High Noon Drifter v1.2 - Between God, the Devil, and a .500
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.
-
- Posts: 10
- Joined: Sun Apr 15, 2018 6:40 pm
- Graphics Processor: nVidia with Vulkan support
Re: High Noon Drifter v1.2 - Between God, the Devil, and a .
Thanks, I didn't know about that option...
-
- Posts: 20
- Joined: Sun Feb 09, 2020 1:49 pm
- Graphics Processor: Not Listed
Re: High Noon Drifter v1.2 - Between God, the Devil, and a .
Don't know any music packs, but I do want to say that Flashback to Hell (https://www.doomworld.com/files/file/17 ... k-to-hell/) map 08, Deceptions and Snares sounds like it'd be the soundtrack to HND altogether. Soundtrack credits call it "So Strange" by PRIMEVAL and Jimmy. Not sure if it's just the music, but the level ends up feeling really appropriate too. Ending of FtH doesn't track, though, since it's a "Bad" ending, and Corzo isn't the kind to get stuck that easy.Linz wrote:Anyone know any western music packs?
Captain J wrote:It's true that Dynamite suits both perfectly and retrospectively to the western spaghetti theme, but i think small, light compact hand grenades would do because you throw them quickly and bounce on everywhere in the game. Feels like it's something dyna would never do.
I love the grenades because the anachronism adds to Corzo's planes-hopping persona. They're too modern for a cowboy, and too old for a space marine.
Umm... I'm not a Corzo fanboy. I just like the mod and the last two comments were relevant to Corzo. End of disclaimer.
Wait... Was that an unrelated comment, or did I miss a Strife support meta-mod for HND? I'm always looking for something to make Strife worth playing again. Samsara and Guncaster were fun and gave me hope that people still care about that game. It tried so hard and managed to do a lot with the limited tech of the time. If only it had been more fun to play.StroggVorbis wrote:On a side note: In Strife the player has a MaxStepHeight of 16, while all other games have 24. AFAIK, it's not possible to change that inside HND's options menu.
-
- Posts: 20
- Joined: Sun Feb 09, 2020 1:49 pm
- Graphics Processor: Not Listed
Re: High Noon Drifter v1.2 - Between God, the Devil, and a .
Oh hey, I was just poking around and found Dinosaur Nerd made this a couple years ago. It contains a western soundtrack:Linz wrote:Anyone know any western music packs?
http://www.mediafire.com/file/q3b79lnbx ... r.zip/file
It also nerfs the boomerang, nerfs the bow (HND's sniper rifle) so that it takes two shots to down the weakest enemy, turns the Grasa into a 100% accurate weak hitscan stunlocker, and buffs the shotgun. Then it replaces all the enemies with western variants similarly to "The Western Patch," except it includes enemies that are resistant/immune to your starting loadout, so you'll need either the Gate or the Mask to fight them. So... enternainment value may vary?
-
- Posts: 48
- Joined: Sat May 30, 2020 1:51 pm
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Germany
Re: High Noon Drifter v1.2 - Between God, the Devil, and a .
How do I disable dual grease guns? It's way too op for me.
-
- Posts: 207
- Joined: Thu Apr 16, 2015 8:24 am
Re: High Noon Drifter v1.2 - Between God, the Devil, and a .
open zactors/weapons/wep5-smgs.zsc
go all the way down to the bottom and change the entire Pickup: function from (I've modified mine slightly already)
to
go all the way down to the bottom and change the entire Pickup: function from (I've modified mine slightly already)
Code: Select all
Pickup:
TNT1 A 1
{
if (CountInv("SMGs") == 1)
{
A_GiveInventory("ElBullets",40);
}
else if (CountInv("SMG") == 1)
{
A_GiveInventory("SMGs",1);
if (CountInv("UsingSMGs") == 1) { A_SelectWeapon("SMGs"); }
if (CountInv("SMGAmmo1") > 0) { A_GiveInventory("SMGAmmo2",CountInv("SMGAmmo1") + 60); }
A_TakeInventory("UsingSMGs",1);
}
else
{
A_GiveInventory("SMG",1);
}
}
stop;
Code: Select all
Pickup:
TNT1 A 1
{
if (CountInv("SMG") == 1)
{
A_GiveInventory("ElBullets",40);
}
else
{
A_GiveInventory("SMG",1);
}
}
stop;
-
- Posts: 116
- Joined: Mon Apr 22, 2019 12:39 pm
- Preferred Pronouns: He/Him
- Graphics Processor: nVidia (Modern GZDoom)
Re: High Noon Drifter v1.2 - Between God, the Devil, and a .
Sometimes i check mod to see if it got updated. NGL it runs good and no need for an update but still...
-
- Posts: 11
- Joined: Thu Jun 25, 2020 4:01 pm
Re: High Noon Drifter v1.2 - Between God, the Devil, and a .
I have a question, How do I activate/use the items like radio etc.?
-
- Posts: 11
- Joined: Thu Jun 25, 2020 4:01 pm
Re: High Noon Drifter v1.2 - Between God, the Devil, and a .
Bochulain wrote:Oh hey, I was just poking around and found Dinosaur Nerd made this a couple years ago. It contains a western soundtrack:Linz wrote:Anyone know any western music packs?
http://www.mediafire.com/file/q3b79lnbx ... r.zip/file
It also nerfs the boomerang, nerfs the bow (HND's sniper rifle) so that it takes two shots to down the weakest enemy, turns the Grasa into a 100% accurate weak hitscan stunlocker, and buffs the shotgun. Then it replaces all the enemies with western variants similarly to "The Western Patch," except it includes enemies that are resistant/immune to your starting loadout, so you'll need either the Gate or the Mask to fight them. So... enternainment value may vary?
Ive been looking around for this version for quite sometime now, the mediafire link is dead and I asked Dinosaur Nerd if he could re upload it but he was not able to find a copy of this file on his computer. Is there any way that you could share a copy of the file here?
If you can I will contact Dino on discord and let him know he can grab it here so he can reupload it and archive it because there were multiple people on his discord that wanted to give this one a shot.
-
- Posts: 37
- Joined: Tue Jun 25, 2019 6:29 am
Re: High Noon Drifter v1.2 - Between God, the Devil, and a .
A great mod, and I haven't seen its full capabilities yet. However, I decided to use some other climates than Western ones.
Last edited by eLeR on Mon Aug 30, 2021 12:20 pm, edited 1 time in total.
-
- Posts: 2
- Joined: Fri Oct 02, 2020 11:26 pm
Re: High Noon Drifter v1.2 - Between God, the Devil, and a .
The Strange Aeons compatibility still spawns the AK instead of the Grease gun.
-
- Posts: 51
- Joined: Mon Nov 30, 2020 3:51 am
- Graphics Processor: ATI/AMD (Modern GZDoom)
Re: High Noon Drifter v1.2 - Between God, the Devil, and a .
Great mod, like it a lot simple yet a ton of fun indeed,
only one "problem" so far the grease gun/chaingun replacement, when you pick up two of them and go akimbo/dual wielding, there is no way to go back.
But if ya using IDKFA then you can change between dual wielding and single by pressings the "4" key.
Not sure if its intentionally or a bug, but would like to have it without the cheat to save up on some ammo for my trigger-happy butt XD
only one "problem" so far the grease gun/chaingun replacement, when you pick up two of them and go akimbo/dual wielding, there is no way to go back.
But if ya using IDKFA then you can change between dual wielding and single by pressings the "4" key.
Not sure if its intentionally or a bug, but would like to have it without the cheat to save up on some ammo for my trigger-happy butt XD
-
- Posts: 48
- Joined: Sat May 30, 2020 1:51 pm
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Germany
Re: High Noon Drifter v1.2 - Between God, the Devil, and a .
Thank you very much!! I know it's been a while but I got to study for colleage examinationGollgagh wrote:open zactors/weapons/wep5-smgs.zsc
go all the way down to the bottom and change the entire Pickup: function from (I've modified mine slightly already)
toCode: Select all
Pickup: TNT1 A 1 { if (CountInv("SMGs") == 1) { A_GiveInventory("ElBullets",40); } else if (CountInv("SMG") == 1) { A_GiveInventory("SMGs",1); if (CountInv("UsingSMGs") == 1) { A_SelectWeapon("SMGs"); } if (CountInv("SMGAmmo1") > 0) { A_GiveInventory("SMGAmmo2",CountInv("SMGAmmo1") + 60); } A_TakeInventory("UsingSMGs",1); } else { A_GiveInventory("SMG",1); } } stop;
Code: Select all
Pickup: TNT1 A 1 { if (CountInv("SMG") == 1) { A_GiveInventory("ElBullets",40); } else { A_GiveInventory("SMG",1); } } stop;
-
- Posts: 37
- Joined: Tue Jun 25, 2019 6:29 am
Re: High Noon Drifter v1.2 - Between God, the Devil, and a .
I played this mod a bit. He is brilliant. I enjoy playing with him. If there was anything I had to pay attention to, it would be the way a grenade is thrown. Its flight parabola is very limited, no matter how high we aim the grenade, it flies the same. Ricochetes are very unreal, as if the grenade was made of rubber. This is best seen in the videos below.
-
-
- Posts: 16890
- Joined: Tue Oct 02, 2012 2:20 am
- Location: An ancient Escape Shuttle(No longer active here anymore)
Re: High Noon Drifter v1.2 - Between God, the Devil, and a .
That's an interesting way to embed the whole 4 videos in one post. I mean in a good way, because i seriously never thought about that until now. Also i love the map pack of choice!
-
- Posts: 1157
- Joined: Mon Oct 05, 2015 8:37 am
Re: High Noon Drifter v1.2 - Between God, the Devil, and a .
I am replaying this right now after so many years and I am really enjoying it!
However, and this is not your fault at all, I have noticed a strange issue when playing with my custom monster pack that replaces the Doom Imp with Realm667's CyberImp: now, the armor coins all appear as severed CyberImp cybernetic limbs! It does not seem to have any impact on the gameplay, it is just something that I have never experienced before.
EDIT: It seems like loading my monster pack before the mod fixes my issue.
However, and this is not your fault at all, I have noticed a strange issue when playing with my custom monster pack that replaces the Doom Imp with Realm667's CyberImp: now, the armor coins all appear as severed CyberImp cybernetic limbs! It does not seem to have any impact on the gameplay, it is just something that I have never experienced before.
EDIT: It seems like loading my monster pack before the mod fixes my issue.