Thank you so much, that worked!Sp4zzmatica wrote:Open the mod up in Slade and go to text file called DECORATE. You should see two lines called Player.Forwardmove and Player.Sidemove (it's under the section called Actor FDPlayerPawn : DoomPlayer). Either remove those two lines or comment them out. You should be good to go after that.
[3.4!] FINAL DOOMER +
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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Re: [3.3!] FINAL DOOMER +
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Re: [3.3!] FINAL DOOMER +
I was wondering.
Is there a way to be a random class at the start of each level?
I've looked in options but I'll admit I'm a little hard of sight.
Is there a way to be a random class at the start of each level?
I've looked in options but I'll admit I'm a little hard of sight.
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Re: [3.3!] FINAL DOOMER +
HereticGuy would be great! I am loving this mod so far.
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Re: [3.3!] FINAL DOOMER +
Samsara's more up your alley, if you're looking for weaponsets across different games rather than megawads.combolynch wrote:HereticGuy would be great! I am loving this mod so far.
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Re: [3.4!] FINAL DOOMER +
Not sure if anyone posted this before, but in case 3.4 download doesn't work, 3.3 might
http://mab.greyserv.net/f/FinalDoomer_v3.3.pk3
http://mab.greyserv.net/f/FinalDoomer_v3.3.pk3
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Re: [3.4!] FINAL DOOMER +
If the download doesn't work, use something other than Chrome.
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Re: [3.4!] FINAL DOOMER +
or keep using chrome and drag the download link over to the tab bar
this is needed because downloads from an http server are not allowed when the link is served by a page hosted on a https server
this is needed because downloads from an http server are not allowed when the link is served by a page hosted on a https server
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Re: [3.4!] FINAL DOOMER +
one of the best mods) Are you planning to add classes for ndcp, requiem and other good wads?
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Re: [3.4!] FINAL DOOMER +
Enjoying the variety of the weapon sets so far ; great fun to experiment with different monster packs
I have some fps drops when there are multiple burning monsters on the screen (Whitemareguy's set) , is there a toggle to make fire effects lighter ?
Can I use gfx mods like Nashgore by loading after FD and monster packs ?
Thanks and best regards ;
I have some fps drops when there are multiple burning monsters on the screen (Whitemareguy's set) , is there a toggle to make fire effects lighter ?
Can I use gfx mods like Nashgore by loading after FD and monster packs ?
Thanks and best regards ;
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Re: [3.4!] FINAL DOOMER +
Wait....the download link doesnt work for me rn.....I may need an alt link to get it working
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Re: [3.4!] FINAL DOOMER +
Seems to work atm , anyway here's an alternative linkPatCatz2004 wrote:Wait....the download link doesnt work for me rn.....I may need an alt link to get it working
https://www.wad-archive.com/wad/90d3034 ... f9b2edc5a6
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Re: [3.4!] FINAL DOOMER +
I just wanted to let you know that after experimenting with many gameplay mods, I have found Final Doomer+ to be the best one to play in combination with my personal difficulty mod that replaces all ammo-dropping possessed human enemies with demonic ones found on Realm667. The ability to switch between making the sidearm use chaingun ammo or not is a godsend, given how ammunition can be pretty tight on certain maps - while still being still too abundant on others. Plus it is just so fun to have custom arsenals fashioned after specific mapsets.
The only one I am struggling with is the JPCP one: the Katana is an amazing weapon for sure and I love the way it can be upgraded to strike down enemy projectiles, but the Dart Gun is pretty underwhelming, and since both weapons are completely silent, it can prove to be a bit of a problem in maps where you are expected to alert enemies and get them to teleport in.
Still a great mod nonetheless, and should you feel like it, I would definitely love to see more classes themed after other mapsets added.
The only one I am struggling with is the JPCP one: the Katana is an amazing weapon for sure and I love the way it can be upgraded to strike down enemy projectiles, but the Dart Gun is pretty underwhelming, and since both weapons are completely silent, it can prove to be a bit of a problem in maps where you are expected to alert enemies and get them to teleport in.
Still a great mod nonetheless, and should you feel like it, I would definitely love to see more classes themed after other mapsets added.
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Re: [3.4!] FINAL DOOMER +
I really enjoy this mod, as it's quite balanced with each class! Although...I kinda do wonder if there will ever be another big update that includes more classes, since there's quite a few MegaWads out there that could go for a class! Maybe like one of the Scythes, or maybe even Valiant!
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Re: [3.4!] FINAL DOOMER +
Well, Valiant already has a custom arsenal - technically, two modified vanilla weapons, but you know what I mean.Madsora22 wrote:maybe even Valiant!
Personally, I play Valiant: Vaccinated Edition with the Alien Vendetta class.
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Re: [3.4!] FINAL DOOMER +
So I noticed a bug when playing with the BFG Ammo mode "Vanilla Cell usage" from the start. For the most part, the BFG gauge remains empty when I pick cells, but BFG pickups will slightly fill it.