bug in the HUD; I think you left some debug numbers there.

di_HUD_bug.png
CanisLaticanis
 
Joined: 24 May 2018

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

Postby Nems » Wed Jun 05, 2019 1:46 am

Also ran into a bug: the ammo, internal, and magazine upgrades for the Super Shotgun require two upgrade kits. However, when I have exactly two in my inventory and try to use them on any upgrade it tells me I need two upgrade kits despite having the exact number of kits needed. When I have three upgrade kits in my inventory though and use them it upgrades the Super Shotgun part without any issues.

EDIT: Also, the HUD I'm using (not the one CanisLaticanis is using in their screenshot) only shows two upgrade stars for the Super Shotgun instead of three (the missing star is the one for the magazine). Not really a big deal since I get a HUD message telling me what happens when I do use an upgrade kit on each of the three parts but I thought I'd go ahead and mention it.
Last edited by Nems on Wed Jun 05, 2019 1:41 pm, edited 2 times in total.
User avatar
Nems
Wait what
 
Joined: 12 Jan 2005
Location: I don't even

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

Postby D3athStalker » Wed Jun 05, 2019 3:29 am

Damn, I completely forgot about those numbers in HUD and yeah, seems like I forgot to update the upgrade icons for SSG.

And btw, here's the Discord link: https://discord.gg/P2CerbK
User avatar
D3athStalker
*sips blood* Yep, now THIS is a real slaughterfest map!
 
Joined: 28 Feb 2016
Location: The nearest Vaeternian blood pub
Discord: D3athStalker#0836

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

Postby Ac!d » Wed Jun 05, 2019 4:08 am

Some bugs here :

- When I switch the KampfPistole's second fire mode, it's print on the screen : "Plasma launcher selected".
- If you haven't enough upgrade kits for the Heavy Weapons, theirs sprites are superposed with the assault rifle (also, you can't fire or switch the weapon).
Attachments
Screenshot_Doom_20190605_092623.png
User avatar
Ac!d
 
Joined: 02 Apr 2019
Location: France
Discord: Acid_Citric#2732

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

Postby Nems » Wed Jun 05, 2019 2:15 pm

Posting again to confirm that the magazine upgrade for the Super Shotgun suffers from the same issues as the other two Super Shotgun upgrades. I edited my post to reflect that.

Also, currently the HEV pickup uses the same sprites as the upgrade kit which threw me off. I recall older versions of the mod having different pick up sprites for the envirosuit.

I'll be joining the Discord after I have some brunch so I'll copy/paste these bugs there. :P
User avatar
Nems
Wait what
 
Joined: 12 Jan 2005
Location: I don't even

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

Postby GoldenGuard95 » Thu Jun 06, 2019 4:13 am

Holy fokin jesus. The 2.0 update is exactly what this mod needed. Just needs a little more polish. Although.. i like how the mod progressed. I still remember when there was a Black Hole Generator or something like that, and a regular BFG from DooM 3. Keep up the good work, pal.

Also hell, ive always wanted some Tesla weapon in this mod, and you actually added it. Just needs some cryo weapon, and we are good to go. Youre doing the god´s work.

PS : Maybe its just that i have toaster, but the Hammergewehr lags like hell when it starts to fire in full speed.
Last edited by GoldenGuard95 on Tue Jul 02, 2019 1:08 pm, edited 1 time in total.
GoldenGuard95
 
Joined: 02 Mar 2018
Discord: AngaraN7#7447

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

Postby Ts879 » Thu Jun 06, 2019 1:41 pm

Ok, I've been playing this mod for over a year now and i was wondering how the 2.0 update would look like and in all honestly it has exceeded all my expectations. I really like two new guns, especially the tesla rifle in all It's shocking glory. The heavy weapons are an idea from new colossus that implemented better in this mod! Each one feels supremely powerful in It's own right and unique as well. Its better here as you can still keep the heavy weapons after ammo is consumed until you find another that is.

The only criticism I have would be the alternate fire mode of the lasergewehr which isn’t too different from the regular. I was hoping it would be something cool like a automatic laser shotgun or anything a bit different. So i would like to recommend that you change that?

Besides that everything else is fantastic! Great Job mate and I hope You'll keep supporting this mod.
Ts879
 
Joined: 02 Nov 2016

Re: [v2.0.1] Doom Incarnate: A Wolfenstein style mod

Postby D3athStalker » Thu Jun 06, 2019 6:37 pm

Here is a quick bugfix for the bugs mentioned, thanks for the feedback :)

Link: https://mega.nz/#!04oQEaaJ!iFKvAHT14CBX ... S3ndRdamc0
Alternate Link: https://www.mediafire.com/file/kadnaah1 ... 1.pk3/file

Spoiler: Changelog
User avatar
D3athStalker
*sips blood* Yep, now THIS is a real slaughterfest map!
 
Joined: 28 Feb 2016
Location: The nearest Vaeternian blood pub
Discord: D3athStalker#0836

Re: [v2.0.1] Doom Incarnate: A Wolfenstein style mod

Postby CanisLaticanis » Thu Jun 06, 2019 9:24 pm

Found another bug: the magazine-upgraded Inferno Shotgun won't reload the left-hand gun while dual-wielded while using the 'old' style of reloading.
CanisLaticanis
 
Joined: 24 May 2018

Re: [v2.0.1] Doom Incarnate: A Wolfenstein style mod

Postby Gideon020 » Thu Jun 06, 2019 11:36 pm

So is it just carrying one heavy weapon or can I carry all of them? :D
Gideon020
Fanboy
 
Joined: 28 Sep 2015

Re: [v2.0.1] Doom Incarnate: A Wolfenstein style mod

Postby Ac!d » Fri Jun 07, 2019 3:36 am

Found another bug: the magazine-upgraded Inferno Shotgun won't reload the left-hand gun while dual-wielded while using the 'old' style of reloading.


Same thing for the "Scythe" Magnum, but you can't reload them in dual-wield if their magazines are emtpy (bug found without upgrading the magazine).
User avatar
Ac!d
 
Joined: 02 Apr 2019
Location: France
Discord: Acid_Citric#2732

Re: [v2.0.1] Doom Incarnate: A Wolfenstein style mod

Postby Mister Neauxbauxdeay » Sat Jun 08, 2019 11:58 am

Gideon020 wrote:So is it just carrying one heavy weapon or can I carry all of them? :D


You can only carry one heavy weapon at a time. Altfire allows you to drop your current one so you can pick up a different heavy weapon.

Also, disassembly of heavy weapons is performed via use of upgrade kits on said weapons, just in case anyone might have been confused by the omission of this detail in the documentation.

I've noticed that the upgrades for grenades share the same sprite as the upgrade kits I use on weapons. I don't know if this is something the developer missed in earlier releases, but I thought I'd point it out just in case.

EDIT: Whoops, nevermind about the grenade upgrade kits. I just happened to notice that they appear with a shade of gray, instead of tan for the outer part of the box. I guess stuff like that happens when I get fixated on that pretty green light coming from it, eh? :oops:
User avatar
Mister Neauxbauxdeay
Brought to you by the letters "LULZ"
 
Joined: 26 Apr 2015
Location: Wherever the LULZ be a-blossomin'

PreviousNext

Return to Gameplay Mods

Who is online

Users browsing this forum: BoneofMalkav, Yandex [Bot] and 13 guests