High Noon Drifter v1.2 - Between God, the Devil, and a .500

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Re: High Noon Drifter v1.2 - Between God, the Devil, and a .

Postby Awez » Sat Apr 27, 2019 1:13 am

I finally got around to playing some Doom with this mod and holy sweet mother of fuck, I love it; this is the best weapon mod I have ever played. I know this isn't the theme you were going for, but this mod literally feels like you are in a John Woo movie with the explosive weapons, sliding, and dual wielding. It literally makes anything I play it with fun no matter how bad the map is. Please tell me there exists more mods like this, I am not super versed in weapon mods so I wouldn't know.
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Re: High Noon Drifter v1.2 - Between God, the Devil, and a .

Postby Bobby » Fri May 17, 2019 4:59 pm

Bug report. Backpacks don;t give items even with the cvar turned on.
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Re: High Noon Drifter v1.2 - Between God, the Devil, and a .

Postby Tesculpture » Wed May 22, 2019 9:15 am

Are you playing in Heretic? Backpacks only give radios in Doom, since you can find radios by themselves in Heretic.
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Re: High Noon Drifter v1.2 - Between God, the Devil, and a .

Postby Bobby » Thu May 23, 2019 3:56 pm

ok
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Re: High Noon Drifter v1.2 - Between God, the Devil, and a .

Postby bricks041059 » Sun Jun 30, 2019 3:38 pm

Is there a content guide for this mod? Just wondering
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Re: High Noon Drifter v1.2 - Between God, the Devil, and a .

Postby Darman Macray » Mon Jul 01, 2019 12:56 am

Good Lord--This is probably the closest we'll ever get to an Indiana Jones mod. Looks great. Downloading now :D
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Re: High Noon Drifter v1.2 - Between God, the Devil, and a .

Postby fakemai » Mon Jul 01, 2019 5:17 am

Picked this up again after a large amount of DRLA and I'd really like to see the shotgun reloading behave like it is with DRLA's combat shotgun. Basically you have to hold R to continue loading shells up to whatever you want, and it doesn't have to be to full. Similarly in DRLA, single-shot weapons don't auto-reload so you aren't stuck in its reloading animation if you want to switch weapons.
bricks041059 wrote:Is there a content guide for this mod? Just wondering

A lot of the items and weapons are rough equivalents to the original Doom ones, all you really need to do is have keys bound to fire/altfire reload, zoom, inventory left/right/use, hat throw, and taunt, and F1 explains the other core features like the whip. It's a very good pick-up-and-play mod.
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Re: High Noon Drifter v1.2 - Between God, the Devil, and a .

Postby Zhs2 » Mon Jul 01, 2019 10:15 am

I myself have gotten used to the behavior in most mods where pressing fire stops your reloading, and has the bonus effect of plugging the guy who is interrupting your reloading in the process.
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Re: High Noon Drifter v1.2 - Between God, the Devil, and a .

Postby Tesculpture » Mon Jul 01, 2019 5:53 pm

fakemai wrote:Picked this up again after a large amount of DRLA and I'd really like to see the shotgun reloading behave like it is with DRLA's combat shotgun. Basically you have to hold R to continue loading shells up to whatever you want, and it doesn't have to be to full. Similarly in DRLA, single-shot weapons don't auto-reload so you aren't stuck in its reloading animation if you want to switch weapons.


On the contrary; one of the reasons I like HND is specifically because the weapons don't behave this way. I like being able to reload the whole mag with a single quick key press, and I was massively relieved when the new DRLA update featured a "single shot weapons auto-reload" option.

bricks041059 wrote:Is there a content guide for this mod? Just wondering

Open up the .pk3 with Slade, and take a look at the files in the "zactors" folder - while not exactly a guide, there is some interesting world-building hidden as comments in there.
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Re: High Noon Drifter v1.2 - Between God, the Devil, and a .

Postby Gollgagh » Mon Jul 01, 2019 8:06 pm

The shotgun reload is, in fact, interruptible; it's just not as responsive an interrupt as other mods.

Hold down Fire.
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Re: High Noon Drifter v1.2 - Between God, the Devil, and a .

Postby YasuoProjectX » Wed Jul 03, 2019 12:23 am

Nobody:
Gzdoom Users:
Me: Erron Black Wins , Flawless Victory, FATALITY
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Re: High Noon Drifter v1.2 - Between God, the Devil, and a .

Postby Yebudoom » Wed Jul 03, 2019 2:30 am

As a wild west purist, I can tell you right now: twin grease guns are not very western-like :D Same goes for some of the other weapons here. But this doesn't change the fact, that HND is just awesome. I use it with maps that have that adventure-like feeling, exotic jungle locations, aztec-like architecture etc. Tried it with Avactor and it was a blast. I think I'll give it a spin with Brotherhood of Ruin, too. Thank you.
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Re: High Noon Drifter v1.2 - Between God, the Devil, and a .

Postby MaxRideWizardLord » Wed Jul 03, 2019 5:30 pm

Any chance the staff will actually set enemies on fire like the magic skull weapon? Something that I REALLY feel is lacking, especially for a weapon that is essentially a magical flamethrower.
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Re: High Noon Drifter v1.2 - Between God, the Devil, and a .

Postby Bobby » Thu Aug 01, 2019 7:55 pm

Question: What does the "Alternative" BFG spawn do?
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Re: High Noon Drifter v1.2 - Between God, the Devil, and a .

Postby Gollgagh » Fri Aug 02, 2019 10:25 am

Bobby wrote:Question: What does the "Alternative" BFG spawn do?



It's "Alternate": First spawn is Mask of Basilissa; second and all spawns thereafter are Dead Man's Holster.
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