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Re: [v4.0.1] Doom Incarnate: A Tribute to Wolfenstein

Posted: Tue Feb 25, 2025 12:47 pm
by AliciaPendragon
D3athStalker wrote: Mon Feb 24, 2025 2:17 pm
AliciaPendragon wrote: Mon Feb 24, 2025 12:44 pm I dont remember her having a ammo cap that was less then Blasko in 3.0...
I just checked out of curiosity in case I forgot to mention it in the changelog, and seems like I was right, she always had a lower ammo cap than BJ.
Either way, I'm planning to add more cvars for the mod to increase customizability, so I might consider your suggestion.
Spoiler:
huh was misremembering then as I could've swore Rayne had 1000 max for the Venom Guns, but guess not

I'm glad I could at least provide a suggestion for more cvars in future updates ^^

Re: [v4.0.1] Doom Incarnate: A Tribute to Wolfenstein

Posted: Thu Feb 27, 2025 9:17 pm
by fakemai
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.

Re: [v4.0.1] Doom Incarnate: A Tribute to Wolfenstein

Posted: Sat Mar 01, 2025 7:20 am
by D3athStalker
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.
The upcoming update will be addressing most of those issues.

Re: [v4.0.2] Doom Incarnate: A Tribute to Wolfenstein

Posted: Sat Mar 01, 2025 7:31 am
by D3athStalker
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
Spoiler: Changelog

Re: [v4.0.2] Doom Incarnate: A Tribute to Wolfenstein

Posted: Sat Mar 01, 2025 8:13 am
by Enjay
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:
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.
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.

Re: [v4.0.2] Doom Incarnate: A Tribute to Wolfenstein

Posted: Sat Mar 01, 2025 8:39 am
by D3athStalker
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:
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.
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.
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.
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.

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).

Re: [v4.0.2] Doom Incarnate: A Tribute to Wolfenstein

Posted: Sat Mar 01, 2025 4:31 pm
by AliciaPendragon
> 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.

Re: [v4.0.2] Doom Incarnate: A Tribute to Wolfenstein

Posted: Sun Mar 02, 2025 4:43 am
by fakemai
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

Posted: Mon Mar 03, 2025 2:55 pm
by Unregret
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.
I encounter this bug as well with Kriegsman's monster pack; have to skip the map with these unkillable mobs.

Re: [v4.0.2] Doom Incarnate: A Tribute to Wolfenstein

Posted: Mon Mar 03, 2025 3:23 pm
by D3athStalker
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.
Unregret wrote: Mon Mar 03, 2025 2:55 pm I encounter this bug as well with Kriegsman's monster pack; have to skip the map with these unkillable mobs.
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

Re: [v4.0.2] Doom Incarnate: A Tribute to Wolfenstein

Posted: Thu Mar 06, 2025 7:36 pm
by SomeAutisticDev
I feel the options menu could be more legible if the options you could pick had a different color than the descriptions.

Re: [v4.0.2] Doom Incarnate: A Tribute to Wolfenstein

Posted: Fri Mar 21, 2025 1:54 pm
by devlman127
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?

Re: [v4.0.2] Doom Incarnate: A Tribute to Wolfenstein

Posted: Mon Mar 31, 2025 10:58 am
by JohnEldridge
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