High Noon Drifter v1.2 - Between God, the Devil, and a .500
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.
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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- Joined: Thu Jun 02, 2016 9:38 pm
- Location: 'Murrica
Re: High Noon Drifter v1.2 - Between God, the Devil, and a .
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 .
Bug report. Backpacks don;t give items even with the cvar turned on.
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- Joined: Sun Feb 07, 2016 3:22 am
Re: High Noon Drifter v1.2 - Between God, the Devil, and a .
Are you playing in Heretic? Backpacks only give radios in Doom, since you can find radios by themselves in Heretic.
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- Graphics Processor: nVidia with Vulkan support
Re: High Noon Drifter v1.2 - Between God, the Devil, and a .
Is there a content guide for this mod? Just wondering
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- 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 .
Good Lord--This is probably the closest we'll ever get to an Indiana Jones mod. Looks great. Downloading now
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- Graphics Processor: Intel (Legacy GZDoom)
- Location: Australia
Re: High Noon Drifter v1.2 - Between God, the Devil, and a .
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.
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.bricks041059 wrote:Is there a content guide for this mod? Just wondering
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- Location: Maryland, USA, but probably also in someone's mod somewhere
Re: High Noon Drifter v1.2 - Between God, the Devil, and a .
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 .
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.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.
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.bricks041059 wrote: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 .
The shotgun reload is, in fact, interruptible; it's just not as responsive an interrupt as other mods.
Hold down Fire.
Hold down Fire.
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- Graphics Processor: nVidia (Modern GZDoom)
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Re: High Noon Drifter v1.2 - Between God, the Devil, and a .
Nobody:
Gzdoom Users:
Me: Erron Black Wins , Flawless Victory, FATALITY
Gzdoom Users:
Me: Erron Black Wins , Flawless Victory, FATALITY
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- Graphics Processor: nVidia (Modern GZDoom)
Re: High Noon Drifter v1.2 - Between God, the Devil, and a .
As a wild west purist, I can tell you right now: twin grease guns are not very western-like 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 .
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 .
Question: What does the "Alternative" BFG spawn do?
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Re: High Noon Drifter v1.2 - Between God, the Devil, and a .
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.