[v3.1.1] Doom Incarnate: A Wolfenstein style mod

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Should I nerf fire based weapons like Dragon's Breath and Napalmkraftwerk?

Poll ended at Wed Oct 28, 2020 12:36 pm

Yes please, they're broken af
3
12%
Nah, they're fine
22
88%
 
Total votes: 25

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Spaceman333
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Re: [v3.1] Doom Incarnate: A Wolfenstein style mod

Post by Spaceman333 »

Rowsol wrote:There's something up with the health system. When I get beyond 180 health my health starts to drop even if I have enough healthupgrades to get 200 health.
I also can't seem to figure out why sometimes I'm able to get above 300 armor.
iirc original wolfenstein had a system where any health over 100hp would automatically slowly slip away - mostly to encourage aggressive gameplay. There was definitely a setting the mod's options menu to change it back to regular doom style health.
JohnMidnight2120
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Re: [v3.1] Doom Incarnate: A Wolfenstein style mod

Post by JohnMidnight2120 »

Rowsol wrote:There's something up with the health system. When I get beyond 180 health my health starts to drop even if I have enough healthupgrades to get 200 health.
I also can't seem to figure out why sometimes I'm able to get above 300 armor.
I do believe if you're not running Doom defaults, Wolfenstein options caps you at 300 armour.
JohnMidnight2120
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Re: [v3.1] Doom Incarnate: A Wolfenstein style mod

Post by JohnMidnight2120 »

Big question here. How do the difficulty settings match up to default difficulty settings, in terms of monster count?
Rodman909
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Re: [v3.1] Doom Incarnate: A Wolfenstein style mod

Post by Rodman909 »

JohnMidnight2120 wrote:Big question here. How do the difficulty settings match up to default difficulty settings, in terms of monster count?
All difficulty settings have the same number of monsters per level as Vanilla Doom's Ultra-Violence difficulty.
LordNukenator
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Re: [v3.1] Doom Incarnate: A Wolfenstein style mod

Post by LordNukenator »

The napalmkraftwerk secondary fire doesn't cause explosive barrels to explode, but the primary does. I assume this isn't intentional.
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Irrevenant
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Re: [v3.1] Doom Incarnate: A Wolfenstein style mod

Post by Irrevenant »

I just found this the other day. Very, very cool. Seeing Rayne in a Doom mod was awesome and unexpected, 1 and 2 were some of my favorite games way back. I'd say the only problem I have when playing as her is that her voice is a bit quiet compared to Blazko.

Ahh, also, I gotta add my voice to the "dragon's breath is a bit much visually" crowd. I prefer not upgrading the shotgun's ammo because of it.

And I just noticed pretty much every ballistic weapon's bullets fire below the center of the screen/crosshair whether aiming or not.
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D3athStalker
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Re: [v3.1.1] Doom Incarnate: A Wolfenstein style mod

Post by D3athStalker »

Update 3.1.1 is here, folks!
Link: https://mega.nz/file/thx1CTYZ#nWj3uk-mT ... pLgYlVEpkg
Alternate link: https://www.mediafire.com/file/124k4tbc ... 1.rar/file
Spoiler: Changelog
I am fully aware that this is not a very big update but this is due to me working on another project for months, and could not spend enough time or attention to Doom Incarnate. But still, the mod is still alive and kicking, and will continue to get updated.

If everything goes well, I will be releasing the mentioned project in this month, so stay tuned!
GetArachnotroned
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Re: [v3.1.1] Doom Incarnate: A Wolfenstein style mod

Post by GetArachnotroned »

could you add in weapon attachments in a future version and also i have some ideas for weapons like for example The Grosse Uber chaingun (basically a dual wielded scherzmittel) or a Furheremcech (hitlers mech suit) and the spear of destiny and the thule medallion maybe more melee weapons like a pipe from old blood put in some wall climbing sections for some levels put in because it is really getting boring just playing doom 2's iwad over and over again and add in the knife add in some enemies, heck add it the freaking pac-man ghosts (not the same freaking sprite use the different colored sprites!) thank you for making this though, Guten tag!
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Linz
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Re: [v3.1.1] Doom Incarnate: A Wolfenstein style mod

Post by Linz »

GetArachnotroned wrote: Sun Sep 25, 2022 1:50 pm could you add in weapon attachments in a future version and also i have some ideas for weapons like for example The Grosse Uber chaingun (basically a dual wielded scherzmittel) or a Furheremcech (hitlers mech suit) and the spear of destiny and the thule medallion maybe more melee weapons like a pipe from old blood put in some wall climbing sections for some levels put in because it is really getting boring just playing doom 2's iwad over and over again and add in the knife add in some enemies, heck add it the freaking pac-man ghosts (not the same freaking sprite use the different colored sprites!) thank you for making this though, Guten tag!

This mod has enough weapons as it is, this'll just be needless bloat
GetArachnotroned
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Re: [v3.1.1] Doom Incarnate: A Wolfenstein style mod

Post by GetArachnotroned »

Dont make me summon todd howard


you dont want me to do that... now do you?
oh and also yes we need all of that stuff (well just the spear and thule medallion and the pac man level andthe knife and the pipe and gosh darn it let b.j. dual weild heavy weeapons or make a super soldaten upgrafe for heavy weaponsso you can dual weild them
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wildweasel
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Re: [v3.1.1] Doom Incarnate: A Wolfenstein style mod

Post by wildweasel »

GetArachnotroned wrote: Wed Sep 28, 2022 7:04 pm Dont make me summon todd howard


you dont want me to do that... now do you?
oh and also yes we need all of that stuff (well just the spear and thule medallion and the pac man level andthe knife and the pipe and gosh darn it let b.j. dual weild heavy weeapons or make a super soldaten upgrafe for heavy weaponsso you can dual weild them
You are certainly not asking for much, are you? :?
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Linz
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Re: [v3.1.1] Doom Incarnate: A Wolfenstein style mod

Post by Linz »

GetArachnotroned wrote: Wed Sep 28, 2022 7:04 pm Dont make me summon todd howard


you dont want me to do that... now do you?
oh and also yes we need all of that stuff (well just the spear and thule medallion and the pac man level andthe knife and the pipe and gosh darn it let b.j. dual weild heavy weeapons or make a super soldaten upgrafe for heavy weaponsso you can dual weild them



I really doubt a single one of these will be added to the mod, quit it with the demands

What's with all the we stuff, it's you who wants all this junk, not us
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GamingMarine
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Re: [v3.1.1] Doom Incarnate: A Wolfenstein style mod

Post by GamingMarine »

GetArachnotroned wrote: Wed Sep 28, 2022 7:04 pm Dont make me summon todd howard


you dont want me to do that... now do you?
There's no way in the world you are older than 8 if that's the kind of threats you're telling people, let alone threatening in general because your demand for more content was rejected.
cs89
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Re: [v3.1.1] Doom Incarnate: A Wolfenstein style mod

Post by cs89 »

I played this Doom mod a long time ago, I plan to play a newer quality megawad with this well-made mod.
There are many-many addon mods which show the kill count with various firearms, enemy HP bars and more.
I have tried out the first two Wolfenstein games from Machine Games studio and I can admit the dual-weilding of machine pistols and other guns is a good addition (just like in this mod). :)
Last edited by cs89 on Sat Oct 01, 2022 8:54 am, edited 1 time in total.
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ZikShadow
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Re: [v3.1.1] Doom Incarnate: A Wolfenstein style mod

Post by ZikShadow »

I've been playing the mod for a while and started to notice the weapon sprites all having anti-aliased edges. It's a bit distracting when all the other Doom sprites have sharp edges. Not sure if this can be addressed since it seems like pretty much all of the weapons have 'em, and I think the other mod, False Angel, has the same thing going on as well, but I might as well report it anyways just in case.

Tried aliasing an example here with the MG60, and the difference is quite noticeable.


EDIT: I've noticed a fair bit more issues, spoilered the lot to tidy 'em up.
Spoiler:

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