Winter's Fury
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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: Winter's Fury: 1.2 Polish Update
Is it possible to use only weapons from this mod, and play another maps?
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Re: Winter's Fury: 1.2 Polish Update
1. There are no Winter's Fury weapons.
2. These wads do not replace weapons in the game and require further modding.
2. These wads do not replace weapons in the game and require further modding.
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Re: Winter's Fury: 1.2 Polish Update
Sorry, I misread your question entirely.
But the answer is still yes. You can "rip" the weapons out from Winter's Fury along with their DECORATE's and use them in other WAD's.
But the answer is still yes. You can "rip" the weapons out from Winter's Fury along with their DECORATE's and use them in other WAD's.
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Re: Winter's Fury: 1.2 Polish Update
with SLADE or slumped, of course.
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Re: Winter's Fury: 1.2 Polish Update
Yes, exactly. Otherwise you'd be pretty stuck
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Re: Winter's Fury: 1.2 Polish Update
Two smaller issues I found so far, for further polishing:
+ There's a red pixel in the "Q" letter of the light blue font (you can check it in the quicksave question, for example)
+ In the cutscenes, "Sergeant" is sometimes not spelled correctly (in general, there are some mistakes in those messages, but I guess it's known already)
I also agree that the lower difficulties are too hard in general. I wouldn't say it is a matter of a lack of health packs, but mobs do insane amounts of damage. I found the difficulty of this mod to be pretty high in general, so I would suggest to cut dmg ratio of mobs (including all bosses) on the lowest difficulty by something like 25-50% and see if that does the trick already (mind that lowest skill lvl already halves damage, and it's still insanely high).
In general, a very impressive mod which is especially great to play now that it's supposed to be winter, but no snow around here. At least you can have it in the game. ^^
+ There's a red pixel in the "Q" letter of the light blue font (you can check it in the quicksave question, for example)
+ In the cutscenes, "Sergeant" is sometimes not spelled correctly (in general, there are some mistakes in those messages, but I guess it's known already)
I also agree that the lower difficulties are too hard in general. I wouldn't say it is a matter of a lack of health packs, but mobs do insane amounts of damage. I found the difficulty of this mod to be pretty high in general, so I would suggest to cut dmg ratio of mobs (including all bosses) on the lowest difficulty by something like 25-50% and see if that does the trick already (mind that lowest skill lvl already halves damage, and it's still insanely high).
In general, a very impressive mod which is especially great to play now that it's supposed to be winter, but no snow around here. At least you can have it in the game. ^^
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Re: Winter's Fury: 1.2 Polish Update
agree about difficulties. and most important, you can't kill the pinkies in a one shot with a super shotgun even you're so close to them. i know it's still powerful for demon crowd but...
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Re: Winter's Fury: 1.2 Polish Update
Holy elf, did I just found a log?
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Re: Winter's Fury: 1.2 Polish Update
It's true, the weapons could also do more damage. I was surprised and disappointed about the super shotgun merely blasting away an Imp with one shot, and even then you gotta be lucky. Standard enemies turn into an annoyance like that, especially during boss fights when you should save rockets and plasma for the big guy and they don't go down with shotgun fire easily. Maybe it's OK if the winter versions of the mobs are a bit tougher, but it can't be that I am unloading tons of shells just to bring down one Caco - and that on the lowest difficulty. So: Enemy dmg down, own dmg up... that's on my wishlist for v1.3. ^^
Oh yeah, and did anyone have a HOM in that level where you meet Dark for the first time, the one where you approach that huge gate (I think it's the one shown on the screenshot in the first post here)? It's on the left side when facing the gate, up in the sky. Maybe a skybox issue or something.
And what also sucks is autoaim locked on hanging corpses... that is good for some serious misses during intense fights. Please turn that off, will ya?
Oh yeah, and did anyone have a HOM in that level where you meet Dark for the first time, the one where you approach that huge gate (I think it's the one shown on the screenshot in the first post here)? It's on the left side when facing the gate, up in the sky. Maybe a skybox issue or something.
And what also sucks is autoaim locked on hanging corpses... that is good for some serious misses during intense fights. Please turn that off, will ya?
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Re: Winter's Fury: 1.2 Polish Update
Fortunately [wiki=Actor_flags#NOTAUTOAIMED]pretty easy to do[/wiki].NightFright wrote:And what also sucks is autoaim locked on hanging corpses... that is good for some serious misses during intense fights. Please turn that off, will ya?
And holy waffles, I really do need to actually play this, don't I?
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Re: Winter's Fury: 1.2 Polish Update
Turns out Winter's Fury was actually a horror mod, because here is the scary part:NightFright wrote: Maybe it's OK if the winter versions of the mobs are a bit tougher,
THE ICE MONSTERS AND THE REGULAR MONSTERS ARE EXACTLY THE SAME! AND THE CALL IS COMING FROM INSIDE THE-
So I am pretty confused right now. I am assuming everyone just guessed they were stronger because the weapons were weaker? I could actually go through and replace every ice enemy in WF with regular ones and the difficulty would be mostly the same (Mancubus fire balls would be back to the original pattern, so not exactly the same).
That's been a problem since I first made the map, in 2010 or something. I think it is due to the size of the portal but I never really figured it out. It doesn't happen all the time so I decided to just pretend it doesn't exist. Since I didn't get a complaint about it until now, I would say that it worked.NightFright wrote: Oh yeah, and did anyone have a HOM in that level where you meet Dark for the first time, the one where you approach that huge gate (I think it's the one shown on the screenshot in the first post here)? It's on the left side when facing the gate, up in the sky. Maybe a skybox issue or something.
I would rather not risk breaking the entire map, but I can try to fix it again anyway now that I understand portals a bit better.
That's what I get for playing without autoaim for so long! I'll make sure to change that with theNightFright wrote: And what also sucks is autoaim locked on hanging corpses... that is good for some serious misses during intense fights. Please turn that off, will ya?
fix!NeuralStunner wrote:Fortunately [wiki=Actor_flags#NOTAUTOAIMED]pretty easy to do[/wiki]
LostSkull wrote:Spoiler: I found something! :oCare to inform me what this is, or more likely, WHO it is, Pyroscourge? :3
One of many. You can't escape your own mind.LostSkull wrote:Holy elf, did I just found a log?
Egads, my poor use of English comes back to haunt me again. I feel if ACS had an inbuilt spellchecker, this would have never happened. If you remember, can you please point out the parts that do have mistakes? I don't know them off the top of my head.NightFright wrote: + There's a red pixel in the "Q" letter of the light blue font (you can check it in the quicksave question, for example)
+ In the cutscenes, "Sergeant" is sometimes not spelled correctly (in general, there are some mistakes in those messages, but I guess it's known already)
I'll try that out in the new version, but I can't make any promises about difficulty fixes. Guess Winter's Fury will always be a naturally hard mod.NightFright wrote: I would suggest to cut dmg ratio of mobs (including all bosses) on the lowest difficulty by something like 25-50% and see if that does the trick already (mind that lowest skill lvl already halves damage, and it's still insanely high).
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Re: Winter's Fury: 1.2 Polish Update
What?!?!Turns out Winter's Fury was actually a horror mod, because here is the scary part:
THE ICE MONSTERS AND THE REGULAR MONSTERS ARE EXACTLY THE SAME!
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Re: Winter's Fury: 1.2 Polish Update
just a classic palette swap, i see. why not change their speed also damages instead of health?
EDIT: nope, still not stronger enough and pyro said so.
EDIT: nope, still not stronger enough and pyro said so.
Last edited by Captain J on Thu Dec 26, 2013 4:32 am, edited 3 times in total.
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Re: Winter's Fury: 1.2 Polish Update
I wish there was an ammo backpack hidden somehwere. Ammo tends to run out when playing vanilla and with some mods too.
I've seen perfect places for secret backpack locations but I think the mapper always should make his own decisions.
I've seen perfect places for secret backpack locations but I think the mapper always should make his own decisions.