SIREN TC | v0.7 - 'Mod Only'

For Total Conversions and projects that don't otherwise fall under the other categories.
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Ferretmanjcdenton
Posts: 322
Joined: Mon Mar 09, 2020 5:38 am
Graphics Processor: Not Listed
Location: Germany

Re: SIREN TC | v0.42

Post by Ferretmanjcdenton »

UNBELIEVABLE!!!
THANKS SOOOOOOO Much !!

Works perfectly ..
60fps no lag at all ..
Can I put the link for the LITE version in my description at yt ?
DoomwithaView
Posts: 72
Joined: Tue Nov 12, 2019 5:26 pm

Re: SIREN TC | v0.42

Post by DoomwithaView »

Ahhh good. That's interesting.

Yeah absolutely fine to share that link.
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goldenmob72
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Re: SIREN TC | v0.42

Post by goldenmob72 »

What Map is that ?
DoomwithaView
Posts: 72
Joined: Tue Nov 12, 2019 5:26 pm

Re: SIREN TC | v0.42

Post by DoomwithaView »

goldenmob72 wrote:What Map is that ?
The project includes custom maps. So, if I understand the question, it's just map01. I haven't given them specific names just yet.
wisezombiekiller
Posts: 11
Joined: Fri Dec 18, 2020 12:29 pm
Graphics Processor: ATI/AMD (Modern GZDoom)

Re: SIREN TC | v0.42

Post by wisezombiekiller »

I really like the look of this game so far, keep up the good work! I was wondering, would you consider making a left-handed version of the pistol? the left-sided ejection port is one of my pet peeves, otherwise i have no complaints (:
wisezombiekiller
Posts: 11
Joined: Fri Dec 18, 2020 12:29 pm
Graphics Processor: ATI/AMD (Modern GZDoom)

Re: SIREN TC | v0.42

Post by wisezombiekiller »

You really have to turn down the smoke monster a bit, or at least put him in later into the game. I don't want to be forced into putting on god mode on hurt me plenty because it's too difficult and frustrating with a near insta-kill monster that takes 12 shotgun shells perfectly hitting it to disable it for 30 seconds that can move through doors.
DoomwithaView
Posts: 72
Joined: Tue Nov 12, 2019 5:26 pm

Re: SIREN TC | v0.42

Post by DoomwithaView »

wisezombiekiller wrote:I really like the look of this game so far, keep up the good work! I was wondering, would you consider making a left-handed version of the pistol? the left-sided ejection port is one of my pet peeves, otherwise i have no complaints (:
Hi, thanks for playing.

The left-sided ejection port is a defect common in one specific batch of weapons that, coincidentally, happened to be the only batch to end up on Mars. A white-hot casing to the eyeball never hurt anyone.

I've heard the feedback about the smoke monster loud and clear and will be getting a rebalance in the upcoming release, along with proper difficulty settings.
DoomwithaView
Posts: 72
Joined: Tue Nov 12, 2019 5:26 pm

Re: SIREN TC | v0.5

Post by DoomwithaView »

Bumped to 0.5!
Massive changes. See changlog and OP

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m1lk
Posts: 120
Joined: Sun Apr 04, 2021 10:00 pm
Graphics Processor: ATI/AMD (Modern GZDoom)

Re: SIREN TC | v0.5

Post by m1lk »

oh good, because I enjoy this mod. thanks
DoomwithaView
Posts: 72
Joined: Tue Nov 12, 2019 5:26 pm

Re: SIREN TC | v0.5

Post by DoomwithaView »



Time to get things cooking.
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dawnbreez
Posts: 168
Joined: Wed Jul 08, 2015 12:29 pm

Re: SIREN TC | v0.5

Post by dawnbreez »

Anyone got any tips for dealing with the Fog? I keep getting cornered by other enemies and then splattered by it. Am I just bad at video games?
ebb
Posts: 3
Joined: Sun Jul 11, 2021 2:43 pm

Re: SIREN TC | v0.5

Post by ebb »

My hud isn't working lol.
edit: i’m dumb, just had to max it out
Super Hobo
Posts: 3
Joined: Mon Aug 09, 2021 8:47 am
Graphics Processor: Intel with Vulkan/Metal Support

Re: SIREN TC | v0.5

Post by Super Hobo »

can u make a lzdoom support
DoomwithaView
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Joined: Tue Nov 12, 2019 5:26 pm

Re: SIREN TC | v0.5

Post by DoomwithaView »

Super Hobo wrote:can u make a lzdoom support
It might work on lzdoom, but this mod follows the progress of gzdoom and may seek to take advantage of the latest features. I can think of a few things that would be problematic in lzdoom... I am unable to commit to making it work on lzdoom right now. Maybe at some point.
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Ferretmanjcdenton
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Re: SIREN TC | v0.5

Post by Ferretmanjcdenton »

DoomwithaView wrote:
Super Hobo wrote:can u make a lzdoom support
It might work on lzdoom, but this mod follows the progress of gzdoom and may seek to take advantage of the latest features. I can think of a few things that would be problematic in lzdoom... I am unable to commit to making it work on lzdoom right now. Maybe at some point.

Older versions worked in lzdoom 3.86a/b I believe ..and had no problems so far (I only use delta touch ..which has all user shaders and post shaders disabled -at least on my version)

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