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

PostPosted: Tue Jun 04, 2019 3:45 pm
by Rowsol
"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.

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

PostPosted: Tue Jun 04, 2019 3:48 pm
by Nems
Yaaaaaasssssssss! <3

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

PostPosted: Tue Jun 04, 2019 7:41 pm
by Bobby
Can you add heavy weapon upgrades for the rest of the arsenal?

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

PostPosted: Tue Jun 04, 2019 8:22 pm
by CanisLaticanis
Hey, I found a bug in the HUD; I think you left some debug numbers there.

di_HUD_bug.png

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

PostPosted: Wed Jun 05, 2019 12:46 am
by Nems
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.

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

PostPosted: Wed Jun 05, 2019 2:29 am
by D3athStalker
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

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

PostPosted: Wed Jun 05, 2019 3:08 am
by Ac!d
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).

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

PostPosted: Wed Jun 05, 2019 1:15 pm
by Nems
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

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

PostPosted: Thu Jun 06, 2019 3:13 am
by GoldenGuard95
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.

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

PostPosted: Thu Jun 06, 2019 12:41 pm
by Ts879
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.

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

PostPosted: Thu Jun 06, 2019 5:37 pm
by D3athStalker
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

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

PostPosted: Thu Jun 06, 2019 8:24 pm
by CanisLaticanis
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.

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

PostPosted: Thu Jun 06, 2019 10:36 pm
by Gideon020
So is it just carrying one heavy weapon or can I carry all of them? :D

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

PostPosted: Fri Jun 07, 2019 2:36 am
by Ac!d
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).

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

PostPosted: Sat Jun 08, 2019 10:58 am
by Mister Neauxbauxdeay
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: