[v3.1.1] Doom Incarnate: A Wolfenstein style mod

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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

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D3athStalker
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Re: [v3.1.1] Doom Incarnate: A Wolfenstein style mod

Post by D3athStalker »

ZikShadow wrote: Sat Oct 01, 2022 3:10 am I've been playing the mod for a while and started to notice the weapon sprites all having anti-aliased edges. It's a bit distracting when all the other Doom sprites have sharp edges. Not sure if this can be addressed since it seems like pretty much all of the weapons have 'em, and I think the other mod, False Angel, has the same thing going on as well, but I might as well report it anyways just in case.

Tried aliasing an example here with the MG60, and the difference is quite noticeable.


EDIT: I've noticed a fair bit more issues, spoilered the lot to tidy 'em up.
Spoiler:
The only weapon sprites that aren't supposed to be anti-aliased or "blurry" are the idle frames (the same goes for TFA). Other than that I wouldn't bother much since there are hundreds (or thousands in the case of TFA) of frames that I'd have to remove the anti-aliasing for. The sprite cutoffs and the alpha overwrite for overlays are not intentional (especially the latter one since it can look quite ugly as you mentioned), so the sprite polish should be my main priority for the following update, which might take a while since I'm currently focusing on my new mod and my college has started, which means less free time for me overall.

I also have plans to revamp the hatchet with brand new sprite work. The current one uses the exact same sprite set from the very first version, 1.0. Which is why looks quite dated, and apparently very unpolished.
Ribo Zurai
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Re: [v3.1.1] Doom Incarnate: A Wolfenstein style mod

Post by Ribo Zurai »

Am I crazy or is BJ shorter than Doomguy? Enemy corpses can easily block my view and make me run into other monsters.
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Unregret
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Re: [v3.1.1] Doom Incarnate: A Wolfenstein style mod

Post by Unregret »

Hello, I use this mod with Gearbox and it seems that no weapon sprite show up in quick selection wheel.
Doomzilla
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Re: [v3.1.1] Doom Incarnate: A Wolfenstein style mod

Post by Doomzilla »

There's a bug with map31 of "Epic 2" megawad (possibly with other maps as well). First door of map31 uses some gimmicky script (possibly voodoo doll) when opening, this script seems to be working fine with BJ class, but refuses to execute with Rayne. Epic 2 is fairly popular, plus other wads may use the same scripts, so you should check it out.
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AliciaPendragon
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Re: [v3.1.1] Doom Incarnate: A Wolfenstein style mod

Post by AliciaPendragon »

For some reason ZMovement is NOT working. IDK why or what I did wrong but I have it loaded before Doom Incarnate. Also I'm playing as Rayne and it worked fine before on 3.0.1

Also is there any way we can possibly get the uber upgrades for some of the guns(the one syou get when you break down the heavy weapons) while playing as Rayne or is it an Blasko exclusive?
JohnEldridge
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Re: [v3.1.1] Doom Incarnate: A Wolfenstein style mod

Post by JohnEldridge »

Why does my health only manage to get to 190 even when I've gotten all the health upgrade?

Edit: Ok I think the whole health upgrade system is busted. When it loads a new level it just resets the progress again and you're back down to 100 health. Only now you can't even upgrade it back up anymore
Last edited by JohnEldridge on Fri Jan 19, 2024 7:23 pm, edited 1 time in total.
Shadow_Wulfe
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Re: [v3.1.1] Doom Incarnate: A Wolfenstein style mod

Post by Shadow_Wulfe »

Is there a way to use the mod but still keep the original ending parts to levels / splash screens?
combolynch
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Re: [v3.1.1] Doom Incarnate: A Wolfenstein style mod

Post by combolynch »

I would like to propose adding an option to select between Black Rose and Magnum. While Black Rose is a particularly excellent choice, I believe it would be beneficial to provide users with the flexibility to choose between these two fantastic options based on their preferences and needs.

This addition would greatly enhance the user experience by allowing more tailored customization.

Thank you for considering this request. I look forward to your feedback.

Best regards.
Doomzilla
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Re: [v3.1.1] Doom Incarnate: A Wolfenstein style mod

Post by Doomzilla »

Will Rayne ever be able to use slot 8 weapons?

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