[v4.0.2] Doom Incarnate: A Tribute to Wolfenstein
Forum rules
The Projects forums are only for 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.
The Projects forums are only for 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.
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Starman the Blaziken
- Posts: 294
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- Graphics Processor: ATI/AMD (Modern GZDoom)
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Re: [v3.0.1] Doom Incarnate: A Wolfenstein style mod
I was going to give some suggestion before you put this out, but I kind of forgot to talk about it.
Where you thinking of supporting the HUDs not get so squished on different scales? I usually go with what vanilla Doom has HUDs sized at because it looks nice but I can also see the stats pretty clearly. But as it is with the mod, it makes some bits maybe too large or something and just crosses with each other.
Where you thinking of supporting the HUDs not get so squished on different scales? I usually go with what vanilla Doom has HUDs sized at because it looks nice but I can also see the stats pretty clearly. But as it is with the mod, it makes some bits maybe too large or something and just crosses with each other.
- Captain J
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Re: [v3.0.1] Doom Incarnate: A Wolfenstein style mod
Fire based weapons are fairly deadly and helpful especially when you're surrounded or an arch-vile is in front of you, about to attack.
Tho the penalty of setting yourself on fire is kinda harsh.
Tho the penalty of setting yourself on fire is kinda harsh.
- Redead-ITA
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Re: [v3.0.1] Doom Incarnate: A Wolfenstein style mod
My issue with this mod is that it spams the acs saying that 'none' is an unknown actor class when i equip either:
The pistol, smg, blackrose, super shotgun, leichenfaust, teslakanone, doesn't seem to do the same thing when crossweild but at the same time i can't seem to be able to reload the weapons there
Running the stable release of GZDOOM 4.4.2
additionally the leichenfaust will say it requires 7 upgrade kits to upgrade the weapon, but if you have less than required, it will say you need 5 to upgrade the weapon.
The pistol, smg, blackrose, super shotgun, leichenfaust, teslakanone, doesn't seem to do the same thing when crossweild but at the same time i can't seem to be able to reload the weapons there
Running the stable release of GZDOOM 4.4.2
additionally the leichenfaust will say it requires 7 upgrade kits to upgrade the weapon, but if you have less than required, it will say you need 5 to upgrade the weapon.
Re: [v3.0] Doom Incarnate: A Wolfenstein style mod
Hmm, I tried to reduce the number of frames the weapon was shooting but thought it was firing a bit too fast. I also don't really want the thing have the same fire rate as the Submachine Gun.EddieMann wrote:Give the guns the same weight and feel as their wolfenstein TNO counterparts - either through more pronounced recoil or a buffed fire rate in the assault rifles, since they feel light and could use a little more impact.
Maybe a mid-way between the two, or at least a little more "bang", "oomph", or weight to the assault rifle? Something like what Final Doomer does with the Plutonia heavy machine gun, for example.
Re: [v3.0.1] Doom Incarnate: A Wolfenstein style mod
Tbh I'm really curious how you'll think up heavy weapon counterparts for the rest of the guns that don't have one yet
Also I am 100% certain the Schmerzmittel is a Painkiller reference
Also I am 100% certain the Schmerzmittel is a Painkiller reference
- D3athStalker
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Re: [v3.0.1] Doom Incarnate: A Wolfenstein style mod
That's odd, guess I gotta update my GZDoom since it doesn't happen with the slightly older version I have.Redead-ITA wrote:My issue with this mod is that it spams the acs saying that 'none' is an unknown actor class when i equip either:
The pistol, smg, blackrose, super shotgun, leichenfaust, teslakanone, doesn't seem to do the same thing when crossweild but at the same time i can't seem to be able to reload the weapons there
Running the stable release of GZDOOM 4.4.2
☞Linz wrote:Also I am 100% certain the Schmerzmittel is a Painkiller reference
- YasuoProjectX
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Re: [v3.0.1] Doom Incarnate: A Wolfenstein style mod
i almost like this mod but i dont like Zmovement cuz its annoying to me 

- PeaceKeep0r
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- Graphics Processor: nVidia (Modern GZDoom)
Re: [v3.0.1] Doom Incarnate: A Wolfenstein style mod
I'm super duper loving this mod, this is my favorite thus far out of all I played, everything feels great!
One thing I noticed is I'm unable to disable enemy weapon drops, didn't see an option to disable in your mod, or if another mod I have may be triggering it. Did I happen to miss that option anywhere?
One thing I noticed is I'm unable to disable enemy weapon drops, didn't see an option to disable in your mod, or if another mod I have may be triggering it. Did I happen to miss that option anywhere?
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Zaidan1Fadhilah
- Posts: 2
- Joined: Tue Nov 03, 2020 6:41 pm
Re: [v3.0.1] Doom Incarnate: A Wolfenstein style mod
Awesome update!Played this with Kriegsland enemies pack,and it's really worth it!
Oh yes,can you add:
Character ideas:
*Fergus Reid
Ability:His prosthetic arm can kill an enemy if his arm detached from him
*Gerald Wilkins
Ability:He can jump a tall wall with his Kampfwanderer
*Max Hass
Ability:Can punch a soldier with one hit,and his maximum health is 600 or 550.
Weapons ideas:
*Bombenschuss
*Panzerschreck (from Wolfenstein 2009)
*Futuristic M1911
Magazine size:12
Total ammo:132
*Thompson (from The New Order)
Oh yes,can you add:
Character ideas:
*Fergus Reid
Ability:His prosthetic arm can kill an enemy if his arm detached from him
*Gerald Wilkins
Ability:He can jump a tall wall with his Kampfwanderer
*Max Hass
Ability:Can punch a soldier with one hit,and his maximum health is 600 or 550.
Weapons ideas:
*Bombenschuss
*Panzerschreck (from Wolfenstein 2009)
*Futuristic M1911
Magazine size:12
Total ammo:132
*Thompson (from The New Order)
Re: [v3.0.1] Doom Incarnate: A Wolfenstein style mod
After swinging the hatchet, the animation bringing BJ's hand back to the Grimmhammer is a bit spazzy.
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OverDriver05
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Re: [v3.0.1] Doom Incarnate: A Wolfenstein style mod
Just tried Doom Incarnate, and boy, am i emjoyed killing them Nazis!
Despite the FPS stuttering in the menu screen, the rest of the mod is running pretty well without only a few frame hiccups here and there.
And that's only when playing on low-end phone (Samsung Galaxy J1 (2016)) using the built-in LZDoom 3.87a of the Delta Touch source port!
Please include more performance options and quality-of-life features! It's so good!
Keep it up!
Despite the FPS stuttering in the menu screen, the rest of the mod is running pretty well without only a few frame hiccups here and there.
And that's only when playing on low-end phone (Samsung Galaxy J1 (2016)) using the built-in LZDoom 3.87a of the Delta Touch source port!
Please include more performance options and quality-of-life features! It's so good!
Keep it up!
- GeneralDelphox
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- Graphics Processor: nVidia with Vulkan support
Re: [v3.0.1] Doom Incarnate: A Wolfenstein style mod
I wanna play with this mod with nothing more but the Vanilla movement, but I can't seem to set Zmovement to the classic option. I tried putting the option to "Doom", but it's still doesn't work. Sure wish there was an option that completely disables Zmovement. I don't hate the mod, but when playing classic maps, it just feels off when playing with Zmovement.
- Spaceman333
- Posts: 677
- Joined: Thu Oct 13, 2016 8:40 pm
Re: [v3.0.1] Doom Incarnate: A Wolfenstein style mod
There's been talk of zmove being seperated/removed next update, but until it comes out, it is possible to sort of attain vanilla doom movement by tweaking the settings of ZMove inside Doom Incarnate's settings.GeneralDelphox wrote:I wanna play with this mod with nothing more but the Vanilla movement, but I can't seem to set Zmovement to the classic option. I tried putting the option to "Doom", but it's still doesn't work. Sure wish there was an option that completely disables Zmovement. I don't hate the mod, but when playing classic maps, it just feels off when playing with Zmovement.
This is what I use and its somewhat close:

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JohnnyTheWolf
- Posts: 1222
- Joined: Mon Oct 05, 2015 8:37 am
Re: [v3.0.1] Doom Incarnate: A Wolfenstein style mod
Just found out about this mod! Since it seems to have come out a bit after Dr_Cosmobyte's Kriegsland, I am almost tempted to nickname it "Kriegsland III".
Joking aside, I am having a lot of fun with it, but I have to wonder: why is there no weapon bound to Weapon Slot 1? I would have at least expected the Black Rose to be put there, since it has its own ammo type.
Joking aside, I am having a lot of fun with it, but I have to wonder: why is there no weapon bound to Weapon Slot 1? I would have at least expected the Black Rose to be put there, since it has its own ammo type.
Re: [v3.0.1] Doom Incarnate: A Wolfenstein style mod
The Black Rose uses the same ammo as the FG-61.Laid wrote:Just found out about this mod! Since it seems to have come out a bit after Dr_Cosmobyte's Kriegsland, I am almost tempted to nickname it "Kriegsland III".![]()
Joking aside, I am having a lot of fun with it, but I have to wonder: why is there no weapon bound to Weapon Slot 1? I would have at least expected the Black Rose to be put there, since it has its own ammo type.
