Dino Crisis 2 Weapons Mod! (v1 Release 01/05/2024)

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Carrotear
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Re: Dino Crisis 2 Weapons Mod! (v1 Release 01/05/2024)

Post by Carrotear »

not to mention you're playing DOOM mods not in the way it is intended by the developers. For example, you're using a slowmo/movement modcombo in a mod that's intentionally meant to be played methodically. It kinda breaks the balance of the mod when it really shouldn't.
Play DOOM mods the way the developers intended.
For the most part, I agree. However this is coming from someone (me) that uses Gun Bonsai in *everything*. So he does have the right to play any mod with other minimods and such. I don't mean to add more to this, I just wanted to say to not be discouraged with experimentation.

Edit: I didn't mean to double post, I'm typing all this on phone.
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Re: Dino Crisis 2 Weapons Mod! (v1 Release 01/05/2024)

Post by OverDriver05 »

Carrotear wrote: Tue May 14, 2024 10:08 pm
not to mention you're playing DOOM mods not in the way it is intended by the developers. For example, you're using a slowmo/movement modcombo in a mod that's intentionally meant to be played methodically. It kinda breaks the balance of the mod when it really shouldn't.
Play DOOM mods the way the developers intended.
For the most part, I agree. However this is coming from someone (me) that uses Gun Bonsai in *everything*. So he does have the right to play any mod with other minimods and such. I don't mean to add more to this, I just wanted to say to not be discouraged with experimentation.

Edit: I didn't mean to double post, I'm typing all this on phone.
To be fair, I'm also guilty at doing Doom modcombos myself, but not to an extend that really removes any sense of challenge that the mod intentionally provided. That's why I'm always playing mods with any fancy movement tech (i.e. doublejumping, sliding, etc.) or modifiers that makes gameplay "easier" (i.e. Bullet Time X, etc.), just the mod itself, maybe a shader or two, a good enemy pack and even a challenging mappack for that extra satisfaction.

That's why I'm disappointed with Androidferret, always making videos where he plays Doom mods without challenging himself while making clickbaity thumbnails that foiled many others more times than I can count. No offense on his preference, but it kinda rubs me the wrong way...
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Re: Dino Crisis 2 Weapons Mod! (v1 Release 01/05/2024)

Post by Ferretmanjcdenton »

Spoiler: Offtopic rant spoilered by admin
Last edited by Caligari87 on Fri Jul 05, 2024 5:35 pm, edited 1 time in total.
Reason: Spoilered the rant. Please think twice before posting like this next time.
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Re: Dino Crisis 2 Weapons Mod! (v1 Release 01/05/2024)

Post by Dr_Cosmobyte »

Okay, everybody cool your crap off.

I created a mod for Dino Crisis fans and it becomes a dorama for boob thumbnails. Ferret, not everyone likes filters nor AI art, deal with it. No need to make an essay everytime to prove your point. I'll be infinitely more grateful to you if you could enjoy the mods our community makes and help everyone to know more about it.

I miss the days when this barren desert had at least "Hey, another mod by Cosmo, gonna try this out!".

We good? Good.
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Re: Dino Crisis 2 Weapons Mod! (v1 Release 01/05/2024)

Post by The Philosopher »

I wanted to say that a points gained modifier option could really cool, other than that i really like this mod and brings me back to my childhood :thumb:
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Re: Dino Crisis 2 Weapons Mod! (v1 Release 01/05/2024)

Post by Ferretmanjcdenton »

Dr_Cosmobyte wrote: Fri May 17, 2024 5:42 pm Okay, everybody cool your crap off.

I created a mod for Dino Crisis fans and it becomes a dorama for boob thumbnails. Ferret, not everyone likes filters nor AI art, deal with it. No need to make an essay everytime to prove your point. I'll be infinitely more grateful to you if you could enjoy the mods our community makes and help everyone to know more about it.

I miss the days when this barren desert had at least "Hey, another mod by Cosmo, gonna try this out!".

We good? Good.
I'm sorry. You're right. You know I absolutely love your mods.
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Catsuki Subaru
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Re: Dino Crisis 2 Weapons Mod! (v1 Release 01/05/2024)

Post by Catsuki Subaru »

played around with this a bit, it's about as fun as dino crisis 2 is!
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Re: Dino Crisis 2 Weapons Mod! (v1 Release 01/05/2024)

Post by Greatness942 »

So sorry, but I have a bug, and I can't tell if I'm being stupid or if this is a known issue or not.

This, Nightmare Logic III, Codename: Nomad, Stray Jackals, and Octane Violence don't work for me: only showing a White Screen on boot-up. It's possible to activate the Main Menu, but options are not visible. I have tried this on Doom II, The Ultimate Doom, and my Wadsmoosh file containing every official Doom release prior to Legacy of Rust (+Sigil and Sigil 2). Playing on GZDoom 4.12.2. I'll download GZDoom 4.13 if nothing else works.

I don't know if this is the best place for it, but the "Bug" threads seem to be only for native Doom and GZDoom. All other Dr. Cosmobyte mods I've downloaded have run properly. Thank you in advance, and I'll gladly move this if I need to.
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Matt Eldrydge
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Re: Dino Crisis 2 Weapons Mod! (v1 Release 01/05/2024)

Post by Matt Eldrydge »

Greatness942 wrote: Fri Oct 18, 2024 2:06 pm I don't know if this is the best place for it, but the "Bug" threads seem to be only for native Doom and GZDoom. All other Dr. Cosmobyte mods I've downloaded have run properly. Thank you in advance, and I'll gladly move this if I need to.
Not Cosmo but this issue is pretty common, though it's on the sourceport's side rather than the mod's. GZDoom 4.12 just breaks mods with titlemaps for some arcane reason and since I haven't updated mine to 4.13 I have no idea if that's fixed.

My personal suggestion is to have both 4.11.3 and 4.12 onwards on your computer.
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Dr_Cosmobyte
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Re: Dino Crisis 2 Weapons Mod! (v1 Release 01/05/2024)

Post by Dr_Cosmobyte »

Matt Eldrydge wrote: Fri Oct 18, 2024 5:58 pm
Greatness942 wrote: Fri Oct 18, 2024 2:06 pm I don't know if this is the best place for it, but the "Bug" threads seem to be only for native Doom and GZDoom. All other Dr. Cosmobyte mods I've downloaded have run properly. Thank you in advance, and I'll gladly move this if I need to.
Not Cosmo but this issue is pretty common, though it's on the sourceport's side rather than the mod's. GZDoom 4.12 just breaks mods with titlemaps for some arcane reason and since I haven't updated mine to 4.13 I have no idea if that's fixed.

My personal suggestion is to have both 4.11.3 and 4.12 onwards on your computer.
You're not alone, as if you read the threads for all my 2024 mods up to now, you'll see that everyone is having the same problem, which is weird considering i use the same TITLEMAP style from Factotum, a mod i made 7 years ago.

My suggestions are: Change your render in the options; Use a more legacy port such as LZDoom; or even, try quickly spamming the "Enter" key to get in the mod, and then starting it properly.
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Re: Dino Crisis 2 Weapons Mod! (v1 Release 01/05/2024)

Post by Greatness942 »

Thank you both kindly! I mostly tried Cosmo's advice, since that's the post I saw first, but I'm actually way ahead of you, Matt!
In any case, they work now!

They all work no matter what in Vulkan, but I prefer OpenGL (I can't quite explain it, but Vulkan feels choppier.)
I can get them to run into OpenGL by, indeed, just bashing the Enter-key. I can play them all now, so thank y'all kindly!

Since I can, let me just say: nice job! Like all your mods, the Dino Crisis 2 Weapons do a great job with the weapon graphics, HUD, extra mechanics, and sound design. Feels like a direct transplant of what seems to be an increasingly forgotten series!
Last edited by Greatness942 on Fri Oct 18, 2024 10:38 pm, edited 1 time in total.
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Dr_Cosmobyte
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Re: Dino Crisis 2 Weapons Mod! (v1 Release 01/05/2024)

Post by Dr_Cosmobyte »

This Dino Crisis mod had a meager feedback in the forums, as all my works, but whenever someone leaves a commentary, it's usually on a level of satisfaction I'm not used to see!

I gotta say, i'm glad everyone likes it, and I can't stress enough how the help folks like VriskaSerket, LossForWords, YukesVonFaust, Jarewill, and so many others were as important as they could be.
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