The Black Rose uses the same ammo as the FG-61.Laid wrote: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.
[v3.1.1] Doom Incarnate: A Wolfenstein style mod
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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.
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Re: [v3.0.1] Doom Incarnate: A Wolfenstein style mod
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Re: [v3.0.1] Doom Incarnate: A Wolfenstein style mod
Oh. Nevermind, then!
But still, Slot 1 remaining unused is puzzling, especially considering the considerable number of different weapons!
But still, Slot 1 remaining unused is puzzling, especially considering the considerable number of different weapons!
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Re: [v3.0.1] Doom Incarnate: A Wolfenstein style mod
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!
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Re: [v3.0.1] Doom Incarnate: A Wolfenstein style mod
You would not know of good mapsets for that by any chance? Nazis look out of place in vanilla Doom levels.
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Re: [v3.0.1] Doom Incarnate: A Wolfenstein style mod
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.
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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Re: [v3.0.1] Doom Incarnate: A Wolfenstein style mod
I still think DeathStalker should make this compatible with BoA.
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Re: [v3.0.1] Doom Incarnate: A Wolfenstein style mod
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.
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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Re: [v3.0.1] Doom Incarnate: A Wolfenstein style mod
A Few bugs I noticed, Watch the video
https://streamable.com/jeg43y
https://streamable.com/jeg43y
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Re: [v3.0.1] Doom Incarnate: A Wolfenstein style mod
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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Re: [v3.1] Doom Incarnate: A Wolfenstein style mod
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
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: ChangelogSeems 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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Re: [v3.1] Doom Incarnate: A Wolfenstein style mod
YasuoProjectX wrote:i almost like this mod but i dont like Zmovement cuz its annoying to me
I have some good news for you two lolGeneralDelphox 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.
Nah, I don't recall implementing such cvar to the mod.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
Thanks, I'm looking forward to further develop the LZDoom compatibility of 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!
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".JohnnyTheWolf wrote:Oh. Nevermind, then!
But still, Slot 1 remaining unused is puzzling, especially considering the considerable number of different weapons!
I looked at this issue, but I couldn't manage to fix it, I don't know why that happens.acridAxid wrote:After swinging the hatchet, the animation bringing BJ's hand back to the Grimmhammer is a bit spazzy.
That's pretty strange. Could be because of a different mod you're loading the mod with, because it works fine for me.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.
I have thought of this before, might make that a reality some day, although I have yet to finish Blade of Agony.armymen12002003 wrote:I still think DeathStalker should make this compatible with BoA.
Yup, that's another bug. Probably should have fixed that in 3.1 but oh well...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.
Nope, that's more of a tease for the upcoming heavy weapon, which I'm looking forward to release in 3.2.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?
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Re: [v3.1] Doom Incarnate: A Wolfenstein style mod
Woo! Happy about this one, thank you!- ZMovement is now a separate addon for those that want vanilla movement or have an old version of GZDoom.
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Re: [v3.1] Doom Incarnate: A Wolfenstein style mod
Haleluja, the zmovement was bugging me more than it should, glad to see it being it's own thing without at least!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.
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Re: [v3.1] Doom Incarnate: A Wolfenstein style mod
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.
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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Re: [v3.1] Doom Incarnate: A Wolfenstein style mod
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
(Using GZDoom 4.6.1 gles branch)
Best regards
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