
[1.9a] Insanity's Requiem Mk.2 | Updated Credits.
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.
- TiberiumSoul
- Posts: 1066
- Joined: Fri Jan 20, 2012 11:29 pm
- Graphics Processor: nVidia (Modern GZDoom)
- Location: My Computer...
Re: [1.28] Insanity's Requiem Mk.2
heres something i never shared with anyone
enemy hp and damage values are determined mostly based on the skill setting you use so playing on "im to young to die" for instance makes everything a pushover. while playing on "nightmare" makes them ammo sponges i recommend the default skill.as everything is at the defaults defined in the decorate defs

- Wivicer
- Posts: 368
- Joined: Sat Jul 27, 2013 4:39 pm
- Graphics Processor: nVidia (Modern GZDoom)
- Contact:
Re: [1.28] Insanity's Requiem Mk.2
Maybe give the player a starting melee weapon? Just a fist would be fine.TiberiumSoul wrote:@Brohnesorge, Will do.
@Wivicer, Can't help you there, Ammo is meant to be scarce as its intended to make each shot count. some weapons do better against certain enemies, others flatten them in 1-2 shots. its up to you to figure out what works and what doesn't when facing the enemies.
Re: [1.28] Insanity's Requiem Mk.2
I would like to report a bug quickly 
1. If you reload combat shotgun (not the automatic one) before it's fully empty the gun takes more ammo from inventory than if you are fully empty with shotgun and if you reload it after you will see the gun take a lot less ammunition from inventory.
2. Bullets do not go through obstacles.
I just wanted to state these bugs to help the author improve the mod even to better

1. If you reload combat shotgun (not the automatic one) before it's fully empty the gun takes more ammo from inventory than if you are fully empty with shotgun and if you reload it after you will see the gun take a lot less ammunition from inventory.
2. Bullets do not go through obstacles.
I just wanted to state these bugs to help the author improve the mod even to better

- Carbine Dioxide
- Posts: 1935
- Joined: Thu Jun 12, 2014 3:16 pm
- Location: Anywhere.
Re: [1.28] Insanity's Requiem Mk.2
As if this was an actual bug, that's just the gimmick of projectile actors. If they were bullet puffs, that would be different.mutator wrote: 2. Bullets do not go through obstacles.
Re: [1.28] Insanity's Requiem Mk.2
Yeah you are right but it's still not cool thing of the mod if you are trying to kill monsters and obstacles come on your way a lot because I personally experienced that issue but it's not a big of deal if it stay as it..Carbine Dioxide wrote:As if this was an actual bug, that's just the gimmick of projectile actors. If they were bullet puffs, that would be different.
Re: [1.28] Insanity's Requiem Mk.2
So how does the armour system work anyway? Does it stack when you collect additional armour? Also, would it be possible to have a changelog on the opening post?
- TiberiumSoul
- Posts: 1066
- Joined: Fri Jan 20, 2012 11:29 pm
- Graphics Processor: nVidia (Modern GZDoom)
- Location: My Computer...
Re: [1.28] Insanity's Requiem Mk.2
Sure, I'll try to do that for the next release.
as for how armor works, look at the BasicArmorPickup entry on the wiki for better understanding
as for how armor works, look at the BasicArmorPickup entry on the wiki for better understanding
- simpletonnn
- Posts: 313
- Joined: Thu Nov 13, 2014 8:20 pm
Re: [1.28] Insanity's Requiem Mk.2
i literally could not use the menu because the mod disabled my arrow keys that control the menu
and i have menu cursors enabled
what kind of evil man would do this
and i have menu cursors enabled
what kind of evil man would do this
- wildweasel
- Posts: 21706
- Joined: Tue Jul 15, 2003 7:33 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): A lot of them
- Graphics Processor: Not Listed
- Contact:
Re: [1.28] Insanity's Requiem Mk.2
I'm not sure that a mod is capable of doing that. What else could have caused it?simpletonnn wrote:i literally could not use the menu because the mod disabled my arrow keys that control the menu
and i have menu cursors enabled
what kind of evil man would do this
Re: [1.28] Insanity's Requiem Mk.2
I have noticed that Mozilla Firefox in particular will attempt to steal keystrokes for itself from ZDoom. This means that stuff like ESC can still work- but the rest of the keys won't so you can't move ingame or change your selection in the menu. It's rather annoying. It happens most often for me when I leave pages like the ZDoom forums open and Google Drive open in the background.wildweasel wrote:What else could have caused it?
I'd assume there's invisible selector graphics lumps- but yes it does make menus harder for those who prefer arrow keys.
Re: [1.28] Insanity's Requiem Mk.2
I actually get that issue as well with this mod, not sure why. It's the only one that does it for me.
- simpletonnn
- Posts: 313
- Joined: Thu Nov 13, 2014 8:20 pm
Re: [1.28] Insanity's Requiem Mk.2
i really have no idea, but i plain could not use the menu without enabling mouse in menuswildweasel wrote:I'm not sure that a mod is capable of doing that. What else could have caused it?simpletonnn wrote:i literally could not use the menu because the mod disabled my arrow keys that control the menu
and i have menu cursors enabled
what kind of evil man would do this
i always use the arrow keys to navigate it but it didnt work with that mod and that mod specifically
and i also noticed that the mod autoloads with doom2 and i have to use a batch file to use a different iwad
- Wivicer
- Posts: 368
- Joined: Sat Jul 27, 2013 4:39 pm
- Graphics Processor: nVidia (Modern GZDoom)
- Contact:
Re: [1.28] Insanity's Requiem Mk.2
The arrow keys still work, there's just no graphics for the selection indicator.
- TiberiumSoul
- Posts: 1066
- Joined: Fri Jan 20, 2012 11:29 pm
- Graphics Processor: nVidia (Modern GZDoom)
- Location: My Computer...
Re: [1.28] Insanity's Requiem Mk.2
@Simpletonn The autoload thing has been fixed in 1.29 so you'll be able to use whatever IWAD you want, I'm also planning on making patches for Heretic and Hexen for those who want them. I'm still kinda on the fence about it though so it might not happen.
Also yes, currently there are no selector lumps because I can't get them to center on the episode/difficulty selection only in the main menu, if someone wants to help me out with a MENUDEFS patch... then I would greatly appreciate it.
Also yes, currently there are no selector lumps because I can't get them to center on the episode/difficulty selection only in the main menu, if someone wants to help me out with a MENUDEFS patch... then I would greatly appreciate it.
Re: [1.28] Insanity's Requiem Mk.2
Anything new tiberium? 
