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

PostPosted: Wed Oct 30, 2019 7:08 pm
by GoldenGuard95
I hope the next big update will bring the heavy cryo weapon + the better alt fire for LaserGewehr and better heavy upgrade for LKW. :)


Also the Super Shotgun still have that bugged reload animation if youll reload it by one shell.

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

PostPosted: Tue Dec 03, 2019 6:14 pm
by Haikus0258
I would like an improvement for the inferno shotgun, I would like that instead of firing igneous ammunition it fired plasma projectiles similar to the plasma rifle in doom 2016.
and for the Sub-Machine Gun I would like an improvement that will eliminate the need to reload the weapon. (like a backpack for the ammo)
by the way? Do muffler improvements really affect the way you play?

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

PostPosted: Wed Dec 04, 2019 3:18 am
by D3athStalker
Haikus0258 wrote:I would like an improvement for the inferno shotgun, I would like that instead of firing igneous ammunition it fired plasma projectiles similar to the plasma rifle in doom 2016.
and for the Sub-Machine Gun I would like an improvement that will eliminate the need to reload the weapon. (like a backpack for the ammo)
by the way? Do muffler improvements really affect the way you play?


I don't have a plan to change the way Inferno Shotgun works, and changing Dragon's Breath rounds with plasma rounds wouldn't make sense that much cuz the weapon is named "Inferno" (at least regarding the regular blue plasma).

Hmm, the ammo belt upgrade for the SMG doesn't sound bad at all.

And if you are talking the silencer upgrades, yes they do affect the gameplay if you wanna be stealthy, especially in maps like MAP18 in Doom 2 Reloaded.

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

PostPosted: Mon Dec 09, 2019 7:58 pm
by CanisLaticanis
I found a bug: setting tracer lifespan to '0' no longer disables tracers correctly. (I have checked the cvar and it is in fact 0.)

If you don't want to put an update out, is there a temporary fix a user can apply if they really dislike tracers?

EDIT: It seems you have no tracers for only the first shot you fire.

Re: [v2.1.4] Doom Incarnate: A Wolfenstein style mod

PostPosted: Sat Jan 18, 2020 1:29 pm
by D3athStalker
Here is a small update which is mostly a bugfix, addresses some of the issues that should've probably fixed like a month ago but couldn't due to my laziness:

Link: https://mega.nz/#!lhJzBSTa!JVVV5zsMQ6Af ... n4gbpH0Wyg
Alternate link: http://www.mediafire.com/file/7qd09kp17 ... 4.pk3/file

Changelog:
- Added an LZDoom compatibility option that fixes some of the crucial visual bugs (will probably expand upon this cvar more).
- Fixed tracers spawning briefly even though their lifespan is set to zero.
- Fixed a rare error where tracers would cause an abortion due to a division by zero.
- Fixed Super Shotgun having a glitched reload animation when you reload it in buckshot mode with one shell remaining in the gun.
- Modified Rune of Spirits; now it offers 40% protection instead of frighten debuff, it now stacks properly without the weapon sprite being inverted and the players with the rune now don't make footstep noises.
- Fixed an actor name conflict concerning bullet tracers between the mod and Kriegsland enemies.

Re: [v2.1.4] Doom Incarnate: A Wolfenstein style mod

PostPosted: Thu Jan 23, 2020 5:28 pm
by CanisLaticanis
Thanks for the bugfixes. However, I've been playing around a bit more and I've come to a conclusion: the 'turret mode' for the assault rifle doesn't really work, gameplay-wise. You drop a weapon to get a turret which fires 40 rounds before exhausting itself... it just feels like a poor trade. It also just doesn't feel like it fits with the weapons involved very well - nothing about them screams 'turret gun', really.

Instead, I'd make a different suggestion: the plasma rocket can now be charged for greater damage and blast radius, with a potential downside of using bullets to do so.

Re: [v2.1.4] Doom Incarnate: A Wolfenstein style mod

PostPosted: Thu Jan 23, 2020 8:51 pm
by Nems
This is less of a bug and more of a "feature that's working so well it could be considered a bug". On Catharsis Mode, you don't take damage on damaging floors that end the level (like in E1M8). This can leave the player unable to progress to the next level unless they use IDCLEV or the "changemap" command in the console. Granted, Catharsis Mode is pretty much a cheat difficulty so cheating to progress may be the best thing to do. However, I felt like it was worth bringing to your attention. :P