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

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Should I nerf fire based weapons like Dragon's Breath and Napalmkraftwerk?

Poll ended at Wed Oct 28, 2020 12:36 pm

Yes please, they're broken af
3
12%
Nah, they're fine
22
88%
 
Total votes: 25

JohnnyTheWolf
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Re: [v3.0.1] Doom Incarnate: A Wolfenstein style mod

Post by JohnnyTheWolf »

Oh. Nevermind, then! :lol:

But still, Slot 1 remaining unused is puzzling, especially considering the considerable number of different weapons!
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Dr_Cosmobyte
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Re: [v3.0.1] Doom Incarnate: A Wolfenstein style mod

Post by Dr_Cosmobyte »

Since you just discovered our Nazi Killing Distractions, may DeathStalker allow me to suggest you; Playing Doom Incarnate with my Kriegsland enemies pack is a blast!

:)
JohnnyTheWolf
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Re: [v3.0.1] Doom Incarnate: A Wolfenstein style mod

Post by JohnnyTheWolf »

You would not know of good mapsets for that by any chance? Nazis look out of place in vanilla Doom levels.
JohnnyTheWolf
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Re: [v3.0.1] Doom Incarnate: A Wolfenstein style mod

Post by JohnnyTheWolf »

I noticed something odd about this mod, but I am not sure if it is a bug or not.

Oftentimes, nothing spawns in place of the vanilla Chaingun. It is frustrating, because it means that I can go several levels without ever getting my hands on a SMG or an Assault Rifle.
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armymen12002003
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Re: [v3.0.1] Doom Incarnate: A Wolfenstein style mod

Post by armymen12002003 »

I still think DeathStalker should make this compatible with BoA.
JohnnyTheWolf
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Re: [v3.0.1] Doom Incarnate: A Wolfenstein style mod

Post by JohnnyTheWolf »

So I have been playing this a lot more since and it has become easily my go-to gameplay mod.

I noticed another oddity, which I believe is a bug: in dual and cross wield, the SMG's Laser Cutter does not work if its clip is empty.
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goldenmob72
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Re: [v3.0.1] Doom Incarnate: A Wolfenstein style mod

Post by goldenmob72 »

A Few bugs I noticed, Watch the video
https://streamable.com/jeg43y
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ChiliPimp
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Re: [v3.0.1] Doom Incarnate: A Wolfenstein style mod

Post by ChiliPimp »

I noticed there's a heavy weapon dismantle upgrade for the inferno shotgun but I could not find way of acquiring it without cheats. Is there an actual way of getting this or is this some sort of upgrade that was scraped?
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D3athStalker
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Re: [v3.1] Doom Incarnate: A Wolfenstein style mod

Post by D3athStalker »

Haven't been active here for quite a while, but here's 3.1:

Link: https://mega.nz/file/1t5w0bZB#o142fXjqH ... g_iRw0sNcA
Alternate link: https://www.mediafire.com/file/38xsfad7 ... 1.pk3/file

I also made a bunch of addons (will prob make more in the future):

ZMovement Addon: Decided to make ZMovement a separate addon for those that use the older versions of GZDoom or just don't like ZMovement.
Link: https://mega.nz/file/t8RyyZiQ#L0jd_Bbg8 ... po4bgV7EZ8
Alternate link: https://www.mediafire.com/file/8dqhxsq5 ... t.pk3/file

Rayne Traditional Health: Grants Rayne the ability to use regular health pickups, overcharge her health and Wolfenstein-style regeneration. Blood drops also only give blood energy and not health.
Link: https://mega.nz/file/41wQVJwC#1zDt0GXRO ... ZGI8-dVoxk
Alternate link: https://www.mediafire.com/file/n7g6281w ... h.pk3/file
Spoiler: Changelog
Seems like there are a lot of ppl have written in this thread since the last time I was active here. It's 5 AM, so after I get some sleep I'll be responding to those soon <3
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D3athStalker
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Re: [v3.1] Doom Incarnate: A Wolfenstein style mod

Post by D3athStalker »

YasuoProjectX wrote:i almost like this mod but i dont like Zmovement cuz its annoying to me 😭😭
GeneralDelphox wrote:I wanna play with this mod with nothing more but the Vanilla movement, but I can't seem to set Zmovement to the classic option. I tried putting the option to "Doom", but it's still doesn't work. Sure wish there was an option that completely disables Zmovement. I don't hate the mod, but when playing classic maps, it just feels off when playing with Zmovement.
I have some good news for you two lol
PeaceKeep0r wrote:I'm super duper loving this mod, this is my favorite thus far out of all I played, everything feels great!

One thing I noticed is I'm unable to disable enemy weapon drops, didn't see an option to disable in your mod, or if another mod I have may be triggering it. Did I happen to miss that option anywhere
Nah, I don't recall implementing such cvar to the mod.
OverDriver05 wrote:Just tried Doom Incarnate, and boy, am i emjoyed killing them Nazis!

Despite the FPS stuttering in the menu screen, the rest of the mod is running pretty well without only a few frame hiccups here and there.

And that's only when playing on low-end phone (Samsung Galaxy J1 (2016)) using the built-in LZDoom 3.87a of the Delta Touch source port!

Please include more performance options and quality-of-life features! It's so good!

Keep it up!
Thanks, I'm looking forward to further develop the LZDoom compatibility of the mod.
JohnnyTheWolf wrote:Oh. Nevermind, then! :lol:

But still, Slot 1 remaining unused is puzzling, especially considering the considerable number of different weapons!
Slot 1 is preserved for melee weapons and grenades as their dedicated weapons. You can still use them while using a different weapon, although I'll be giving them proper upgrades and alternate "firemodes".
acridAxid wrote:After swinging the hatchet, the animation bringing BJ's hand back to the Grimmhammer is a bit spazzy.
I looked at this issue, but I couldn't manage to fix it, I don't know why that happens.
JohnnyTheWolf wrote:I noticed something odd about this mod, but I am not sure if it is a bug or not.

Oftentimes, nothing spawns in place of the vanilla Chaingun. It is frustrating, because it means that I can go several levels without ever getting my hands on a SMG or an Assault Rifle.
That's pretty strange. Could be because of a different mod you're loading the mod with, because it works fine for me.
armymen12002003 wrote:I still think DeathStalker should make this compatible with BoA.
I have thought of this before, might make that a reality some day, although I have yet to finish Blade of Agony.
JohnnyTheWolf wrote:So I have been playing this a lot more since and it has become easily my go-to gameplay mod.

I noticed another oddity, which I believe is a bug: in dual and cross wield, the SMG's Laser Cutter does not work if its clip is empty.
Yup, that's another bug. Probably should have fixed that in 3.1 but oh well...
ChiliPimp wrote:I noticed there's a heavy weapon dismantle upgrade for the inferno shotgun but I could not find way of acquiring it without cheats. Is there an actual way of getting this or is this some sort of upgrade that was scraped?
Nope, that's more of a tease for the upcoming heavy weapon, which I'm looking forward to release in 3.2.
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Spaceman333
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Re: [v3.1] Doom Incarnate: A Wolfenstein style mod

Post by Spaceman333 »

- ZMovement is now a separate addon for those that want vanilla movement or have an old version of GZDoom.
Woo! Happy about this one, thank you! :D
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Redead-ITA
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Re: [v3.1] Doom Incarnate: A Wolfenstein style mod

Post by Redead-ITA »

D3athStalker wrote: I also made a bunch of addons (will prob make more in the future):

ZMovement Addon: Decided to make ZMovement a separate addon for those that use the older versions of GZDoom or just don't like ZMovement.
Haleluja, the zmovement was bugging me more than it should, glad to see it being it's own thing without at least!
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Rowsol
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Re: [v3.1] Doom Incarnate: A Wolfenstein style mod

Post by Rowsol »

If I'm dual wielding the shotguns, begin a reload on the left one, and try firing the weapon while it's reloading the weapons vanish from the screen until I press reload again or switch weapons.

I was running around testing things and I picked up a powerup. When it wore off I realized I wasn't losing excess health anymore. My 352 health wasn't going down. Sorry, I don't know if that's intentional or what power up it was. I know it made the screen red.

The effect of the dragon breath upgrade for the shotty is way too much. I can't even see what I'm shooting at half the time.

After having spent some time now with the mod I can say that ammo is too plentiful. I halved the total ammo I get and I still had no issues with monster health set to 200%.

Having all the weapons +NOAUTOFIRE makes it a real chore to start firing after a reload.

With the chaingunners dropping the more rare AR weapons it makes them trivial to get.

When dual wielding the pistols they no longer automatically reload when firing with an empty mag.
Last edited by Rowsol on Wed Aug 04, 2021 1:06 pm, edited 1 time in total.
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ClessxAlghazanth
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Re: [v3.1] Doom Incarnate: A Wolfenstein style mod

Post by ClessxAlghazanth »

The hud elements on the top right seem to overlap each other :? How can I fix this issue ?

(Using GZDoom 4.6.1 gles branch)

Best regards
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D3athStalker
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Re: [v3.1] Doom Incarnate: A Wolfenstein style mod

Post by D3athStalker »

Rowsol wrote:If I'm dual wielding the shotguns, begin a reload on the left one, and try firing the weapon while it's reloading the weapons vanish from the screen until I press reload again or switch weapons.

I was running around testing things and I picked up a powerup. When it wore off I realized I wasn't losing excess health anymore. My 352 health wasn't going down. Sorry, I don't know if that's intentional or what power up it was. I know it made the screen red.

The effect of the dragon breath upgrade for the shotty is way too much. I can't even see what I'm shooting at half the time.

After having spent some time now with the mod I can say that ammo is too plentiful. I halved the total ammo I get and I still had no issues with monster health set to 200%.

Having all the weapons +NOAUTOFIRE makes it a real chore to start firing after a reload.

With the chaingunners dropping the more rare AR weapons it makes them trivial to get.

When dual wielding the pistols they no longer automatically reload when firing with an empty mag.
Yeah I have seen that bug before, gonna polish the dual wield weapons for the next update.

It's probably Crimson Potion you have picked up since it's the new upgrade/powerup I have added. Also if something is strange and you don't know if it's intentional or not, 90% of the cases it's not. Lol

I tried to make the DB rounds similar to real life ones, but if it's a huge concern, I can add a CVar that recovers the old DB effects or at least reduces the current effects.

I hear that complaint quite a lot, I planned to add an ammo CVar a while ago but I probably forgot it. Ammo cvar will be coming for the next update (and probably new, more balanced difficulty modes even later down the line).

+NOAUTOFIRE exists so that you cannot "auto fire" ADS, also not making every single weapon automatic while dual wielded.

If you're suggesting to add an option that makes non-AR weapons prespawned while AR itself gets dropped from chaingunners, that's a pretty solid suggestion I'd say.

(Read my first comment)
ClessxAlghazanth wrote:The hud elements on the top right seem to overlap each other :? How can I fix this issue ?

(Using GZDoom 4.6.1 gles branch)

Best regards
You gotta adjust the scaling of your HUD from the options menu, it's way too big.

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