[v4.0.2] Doom Incarnate: A Tribute to Wolfenstein

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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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D3athStalker
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Re: [v3.1.1] Doom Incarnate: A Wolfenstein style mod

Post by D3athStalker »

ZikShadow wrote: Sat Oct 01, 2022 3:10 am 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:
The only weapon sprites that aren't supposed to be anti-aliased or "blurry" are the idle frames (the same goes for TFA). Other than that I wouldn't bother much since there are hundreds (or thousands in the case of TFA) of frames that I'd have to remove the anti-aliasing for. The sprite cutoffs and the alpha overwrite for overlays are not intentional (especially the latter one since it can look quite ugly as you mentioned), so the sprite polish should be my main priority for the following update, which might take a while since I'm currently focusing on my new mod and my college has started, which means less free time for me overall.

I also have plans to revamp the hatchet with brand new sprite work. The current one uses the exact same sprite set from the very first version, 1.0. Which is why looks quite dated, and apparently very unpolished.
Ribo Zurai
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Re: [v3.1.1] Doom Incarnate: A Wolfenstein style mod

Post by Ribo Zurai »

Am I crazy or is BJ shorter than Doomguy? Enemy corpses can easily block my view and make me run into other monsters.
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Re: [v3.1.1] Doom Incarnate: A Wolfenstein style mod

Post by Unregret »

Hello, I use this mod with Gearbox and it seems that no weapon sprite show up in quick selection wheel.
Doomzilla
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Re: [v3.1.1] Doom Incarnate: A Wolfenstein style mod

Post by Doomzilla »

There's a bug with map31 of "Epic 2" megawad (possibly with other maps as well). First door of map31 uses some gimmicky script (possibly voodoo doll) when opening, this script seems to be working fine with BJ class, but refuses to execute with Rayne. Epic 2 is fairly popular, plus other wads may use the same scripts, so you should check it out.
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Re: [v3.1.1] Doom Incarnate: A Wolfenstein style mod

Post by AliciaPendragon »

For some reason ZMovement is NOT working. IDK why or what I did wrong but I have it loaded before Doom Incarnate. Also I'm playing as Rayne and it worked fine before on 3.0.1

Also is there any way we can possibly get the uber upgrades for some of the guns(the one syou get when you break down the heavy weapons) while playing as Rayne or is it an Blasko exclusive?
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Re: [v3.1.1] Doom Incarnate: A Wolfenstein style mod

Post by JohnEldridge »

Why does my health only manage to get to 190 even when I've gotten all the health upgrade?

Edit: Ok I think the whole health upgrade system is busted. When it loads a new level it just resets the progress again and you're back down to 100 health. Only now you can't even upgrade it back up anymore
Last edited by JohnEldridge on Fri Jan 19, 2024 7:23 pm, edited 1 time in total.
Shadow_Wulfe
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Re: [v3.1.1] Doom Incarnate: A Wolfenstein style mod

Post by Shadow_Wulfe »

Is there a way to use the mod but still keep the original ending parts to levels / splash screens?
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Re: [v3.1.1] Doom Incarnate: A Wolfenstein style mod

Post by combolynch »

I would like to propose adding an option to select between Black Rose and Magnum. While Black Rose is a particularly excellent choice, I believe it would be beneficial to provide users with the flexibility to choose between these two fantastic options based on their preferences and needs.

This addition would greatly enhance the user experience by allowing more tailored customization.

Thank you for considering this request. I look forward to your feedback.

Best regards.
Doomzilla
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Re: [v3.1.1] Doom Incarnate: A Wolfenstein style mod

Post by Doomzilla »

Will Rayne ever be able to use slot 8 weapons?
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Re: [v3.1.1] Doom Incarnate: A Wolfenstein style mod

Post by D3athStalker »

Ribo Zurai wrote: Tue Oct 04, 2022 7:06 pm Am I crazy or is BJ shorter than Doomguy? Enemy corpses can easily block my view and make me run into other monsters.
I just checked and not really, both characters seem to have the same height (even with ZMovement addon).
Unregret wrote: Fri Mar 03, 2023 2:16 am Hello, I use this mod with Gearbox and it seems that no weapon sprite show up in quick selection wheel.
To be honest, I never really used any sort of weapon wheels mod so I never paid attention to this, although apparently it was just a matter of giving the weapon an icon and/or a sprite. Technically it did not have a sprite either since pickups are a separate actor. This should be fixed for the upcoming update.
Doomzilla wrote: Fri Sep 01, 2023 2:32 pm There's a bug with map31 of "Epic 2" megawad (possibly with other maps as well). First door of map31 uses some gimmicky script (possibly voodoo doll) when opening, this script seems to be working fine with BJ class, but refuses to execute with Rayne. Epic 2 is fairly popular, plus other wads may use the same scripts, so you should check it out.
I managed to fix it (Changing Rayne's radius with BJ's did the trick just fine, the map definitely uses a voodoo doll and I assume the said doll was unable to reach the item that opens the door cuz its radius is too short)
AliciaPendragon wrote: Sat Nov 25, 2023 7:41 pm For some reason ZMovement is NOT working. IDK why or what I did wrong but I have it loaded before Doom Incarnate. Also I'm playing as Rayne and it worked fine before on 3.0.1

Also is there any way we can possibly get the uber upgrades for some of the guns(the one syou get when you break down the heavy weapons) while playing as Rayne or is it an Blasko exclusive?
Hmm... no idea why it doesn't work since it does so for me (perhaps due to the GZDoom version?). Also the next update should have ZMovement running when loaded *after* the base mod, so the ZMove settings menu will be accessible.

And no, heavy upgrades are BJ exclusive thing, the only way to access them as Rayne is via cheats.
JohnEldridge wrote: Fri Jan 19, 2024 6:27 pm Why does my health only manage to get to 190 even when I've gotten all the health upgrade?

Edit: Ok I think the whole health upgrade system is busted. When it loads a new level it just resets the progress again and you're back down to 100 health. Only now you can't even upgrade it back up anymore
Should be fixed in the next update.
Shadow_Wulfe wrote: Sat Feb 03, 2024 4:39 pm Is there a way to use the mod but still keep the original ending parts to levels / splash screens?
I mean... you could remove the said parts from the pk3 file, if that's what you mean I guess.
combolynch wrote: Wed Oct 16, 2024 9:51 pm I would like to propose adding an option to select between Black Rose and Magnum. While Black Rose is a particularly excellent choice, I believe it would be beneficial to provide users with the flexibility to choose between these two fantastic options based on their preferences and needs.

This addition would greatly enhance the user experience by allowing more tailored customization.

Thank you for considering this request. I look forward to your feedback.

Best regards.
Appreciate the idea proposal, but I have no plans of further expanding the base arsenal. Although Black Rose is gonna be less clunky in the upcoming update.
Doomzilla wrote: Sun Dec 01, 2024 3:29 am Will Rayne ever be able to use slot 8 weapons?
No, sorry. Rayne already comes with several quirks of her own, so I want to keep the heavy weapons unique to BJ himself.


On another note... after looking back to this thread, I have forgotten how long it has been since the latest update. Although a new one is on the horizon, so stay tuned. :thumb:
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BLSZDOOM
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Re: [v3.1.1] Doom Incarnate: A Wolfenstein style mod

Post by BLSZDOOM »

hell yeah doom incarnate is coming back
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Re: [v3.1.1] Doom Incarnate: A Wolfenstein style mod

Post by JohnMidnight2120 »

GASP, a 3.2 in the future! Woot, also... I don't know why, but playing it thru finally realizing. I could of dismantled slot 8 weapons this whole TIMMEEE

I, don't know if this is a glich, but I am unable to dismantle the Slot 8 Rotesonne, it says I already have the upgrade for it, is it because I already have the Dragon Breath mod installed?? It's worked before if I recall O.o I do have the heavy weapon mods from Hammergewehr, and Schutzengel?
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Re: [v3.1.1] Doom Incarnate: A Wolfenstein style mod

Post by D3athStalker »

JohnMidnight2120 wrote: Sat Feb 15, 2025 11:21 am GASP, a 3.2 in the future! Woot, also... I don't know why, but playing it thru finally realizing. I could of dismantled slot 8 weapons this whole TIMMEEE

I, don't know if this is a glich, but I am unable to dismantle the Slot 8 Rotesonne, it says I already have the upgrade for it, is it because I already have the Dragon Breath mod installed?? It's worked before if I recall O.o I do have the heavy weapon mods from Hammergewehr, and Schutzengel?
It is a glitch, apparently it's caused by an overlook in the code where the weapon checks if the player has Grimmhammer's heavy upgrade (dismantled Hammergewehr) instead of Inferno Shotgun's. It will be fixed in the update.
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Re: [v4.0] Doom Incarnate: A Tribute to Wolfenstein

Post by D3athStalker »

Version 4.0 is out!

ModDB Link: https://www.moddb.com/mods/doom-incarnate
Alternative Link: https://mega.nz/file/58ZURABL#r2kznGjLZ ... g5AfBlhvfw

Changelog
Spoiler:
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Rowsol
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Re: [v4.0] Doom Incarnate: A Tribute to Wolfenstein

Post by Rowsol »

Impressive changelog!

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