Flakes Doom v2.6b (Updated 06/03/18) Home fixes

Projects that alter game functions but do not include new maps belong here.
Forum rules
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.
User avatar
Dr_Cosmobyte
Posts: 2580
Joined: Thu Jun 04, 2015 9:07 pm
Location: Killing spiders.

Re: Flakes Doom v1.5 (Vanilla-Enhancer) Updated 02/02

Post by Dr_Cosmobyte »

As promised, here's the hottest new update!

Changelog :
Spoiler:
Get psyched!
Someone64
Posts: 414
Joined: Tue Feb 23, 2016 11:59 am

Re: Flakes Doom v1.5 (Vanilla-Enhancer) Updated 02/02

Post by Someone64 »

Pressing alt fire while you don't have cell ammo attempts to swtich the pistol out to the grenade. Can be quite annoying when you're not that aware of your cell ammo amounts. Also, I find it really cool that you made it so the chainsaw works with Beautiful Doom's special chainsaw death.
User avatar
Dr_Cosmobyte
Posts: 2580
Joined: Thu Jun 04, 2015 9:07 pm
Location: Killing spiders.

Re: Flakes Doom v1.5 (Vanilla-Enhancer) Updated 02/02

Post by Dr_Cosmobyte »

Oh shit, i forgot completely about that.

Thanks YukesVonfaust for it; he also made it for the plasma gun damage! Sorry bro.
User avatar
NullWire
Posts: 270
Joined: Fri Dec 18, 2015 4:48 pm

Re: Flakes Doom v1.5 (Vanilla-Enhancer) Updated 02/02

Post by NullWire »

I liked a lot the new weapon designs!! :D but the pistol..

download/file.php?id=27768
What about to use this one?
User avatar
Captain J
 
 
Posts: 16859
Joined: Tue Oct 02, 2012 2:20 am
Location: A Year old Pizza Box

Re: Flakes Doom v1.5 (Vanilla-Enhancer) Updated 02/02

Post by Captain J »

Looks promising, where this pistol came from?
User avatar
NullWire
Posts: 270
Joined: Fri Dec 18, 2015 4:48 pm

Re: Flakes Doom v1.5 (Vanilla-Enhancer) Updated 02/02

Post by NullWire »

Captain J wrote:Looks promising, where this pistol came from?
DIMOShunter Made it :)
User avatar
RikohZX
Posts: 307
Joined: Tue Sep 04, 2012 9:11 pm

Re: Flakes Doom v1.5 (Vanilla-Enhancer) Updated 02/02

Post by RikohZX »

So for some reason the Pistol alt-fire and both firing modes of the Super Shotgun don't alert enemies.
Deii
Posts: 186
Joined: Sun Nov 01, 2015 6:50 pm

Re: Flakes Doom v1.5 (Vanilla-Enhancer) Updated 02/02

Post by Deii »

RikohZX wrote:So for some reason the Pistol alt-fire and both firing modes of the Super Shotgun don't alert enemies.
Yeah, was just about to point that out actually.

Otherwise, nothing else to say on the mod itself other than the new changes are pretty cool!
User avatar
Doomenator
Posts: 165
Joined: Tue Mar 31, 2015 10:16 pm

Re: Flakes Doom v1.5 (Vanilla-Enhancer) Updated 02/02

Post by Doomenator »

GAA1992 wrote:
Since you're using bug decal blast1, maybe you should have fixed it.
User avatar
Dr_Cosmobyte
Posts: 2580
Joined: Thu Jun 04, 2015 9:07 pm
Location: Killing spiders.

Re: Flakes Doom v1.6 (Updated 22/02)

Post by Dr_Cosmobyte »

This one's got a update too!

- Fixed Pistol Alternate fire and SSG not alerting monsters
- New pistol sprittes by DIMOSHunter
- Fixed Dryfire states (no selecting grenades anymore!)
- i don't remember what else.

Have Fun!
Deii
Posts: 186
Joined: Sun Nov 01, 2015 6:50 pm

Re: Flakes Doom v1.6 (Updated 22/02)

Post by Deii »

Yep, I think this is pretty close to being stable. The only bug I found was that rapidly switching weapons after pressing the chaingun's altfire will make the barrel spin up sound continue playing while you're using another weapon.

Other than that, I'm glad you figured out a way to keep the grenades from being selected when you have none. Good job, man! :D
User avatar
Dr_Cosmobyte
Posts: 2580
Joined: Thu Jun 04, 2015 9:07 pm
Location: Killing spiders.

Re: Flakes Doom v1.6 (Updated 22/02)

Post by Dr_Cosmobyte »

I do believe yes, but still there's some things i would like to add.

- Heretic compatibility (which requires me working on ammo)
- Custom fonts (already added for next update)
- An alternate attack for the chainsaw. I thought on something shooting/ejecting it's blades (of course, drawing from a ammo pool) which could be a devastating attack, but only replenished by backpacks or the chainsaw itself. Just an concept, though.
- Quick Melee/Grenades
- ACS Options for smoke and voxels

Also i think the quad damage needs a little time buff and the orbs need brightness. Other than this, yes, i think it's almost done :)
User avatar
Dr_Cosmobyte
Posts: 2580
Joined: Thu Jun 04, 2015 9:07 pm
Location: Killing spiders.

Re: Flakes Doom v1.7 (Updated 11/03)

Post by Dr_Cosmobyte »

Hello guys, v1.7 is UP!

here's the changelog :
Spoiler:
Have fun!
Deii
Posts: 186
Joined: Sun Nov 01, 2015 6:50 pm

Re: Flakes Doom v1.7 (Updated 11/03) HERETIC!!!

Post by Deii »

This is a really good update, just had a lot of fun with Heretic. :D
Do you have plans for adding the Unmaker by chance? It'd feel right at home, since the mod overall has that feeling of mixing old and new weapons to make overhauled ones.
User avatar
Dr_Cosmobyte
Posts: 2580
Joined: Thu Jun 04, 2015 9:07 pm
Location: Killing spiders.

Re: Flakes Doom v1.7 (Updated 11/03) HERETIC!!!

Post by Dr_Cosmobyte »

Does it sounds dumb if i add it by a small chance of replacing the backpack (full ready, no three secret pieces needed) and add the souls on a chance to spawn on cells?

Return to “Gameplay Mods”