Codename: Nomad (v1.1 Hotfix 02/09/24)

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Dr_Cosmobyte
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Codename: Nomad (v1.1 Hotfix 02/09/24)

Post by Dr_Cosmobyte »

You've been to Phobos.
You've been to Plutonia.
You've been to the depths of Hell.

Your name usually pops up high for tough missions,
in order to solve problems UAC itself created in other planets.

Home is just a word for you.

They couldn't give you a better codename.


Image

Welcome to yet another one of my mods!
This is my 19th mod, and 27th contribution to the community overall.

Codename: Nomad is a Vanilla+ mod with focus on fast and simple gameplay, with custom music, stronger weapons, mobility gimmicks and even some environment interaction involved to make things more fun!

Like any Dr_Cosmobyte mod, you can also play this with Heretic, Hexen and Chex Quest!

Spoiler: Arsenal


DOWNLOAD IT NOW!
Last edited by Dr_Cosmobyte on Wed Sep 25, 2024 6:07 pm, edited 4 times in total.
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BLSZDOOM
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Re: Codename: Nomad (v1 Initial Release 01/09/24)

Post by BLSZDOOM »

i get a white screen when i try to run the mod
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Jeimuzu73
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Re: Codename: Nomad (v1 Initial Release 01/09/24)

Post by Jeimuzu73 »

Nice work, but imo the mod feels more Quake-y than vanilla due to the grenade launcher and pump-action SSG like in Quake 2.

Minor bug though: the ammo counters are not centered in the automap as this screenshot shows.
Image
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Dr_Cosmobyte
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Re: Codename: Nomad (v1 Initial Release 01/09/24)

Post by Dr_Cosmobyte »

BLSZDOOM wrote: Sun Sep 01, 2024 12:11 am i get a white screen when i try to run the mod
Try another sourceport, opening the console, spamming enter for entering the game, or changing your rendering settings. One of these options should work.

This is a GZDoom problem that decided to screw with the most simple of TITLEMAPS, which I've been doing for the past 7 years.
Jeimuzu73 wrote: Sun Sep 01, 2024 5:50 amMinor bug though: the ammo counters are not centered in the automap as this screenshot shows.
Not only i forgot that, i forgot to test the bullet ricocheting sounds as well. I'll fix that on the next update.
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BLSZDOOM
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Re: Codename: Nomad (v1 Initial Release 01/09/24)

Post by BLSZDOOM »

yeah i got a similar prolbem with other mods and usually spamming enter does work but not this time i am gonna try messing with render settings.
cosmos10040
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Re: Codename: Nomad (v1 Initial Release 01/09/24)

Post by cosmos10040 »

Works for me and I'm using delta touch. This mod has very aliens looking weapons but has a nice touch to it. Very good so far.
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BLSZDOOM
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Re: Codename: Nomad (v1 Initial Release 01/09/24)

Post by BLSZDOOM »

HELL YEAH!i changed rendering settings now it works normmaly without any problems,now i can finnaly play the terry crews mod!
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Dr_Cosmobyte
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Re: Codename: Nomad (v1.1 Hotfix 02/09/24)

Post by Dr_Cosmobyte »

Image

Had to do a small fix for some things i overlooked!

Now your character can also accomplish missions in Hexen, Heretic and Chex Quest!

and also, a small changelog here:
Spoiler: Chanelog
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BLSZDOOM
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Re: Codename: Nomad (v1.1 Hotfix 02/09/24)

Post by BLSZDOOM »

ah nice good ol dr cosmos other games compatible very well done,good lad
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kalensar
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Re: Codename: Nomad (v1.1 Hotfix 02/09/24)

Post by kalensar »

THe Doom Face== Gold
The Weapons == Workable and smooth
The music=== Wasnt expecting that addition, Gold
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Facínora
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Re: Codename: Nomad (v1.1 Hotfix 02/09/24)

Post by Facínora »

Done. My first video with Codename: Nomad's is up. I'm already thinking about new ones:

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Dr_Cosmobyte
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Re: Codename: Nomad (v1.1 Hotfix 02/09/24)

Post by Dr_Cosmobyte »

Yes, thanks a lot! I'll link this video on the main page!
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Doctrine Gamer
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Re: Codename: Nomad (v1.1 Hotfix 02/09/24)

Post by Doctrine Gamer »

The mugshot looks like Terry Crews
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Dr_Cosmobyte
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Re: Codename: Nomad (v1.1 Hotfix 02/09/24)

Post by Dr_Cosmobyte »

Doctrine Gamer wrote: Wed Sep 25, 2024 9:23 am The mugshot looks like Terry Crews
Well, i hope this makes the mod more fun!
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Shatter-Thought[V-4]
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Re: Codename: Nomad (v1.1 Hotfix 02/09/24)

Post by Shatter-Thought[V-4] »

I've having a great time with this mod. It's very powerful, but still just vulnerable enough to give a challenge against some monster packs and/or tougher maps.

There is one small bug with being able to pick up already exploded barrels. Kind of nice sometimes but probably not intended XD.

Thinking on the leftover barrel pieces, I have an idea for those barrel "corpses" being used to be thrown like metal frisbees for a straight 50 damage or so.

It's a really kickass mod to bring into intense combat. I'm glad it's made available for Heretic and Hexen too! Thanks very much for that.

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