[WIP][Enhancer Mod] 64k + [1.1] updated 4/2021
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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.
- zrrion the insect
- Posts: 2411
- Joined: Thu Jun 25, 2009 1:58 pm
- Location: Time Station 1: Moon of Glendale
Re: [WIP][Enhancer Mod] 64k + [0.4]
Glad to hear people like the new HUD! I've still got a little work left to do on it (get it to not block the map name in the auto map) and I'm moving the unmaker to spawn in place of the plasma rifle. I feel like it would be more likely to actually show up and maybe even get upgraded if I did that. Well see how it goes.
After I get done fooling with that stuff I'll push 0.5 out the door.
After I get done fooling with that stuff I'll push 0.5 out the door.
Re: [WIP][Enhancer Mod] 64k + [0.4]
This is radical, really like the sprites and weapon alterations. Am I allowed to use some of these sprites in another project?
- zrrion the insect
- Posts: 2411
- Joined: Thu Jun 25, 2009 1:58 pm
- Location: Time Station 1: Moon of Glendale
Re: [WIP][Enhancer Mod] 64k + [0.4]
I have no objections to that, though I would prefer if they were edited in some way for the project. Just credit me and everything in this mod is free to use.
Re: [WIP][Enhancer Mod] 64k + [0.4]
Excellent, thanks dude! I was mainly asking for the shotgun sprites, to which I would frankenstein with dark brown UAC Ultra gloves
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- Posts: 1145
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Re: [WIP][Enhancer Mod] 64k + [0.4]
The revived Doom 64 for Doom II project is going to be a perfect companion piece for this mod.
- zrrion the insect
- Posts: 2411
- Joined: Thu Jun 25, 2009 1:58 pm
- Location: Time Station 1: Moon of Glendale
Re: [WIP][Enhancer Mod] 64k + [0.5]
The newest version is here!
I've been sitting on this for awhile, and I don't remember what all is in store for you in this update. Changes that I remember include:
I've been sitting on this for awhile, and I don't remember what all is in store for you in this update. Changes that I remember include:
- Pistol has been slowed down
- Shotgun spread has been tightened, increasing its effective range
- New crosshairs based on the crosshairs from doom4
- I have begun to add enemies/items/decorations that are not in the base game as a resource for using this mod as a base for other projects
- I've added Zscript! and it adds exactly one function to one item
- Chaingun muzzleflash has been redone to be more reminiscent of the vanilla flash
- misc sprite changes
- zrrion the insect
- Posts: 2411
- Joined: Thu Jun 25, 2009 1:58 pm
- Location: Time Station 1: Moon of Glendale
Re: [WIP][Enhancer Mod] 64k + [0.6]
Here it is
Has been updated to include a few things to make it work better with Retro Alphabet Showdown. Grab it if you don't have it already, or if you want to check out that project. The most notable change, aside from weapon sprite tweaks, is that the BFG projectile looks much better than it did before.
Has been updated to include a few things to make it work better with Retro Alphabet Showdown. Grab it if you don't have it already, or if you want to check out that project. The most notable change, aside from weapon sprite tweaks, is that the BFG projectile looks much better than it did before.
- SiFi270
- Posts: 451
- Joined: Tue Feb 10, 2015 2:51 am
- Location: Does anyone put a serious answer here?
Re: [WIP][Enhancer Mod] 64k + [0.6]
I'm not seeing the new crosshairs. I've disabled the usual ones and enabled this mod's, checked to see if they're exclusive to the alpha or 64-style huds, and closed and restarted GZDoom, but they're still not showing up.
edit: what the heck you used my keen replacement what an honor thank you
edit: what the heck you used my keen replacement what an honor thank you
- Dr_Cosmobyte
- Posts: 2759
- Joined: Thu Jun 04, 2015 9:07 pm
- Location: Killing spiders.
Re: [WIP][Enhancer Mod] 64k + [0.6]
It's good to hear this mod was slightly updated. One of my favorites.
BTW, since this was bumped. The Unmaker still has a "Pistol" tag.
BTW, since this was bumped. The Unmaker still has a "Pistol" tag.
- zrrion the insect
- Posts: 2411
- Joined: Thu Jun 25, 2009 1:58 pm
- Location: Time Station 1: Moon of Glendale
Re: [WIP][Enhancer Mod] 64k + [0.6]
Not sure how I didn't catch that. It's not a huge deal breaker so unless other bugs crop up I probably won't release a hotfix. Glad you like it.
EDIT: @ SiFi270 what version of gzdoom are you using? It shows up just fine for me on 3.1.0
EDIT: @ SiFi270 what version of gzdoom are you using? It shows up just fine for me on 3.1.0
- SiFi270
- Posts: 451
- Joined: Tue Feb 10, 2015 2:51 am
- Location: Does anyone put a serious answer here?
Re: [WIP][Enhancer Mod] 64k + [0.6]
I'm using 3.2.0.
- zrrion the insect
- Posts: 2411
- Joined: Thu Jun 25, 2009 1:58 pm
- Location: Time Station 1: Moon of Glendale
Re: [WIP][Enhancer Mod] 64k + [0.6]
Just tried it with 3.2.1 and it works fine. I'm not sure what could be causing it.
- SiFi270
- Posts: 451
- Joined: Tue Feb 10, 2015 2:51 am
- Location: Does anyone put a serious answer here?
Re: [WIP][Enhancer Mod] 64k + [0.6]
I've switched to 3.2.1 and I'm still not seeing them.
- zrrion the insect
- Posts: 2411
- Joined: Thu Jun 25, 2009 1:58 pm
- Location: Time Station 1: Moon of Glendale
Re: [WIP][Enhancer Mod] 64k + [0.6]
Could you post a video of it? I might be able to get extra information from seeing it in action.