[3.4!] FINAL DOOMER +

Projects that alter game functions but do not include new maps belong here.
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ArchDoomer
Posts: 83
Joined: Mon Sep 26, 2022 5:12 am

Re: [3.4!] FINAL DOOMER +

Post by ArchDoomer »

That sounds fantastic! I like all your ideas. Who will take on the challenge and upgrade Final Doomer+ to the next level? For me, it would be a bit like Christmas (and for many in the community, I'm sure). 😁
Best regards
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SiFi270
Posts: 461
Joined: Tue Feb 10, 2015 2:51 am
Location: Does anyone put a serious answer here?

Re: [3.4!] FINAL DOOMER +

Post by SiFi270 »

I don't know if it's too late to report this, but I gave map18 of TNT another try with this mod in ZD 2.8.1, and the voodoo shenanigans to automatically give the player two weapons don't work with the mod loaded. The same is true for modern versions of GZDoom, but I realize the mod doesn't really target that. Can anything be done?

EDIT: It's probably worth mentioning, the similar trick used to give weapons at the start of Plutonia map06 still works somehow. Once again, I checked in ZD 2.8.1.
tituscuprum
Posts: 5
Joined: Fri Jul 18, 2025 6:09 pm
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia (Modern GZDoom)

Re: [3.4!] FINAL DOOMER +

Post by tituscuprum »

I wish I had a new version.
This mod is simply beautiful.
tituscuprum
Posts: 5
Joined: Fri Jul 18, 2025 6:09 pm
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia (Modern GZDoom)

Re: [3.4!] FINAL DOOMER +

Post by tituscuprum »

I love this mod, but I would really like to see weapon reloading in this mod.
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Enjay
 
 
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Location: Scotland

Re: [3.4!] FINAL DOOMER +

Post by Enjay »

The mod author, Sgt. Shivers, hasn't been around for quite some time. So it's unlikely they will make any changes to the mod and quite possibly won't even see your posts.

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