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.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.
[v3.1.1] Doom Incarnate: A Wolfenstein style mod
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.
-
- Posts: 628
- Joined: Thu Oct 13, 2016 8:40 pm
Re: [v3.1] Doom Incarnate: A Wolfenstein style mod
-
- Posts: 2
- Joined: Tue Mar 01, 2022 6:03 pm
- Graphics Processor: nVidia with Vulkan support
Re: [v3.1] Doom Incarnate: A Wolfenstein style mod
I do believe if you're not running Doom defaults, Wolfenstein options caps you at 300 armour.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.
-
- Posts: 2
- Joined: Tue Mar 01, 2022 6:03 pm
- Graphics Processor: nVidia with Vulkan support
Re: [v3.1] Doom Incarnate: A Wolfenstein style mod
Big question here. How do the difficulty settings match up to default difficulty settings, in terms of monster count?
-
- Posts: 37
- Joined: Thu May 07, 2020 2:28 pm
Re: [v3.1] Doom Incarnate: A Wolfenstein style mod
All difficulty settings have the same number of monsters per level as Vanilla Doom's Ultra-Violence difficulty.JohnMidnight2120 wrote:Big question here. How do the difficulty settings match up to default difficulty settings, in terms of monster count?
-
- Posts: 3
- Joined: Wed Mar 02, 2022 12:21 am
Re: [v3.1] Doom Incarnate: A Wolfenstein style mod
The napalmkraftwerk secondary fire doesn't cause explosive barrels to explode, but the primary does. I assume this isn't intentional.
-
- Posts: 80
- Joined: Fri Jul 28, 2017 10:18 am
Re: [v3.1] Doom Incarnate: A Wolfenstein style mod
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.
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.
-
- Posts: 234
- Joined: Sun Feb 28, 2016 10:45 am
- Location: The evil world that is known as Heck
Re: [v3.1.1] Doom Incarnate: A Wolfenstein style mod
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
If everything goes well, I will be releasing the mentioned project in this month, so stay tuned!
Link: https://mega.nz/file/thx1CTYZ#nWj3uk-mT ... pLgYlVEpkg
Alternate link: https://www.mediafire.com/file/124k4tbc ... 1.rar/file
Spoiler: ChangelogI 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!
-
- Posts: 2
- Joined: Sun Sep 25, 2022 1:34 pm
- Preferred Pronouns: No Preference
- Graphics Processor: nVidia (Modern GZDoom)
Re: [v3.1.1] Doom Incarnate: A Wolfenstein style mod
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!
-
- Posts: 316
- Joined: Mon Jun 29, 2020 3:42 pm
Re: [v3.1.1] Doom Incarnate: A Wolfenstein style mod
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
-
- Posts: 2
- Joined: Sun Sep 25, 2022 1:34 pm
- Preferred Pronouns: No Preference
- Graphics Processor: nVidia (Modern GZDoom)
Re: [v3.1.1] Doom Incarnate: A Wolfenstein style mod
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 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
-
- Posts: 21706
- Joined: Tue Jul 15, 2003 7:33 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): A lot of them
- Graphics Processor: Not Listed
Re: [v3.1.1] Doom Incarnate: A Wolfenstein style mod
You are certainly not asking for much, are you?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
-
- Posts: 316
- Joined: Mon Jun 29, 2020 3:42 pm
Re: [v3.1.1] Doom Incarnate: A Wolfenstein style mod
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
-
- Posts: 28
- Joined: Sun Oct 30, 2016 2:05 pm
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Guarding the entrance to some base on Phobos
Re: [v3.1.1] Doom Incarnate: A Wolfenstein style mod
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.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?
-
- Posts: 89
- Joined: Wed Jan 05, 2011 3:42 am
Re: [v3.1.1] Doom Incarnate: A Wolfenstein style mod
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).
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.
-
- Posts: 583
- Joined: Wed Jul 13, 2016 1:43 am
- Location: Could be the chair, the floor, or the bed.
Re: [v3.1.1] Doom Incarnate: A Wolfenstein style mod
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.
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: