[v4.0.2] Doom Incarnate: A Tribute to Wolfenstein
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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.
Re: [v4.0.1] Doom Incarnate: A Tribute to Wolfenstein
Somehow I got an inventory object that had no icon, using it gave one of the rune effects, it may have been the wrath rune after getting a second one. Very minor bug of having grenades selected when you have none, using hatchets will display one in your hand, applies to Rayne too. On "death at the gates again" and Maps of Chaos Overkill I found the slot 8 weapons were carrying most of a map, it may be worth lowering their capacity on hardcore difficulties depending how that plays out with other slaughtermaps, it and Doom 2 are pretty liberal with BFGs, and a couple of the maps give out backpacks too. Finally is there no progressive limit to Laserkraftwerk? That system generally works pretty well. EDIT: Rayne can eat health items via use, and her shockwave causes a lot of lag. EDIT2: There's also a condition that can cause enemy grabbing with Rayne if it's interrupted in a particular way, the enemy becomes invulnerable.
- D3athStalker
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Re: [v4.0.1] Doom Incarnate: A Tribute to Wolfenstein
The upcoming update will be addressing most of those issues.fakemai wrote: ↑Thu Feb 27, 2025 9:17 pm Somehow I got an inventory object that had no icon, using it gave one of the rune effects, it may have been the wrath rune after getting a second one. Very minor bug of having grenades selected when you have none, using hatchets will display one in your hand, applies to Rayne too. On "death at the gates again" and Maps of Chaos Overkill I found the slot 8 weapons were carrying most of a map, it may be worth lowering their capacity on hardcore difficulties depending how that plays out with other slaughtermaps, it and Doom 2 are pretty liberal with BFGs, and a couple of the maps give out backpacks too. Finally is there no progressive limit to Laserkraftwerk? That system generally works pretty well. EDIT: Rayne can eat health items via use, and her shockwave causes a lot of lag. EDIT2: There's also a condition that can cause enemy grabbing with Rayne if it's interrupted in a particular way, the enemy becomes invulnerable.
- D3athStalker
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Re: [v4.0.2] Doom Incarnate: A Tribute to Wolfenstein
v4.0.2 is here!
ModDB link: https://www.moddb.com/mods/doom-incarna ... rnate-v402
Alternate link: https://mega.nz/file/V1AU0KjK#Pt_mTU318 ... XMFEoJKpSo
ModDB link: https://www.moddb.com/mods/doom-incarna ... rnate-v402
Alternate link: https://mega.nz/file/V1AU0KjK#Pt_mTU318 ... XMFEoJKpSo
Spoiler: Changelog
Last edited by D3athStalker on Sat Mar 01, 2025 2:47 pm, edited 2 times in total.
Re: [v4.0.2] Doom Incarnate: A Tribute to Wolfenstein
Thanks for the release. There are some problems with it.
These first ones are merely related to console warnings. I always have the developer mode set to 2. I don't know if these will still be there with it off. However, when the game starts, these messages are logged:
It obviously gets repeatred a lot because the console is just full of these messages.
For info, I cheated to get the weapons, just to check them out. That may, or may not, be relevant.
These first ones are merely related to console warnings. I always have the developer mode set to 2. I don't know if these will still be there with it off. However, when the game starts, these messages are logged:
Spoiler:This next one is more annoying because it appears in game. Several of the weapons constantly spam a message to the console:
Code: Select all
ACS: 'none': Unknown actor class.For info, I cheated to get the weapons, just to check them out. That may, or may not, be relevant.
- D3athStalker
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Re: [v4.0.2] Doom Incarnate: A Tribute to Wolfenstein
I have to admit, the coding of this mod ain't exactly the cleanest, and unless if they directly affected the gameplay, I did not really pay attention to them.Enjay wrote: ↑Sat Mar 01, 2025 8:13 am Thanks for the release. There are some problems with it.
These first ones are merely related to console warnings. I always have the developer mode set to 2. I don't know if these will still be there with it off. However, when the game starts, these messages are logged:Spoiler:
Huh... Apparently this is caused by one of the scripts that check which heavy upgrade the current weapon has (the H_UpgradeArray array in hudstuff.acs), and the ones that spam this console have 'none'. Fixing this was actually an easy task, where one could simply assign one of the pre-existing upgrade tokens, or create a dummy upgrade token which will ultimately not affect the weapons or the HUD.This next one is more annoying because it appears in game. Several of the weapons constantly spam a message to the console:It obviously gets repeatred a lot because the console is just full of these messages.Code: Select all
ACS: 'none': Unknown actor class.
For info, I cheated to get the weapons, just to check them out. That may, or may not, be relevant.
Also I just reposted the mod to fix a very small oversight in the HUD (I saw this comment after starting to reupload the mod).
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Re: [v4.0.2] Doom Incarnate: A Tribute to Wolfenstein
> Added an option where Rayne can dismantle heavy weapons while she is near one and uses the upgrade kit (thanks Irrevenant!)
LETS FUCKING GOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
I no longer need to use IDKA to fully upgrade my guns I can now do it legit! Thank you!! As a Rayne main this makes me very happy.
LETS FUCKING GOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
I no longer need to use IDKA to fully upgrade my guns I can now do it legit! Thank you!! As a Rayne main this makes me very happy.
Re: [v4.0.2] Doom Incarnate: A Tribute to Wolfenstein
You got on that pretty quickly, goodness, and thanks for opening up the slot 8 dismantling for Rayne, she's proving quite fun. Can still confirm that enemies get broken from grabbing, it was taking damage from another enemy at the time and ended up intangible so it had to be ignored, though I think it was killed going by the tally at the end. The rest seemed to be fixed though.
Re: [v4.0.2] Doom Incarnate: A Tribute to Wolfenstein
I encounter this bug as well with Kriegsman's monster pack; have to skip the map with these unkillable mobs.fakemai wrote: ↑Sun Mar 02, 2025 4:43 am You got on that pretty quickly, goodness, and thanks for opening up the slot 8 dismantling for Rayne, she's proving quite fun. Can still confirm that enemies get broken from grabbing, it was taking damage from another enemy at the time and ended up intangible so it had to be ignored, though I think it was killed going by the tally at the end. The rest seemed to be fixed though.
- D3athStalker
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Re: [v4.0.2] Doom Incarnate: A Tribute to Wolfenstein
fakemai wrote: ↑Sun Mar 02, 2025 4:43 am You got on that pretty quickly, goodness, and thanks for opening up the slot 8 dismantling for Rayne, she's proving quite fun. Can still confirm that enemies get broken from grabbing, it was taking damage from another enemy at the time and ended up intangible so it had to be ignored, though I think it was killed going by the tally at the end. The rest seemed to be fixed though.
Huh... I swear the things were getting better when I ditched the SetActorState function in favour of something that deals actual damage. Oh well, guess I have to look into that for a future update, because v4.0.3 is here which was released to fix another major bug, or two.
Link: https://www.moddb.com/mods/doom-incarna ... rnate-v403
Alternate link: https://mega.nz/file/twYHVaST#_klgkAdOX ... EIScgegcas
Spoiler: Changelog
- SomeAutisticDev
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Re: [v4.0.2] Doom Incarnate: A Tribute to Wolfenstein
I feel the options menu could be more legible if the options you could pick had a different color than the descriptions.
- devlman127
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Re: [v4.0.2] Doom Incarnate: A Tribute to Wolfenstein
Small Localization error: the Leichenfaust says it needs 7 upgrade kits per upgrade, but if you don't have enough it says you need at least 5.
Edit: Also, any tips on when I should use each Super Shotgun ammo type?
Edit: Also, any tips on when I should use each Super Shotgun ammo type?
-
JohnEldridge
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Re: [v4.0.2] Doom Incarnate: A Tribute to Wolfenstein
There seems to be a really big glitch with the latest version. When playing as Rayne, everytime I tried to use the blood sucking ability of the blood guns to directly reload them, the enemies suddenly just become invincible and I can't kill them no matter what I do.
Edit: After some testing, it seems this occurs sometimes when trying to suck blood from enemies. For some reason it doesn't kill them on occasions and they just end up becoming invincible after that. Tends to be more common with weaker enemies
Edit: After some testing, it seems this occurs sometimes when trying to suck blood from enemies. For some reason it doesn't kill them on occasions and they just end up becoming invincible after that. Tends to be more common with weaker enemies
Last edited by JohnEldridge on Mon Mar 31, 2025 10:09 pm, edited 3 times in total.
- GoldenGuard95
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Re: [v4.0.2] Doom Incarnate: A Tribute to Wolfenstein
Kryokanone when.
- Irrevenant
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Re: [v4.0.2] Doom Incarnate: A Tribute to Wolfenstein
I made some edits to the Sanguine Serpents I wanna run by you. I wanted them to stop giving me more than twenty enemy and health bullets if I didn't have the magazine upgrade.
This is in vampire.acs in the Serpent's Kiss section. I don't have the slightest clue what I'm doing with ACS but this seemed to work.
So the guns both separately fill up to twenty enemy bullets, but still keep siphoning from the enemy. I preferred that they stop when full so I can feed on them without attacking first, so I did that too. They could also use a check in the reload state(s) for the ammo upgrade. Right now if the player plays with alt Serpents, they get health bullets they can't fire unless they use piercing shot so the ammo icon stays red until they get the ammo and mag upgrade and use them all. Oh, and the Serpents' firemode switch message is pointing to the handgun's in the ACS instead of the Serpents'.
Single Serpent
Right gun in Crossed Wield
and the left
Also a small suggestion, just for fun, new randomized quit sounds. In MapInfo under gameinfo
QuitSound = "DoomIncarnate/Quit"
and then in SNDINFO
One last idea. Since Rayne has taunts implying the last enemy was running, how about a script that checks for the last enemy and gives her the Frightener powerup to actually make them run?
This is in vampire.acs in the Serpent's Kiss section. I don't have the slightest clue what I'm doing with ACS but this seemed to work.
Code: Select all
if(t%3 == 0)
{
GiveInventory("SerpentMag", 1);
GiveInventory("SecondSerpentMag", 1);
if(CheckInventory("SerpentAmmunitionUpgrade") && !CheckInventory("SerpentMagazineUpgrade") && CheckInventory("SerpentEnemyBullet") > 19)
{
//do nothing, move on
}
else if (CheckInventory("SerpentAmmunitionUpgrade"))
{
GiveInventory("SerpentEnemyBullet", 1);
}
if(CheckInventory("SerpentAmmunitionUpgrade") && !CheckInventory("SerpentMagazineUpgrade") && CheckInventory("SecondSerpentEnemyBullet") > 19)
{
//and again
}
else if (CheckInventory("SerpentAmmunitionUpgrade"))
{
GiveInventory("SecondSerpentEnemyBullet", 1);
}
}
SetActorProperty(mid, APROP_Health, monster_hp-1);
SetActorState(mid, "Pain", TRUE);
GiveInventory("BloodEnergy", 1);
fade++;
t++;
if(rng == 1)
{
PlayActorSound(mid, SOUND_Pain);
}
//if the player doesn't have the magazine upgrade, stop siphoning when the count hits 20
if(!CheckInventory("SerpentMagazineUpgrade") && CheckInventory("SerpentMag") > 19 && CheckInventory("SecondSerpentMag") > 19)
{
FadeRange(128, 0, 0, 1.0, 0, 0, 0, 0, 0.5);
feedcomplete = 1;
TakeInventory("RayneFeedToken", 1);
SetPlayerProperty(FALSE, OFF, PROP_FROZEN);
}
//and for that matter, make Rayne stop siphoning at 40 if she does have it
if(CheckInventory("SerpentMag") == 40 && CheckInventory("SecondSerpentMag") == 40 )
{
FadeRange(128, 0, 0, 1.0, 0, 0, 0, 0, 0.5);
feedcomplete = 1;
TakeInventory("RayneFeedToken", 1);
SetPlayerProperty(FALSE, OFF, PROP_FROZEN);
}
Single Serpent
Code: Select all
InsertRound:
TNT1 A 0 A_Overlay(421, "SerpentReloadOverlay")
TNT1 A 0 A_FireCustomMissile("Blood", frandom(-5, 5), 0, 6, -5, FPF_NOAUTOAIM, 2+frandom(-5, 5))
"####" AAA 1 A_WeaponOffset(4*frandom(-0.5, 0.5), 4*frandom(-0.5, 0.5), WOF_INTERPOLATE | WOF_ADD)
"####" A 0 A_JumpIfHealthLower(20, "ReloadComplete")
// "####" A 0 A_JumpIfInventory("BloodEnergy", 2, 1)
// Goto ReloadComplete
"####" A 0
{
if(CountInv("BloodEnergy") >= 2 && !GetCVar("DI_AltSerpent"))
{
A_TakeInventory("BloodEnergy", 2);
}
else if(CountInv("SerpentAmmunitionUpgrade") == 1 && !CountInv("SerpentMagazineUpgrade") && CountInv("SerpentHealthBullet") > 19)
{
ACS_NamedExecuteAlways("SerpentHealthDrain");
}
else if(CountInv("SerpentAmmunitionUpgrade"))
{
ACS_NamedExecuteAlways("SerpentHealthDrain");
A_GiveInventory("SerpentHealthBullet", 1);
}
else
{
ACS_NamedExecuteAlways("SerpentHealthDrain");
}
}
Code: Select all
Serpent_RInsertRound:
TNT1 A 0 A_Overlay(421, "Serpent_RReloadOverlay")
TNT1 A 0 A_FireCustomMissile("Blood", frandom(-5, 5), 0, 6, -5, FPF_NOAUTOAIM, 2+frandom(-5, 5))
"####" AAA 1 A_WeaponOffset(4*frandom(-0.5, 0.5), 4*frandom(-0.5, 0.5), WOF_INTERPOLATE | WOF_ADD)
"####" A 0 A_JumpIfHealthLower(20, "Serpent_RReloadComplete")
"####" A 0
{
if(CountInv("BloodEnergy") >= 2 && !GetCVar("DI_AltSerpent"))
{
A_TakeInventory("BloodEnergy", 2);
}
else if(CountInv("SerpentAmmunitionUpgrade") == 1 && !CountInv("SerpentMagazineUpgrade") && CountInv("SerpentHealthBullet") > 19)
{
ACS_NamedExecuteAlways("SerpentHealthDrain");
}
else if(CountInv("SerpentAmmunitionUpgrade"))
{
ACS_NamedExecuteAlways("SerpentHealthDrain");
A_GiveInventory("SerpentHealthBullet", 1);
}
else
{
ACS_NamedExecuteAlways("SerpentHealthDrain");
}
}
Code: Select all
Serpent_LInsertRound:
TNT1 A 0 A_Overlay(421, "Serpent_LReloadOverlay")
TNT1 A 0 A_FireCustomMissile("Blood", frandom(-5, 5), 0, -6, -5, FPF_NOAUTOAIM, 2+frandom(-5, 5))
"####" AAA 1 A_WeaponOffset(4*frandom(-0.5, 0.5), 4*frandom(-0.5, 0.5), WOF_INTERPOLATE | WOF_ADD)
"####" A 0 A_JumpIfHealthLower(20, "Serpent_LReloadComplete")
"####" A 0
{
if(CountInv("BloodEnergy") >= 2 && !GetCVar("DI_AltSerpent"))
{
A_TakeInventory("BloodEnergy", 2);
}
else if(CountInv("SerpentAmmunitionUpgrade") == 1 && !CountInv("SerpentMagazineUpgrade") && CountInv("SecondSerpentHealthBullet") > 19)
{
ACS_NamedExecuteAlways("SerpentHealthDrain");
}
else if(CountInv("SerpentAmmunitionUpgrade"))
{
ACS_NamedExecuteAlways("SerpentHealthDrain");
A_GiveInventory("SecondSerpentHealthBullet", 1);
}
else
{
ACS_NamedExecuteAlways("SerpentHealthDrain");
}
}
QuitSound = "DoomIncarnate/Quit"
and then in SNDINFO
Code: Select all
menu/shit "Sounds/Menu/Shit.ogg" //
menu/shit2 "Sounds/Menu/Shit2.ogg" //
menu/fuck "Sounds/Menu/Fuck.ogg"
$random DoomIncarnate/Quit
{
menu/shit
menu/shit2
menu/fuck
Rayne/Pain4
Rayne/Pain5
Blazko/Taunt/Kill3
Blazko/Taunt/Kill14
Rayne/Taunt/BR1_FirstKill10
Rayne/Taunt/BR1_Kill7
Rayne/Taunt/BR1_Kill15
Rayne/Taunt/GrenadeThrow1
Rayne/Taunt/BR1_LastKill7
Rayne/Taunt/BR1_LastKill8
Rayne/Taunt/BR1_LastKill11
}

