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Linz wrote:For some reason the Rune of Vitality slowly lowers your health instead of regenerating it?
Anyone else have this issue?
In the past version if your health is over 250 the Rune of Vitality causes your health to degenerate until it hits 250 again or the rune timer runs out. I've been meaning to report this bug but I keep forgetting lol
Also I plan on playing 3.0 through some stuff once I get some time. <3
Not sure if it's a bug, cuz the regen cap is at 250. Your health still decays when it's over 250, but at a slower pace.
- Schmerzmittel and Dual Wield Venom now eject casings (although they lack smoke effects for performance reasons).
- Increased the size of explosive slugs and hand grenade pickups.
- Fixed the old status bar not showing up.
- Player can no longer throw grenades in dual wield mode when they have no grenades.
- Fixed heavy weapons, Kurz rounds and small napalm cells not having any pickup frames.
- Fixed Inferno Shotgun doing a magazine reload when you mash the reload button during a regular reload hard enough.
- Fixed 9mm rounds, magnum rounds, Venom Gun, Sensate Map, Mega Health and HEV Shield not playing their pickup sounds.
- Fixed Handgun and Kampfpistole animations when you throw a grenade or swing an axe.
- Fixed the 5th difficulty not giving the enemies 100% health boost.
- Fixed Lasergewehr slightly changing the player's FOV after they fire the gun.
- Fixed Rayne making the default unf sound when she falls from a decent height.
- Fixed the player being able to pick up weapons despite having full ammo.
- Deleted the stray pixels from the left SMG sprite.
- Venom Gun now spawns an empty magazine while reloading.
- Added smoke and arc effects to charging Leichenfaust.
- Fixed Leichenfaust's zoomed switch firemode animation.
- Paratrooper now plays the proper sound effect when the player switches to scope mode.
- Fixed the counter sound on the level transition menu not working.
- Fixed backpack not increasing the hand grenade capacity.
- Changed ZMovement's default movement style to Quake.
- Uncommented the slomo (bullet time) options menu.
- Rewritten Rayne's water damage script (can be turned off from mod options just like her sunlight damage).
- HEV Shield now negate Rayne's water and sunlight damage.
- Fixed Left Inferno Shotgun's empty reload animation.
Also I have added a poll regarding fire based weapons, feedback is most appreciated.
I was going to give some suggestion before you put this out, but I kind of forgot to talk about it.
Where you thinking of supporting the HUDs not get so squished on different scales? I usually go with what vanilla Doom has HUDs sized at because it looks nice but I can also see the stats pretty clearly. But as it is with the mod, it makes some bits maybe too large or something and just crosses with each other.
My issue with this mod is that it spams the acs saying that 'none' is an unknown actor class when i equip either:
The pistol, smg, blackrose, super shotgun, leichenfaust, teslakanone, doesn't seem to do the same thing when crossweild but at the same time i can't seem to be able to reload the weapons there
Running the stable release of GZDOOM 4.4.2
additionally the leichenfaust will say it requires 7 upgrade kits to upgrade the weapon, but if you have less than required, it will say you need 5 to upgrade the weapon.
EddieMann wrote:Give the guns the same weight and feel as their wolfenstein TNO counterparts - either through more pronounced recoil or a buffed fire rate in the assault rifles, since they feel light and could use a little more impact.
Hmm, I tried to reduce the number of frames the weapon was shooting but thought it was firing a bit too fast. I also don't really want the thing have the same fire rate as the Submachine Gun.
Maybe a mid-way between the two, or at least a little more "bang", "oomph", or weight to the assault rifle? Something like what Final Doomer does with the Plutonia heavy machine gun, for example.
Redead-ITA wrote:My issue with this mod is that it spams the acs saying that 'none' is an unknown actor class when i equip either:
The pistol, smg, blackrose, super shotgun, leichenfaust, teslakanone, doesn't seem to do the same thing when crossweild but at the same time i can't seem to be able to reload the weapons there
Running the stable release of GZDOOM 4.4.2
That's odd, guess I gotta update my GZDoom since it doesn't happen with the slightly older version I have.
Linz wrote:Also I am 100% certain the Schmerzmittel is a Painkiller reference
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?
Awesome update!Played this with Kriegsland enemies pack,and it's really worth it!
Oh yes,can you add:
Character ideas:
*Fergus Reid
Ability:His prosthetic arm can kill an enemy if his arm detached from him
*Gerald Wilkins
Ability:He can jump a tall wall with his Kampfwanderer
*Max Hass
Ability:Can punch a soldier with one hit,and his maximum health is 600 or 550.
Weapons ideas:
*Bombenschuss
*Panzerschreck (from Wolfenstein 2009)
*Futuristic M1911
Magazine size:12
Total ammo:132
*Thompson (from The New Order)
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.
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.
There's been talk of zmove being seperated/removed next update, but until it comes out, it is possible to sort of attain vanilla doom movement by tweaking the settings of ZMove inside Doom Incarnate's settings.
Just found out about this mod! Since it seems to have come out a bit after Dr_Cosmobyte's Kriegsland, I am almost tempted to nickname it "Kriegsland III".
Joking aside, I am having a lot of fun with it, but I have to wonder: why is there no weapon bound to Weapon Slot 1? I would have at least expected the Black Rose to be put there, since it has its own ammo type.