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

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Awez
Posts: 30
Joined: Thu Jun 02, 2016 9:38 pm
Location: 'Murrica

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

Post by Awez »

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.
Bobby
Posts: 102
Joined: Sun Mar 03, 2019 11:59 am

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

Post by Bobby »

Bug report. Backpacks don;t give items even with the cvar turned on.
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Tesculpture
Posts: 186
Joined: Sun Feb 07, 2016 3:22 am

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

Post by Tesculpture »

Are you playing in Heretic? Backpacks only give radios in Doom, since you can find radios by themselves in Heretic.
Bobby
Posts: 102
Joined: Sun Mar 03, 2019 11:59 am

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

Post by Bobby »

ok
bricks041059
Posts: 13
Joined: Mon Jun 24, 2019 11:24 am
Graphics Processor: nVidia with Vulkan support

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

Post by bricks041059 »

Is there a content guide for this mod? Just wondering
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Darman Macray
Posts: 44
Joined: Mon Jun 10, 2019 12:35 pm
Location: North of the west

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

Post by Darman Macray »

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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fakemai
Posts: 342
Joined: Mon Feb 12, 2018 12:26 am
Graphics Processor: Intel (Legacy GZDoom)
Location: Australia

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

Post by fakemai »

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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Zhs2
Posts: 1267
Joined: Fri Nov 07, 2008 3:29 pm
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Location: Maryland, USA, but probably also in someone's mod somewhere

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

Post by Zhs2 »

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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Tesculpture
Posts: 186
Joined: Sun Feb 07, 2016 3:22 am

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

Post by Tesculpture »

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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Gollgagh
Posts: 207
Joined: Thu Apr 16, 2015 8:24 am

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

Post by Gollgagh »

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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YasuoProjectX
Posts: 183
Joined: Tue Oct 09, 2018 6:37 pm
Graphics Processor: nVidia (Modern GZDoom)
Location: Ionia

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

Post by YasuoProjectX »

Nobody:
Gzdoom Users:
Me: Erron Black Wins , Flawless Victory, FATALITY
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Yebudoom
Posts: 114
Joined: Mon Jun 24, 2019 9:47 am
Graphics Processor: nVidia (Modern GZDoom)

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

Post by Yebudoom »

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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MaxRideWizardLord
Posts: 345
Joined: Tue Jan 26, 2016 8:05 pm

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

Post by MaxRideWizardLord »

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.
Bobby
Posts: 102
Joined: Sun Mar 03, 2019 11:59 am

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

Post by Bobby »

Question: What does the "Alternative" BFG spawn do?
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Gollgagh
Posts: 207
Joined: Thu Apr 16, 2015 8:24 am

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

Post by Gollgagh »

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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