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SoA and DoE have unfinished support right now. I think I might hold off on adding them in for a while, as the way I have implemented my own mod features means i'll have to reimplement expansion items in a different way than the expansions originally did, which will take time.
I've ported the ambient sound system from AD for this very reason, quite a few maps have extra ambient sounds
I actually added a slowmo powerup. Mappers can place it in custom maps, or you can use the mod menu to replace powerups in existing maps
I'm trying to add everything I wanted to for a beta within a month, so if all goes smoothly it should be a little after that.
Don't quote me on that though, I've got quite a few projects going on so no promises.
It's one of the new maps that'll be included with the mod
Some of the weapons have extra frames, so they would need new animations for compatibility. I could do it but i was thinking about making a centered classic version for the current weaponset first
I'll probably give them nailguns but I'm not sure yet
Originally it was just skins but enforcers actually get new abilities (similar to quoth defenders) with their alternate skins.
I might add new abilities to the grunt as well, though I'm more reluctant to do that to fodder enemies
Is there any way to make the physics crates drop loot like SoC? they don't seem to drop anything
Absolutely excellent mod, doom and quake have good autoaim so they are like, the only two fps using a touch device that are actually fun to play for me, so having a mod that so closely feels like doom 4 is incredible!
BD64 maps, doom 4 gameplay and music is a very cool combo.
Question, how do you switch equipment? I have a hologram and tesla nade but i cant figure out how to change it, the d4t keybinds dont do it, and neither do the standard inventory binds
As of right now no, unfortunately you'll have to wait until bsp2 gets merged into the main HoT branch to get linux support
Well, Hammer of Thyrion is the main engine for it, so once bsp2 is added to the latest HoT branch it will.
Unfortunately i don't think hammer of thyrion supports loading of external files, and this branch would have to be updated separately.
Maybe once spike updates FTEQW to have more accurate Hexen 2 support and this mod works on it we could but for now I'm no engine coder so there's not much i can do.
Spike, the developer of FTEQW engine, compiled the Hammer of Thyrion engine with BSP2 support
Thanks for the kind words, I put a lot of effort into making a polished experience. IMO hexen 2 is a great platform, it just needed larger map support (which it has now) and a bit of a push i think.
Just to check, the new music worked correctly?
You need to use the bundled build of Hammer of Thyrion, it will not work with any other engine
Spike updated HoT with BSP2, which is what makes the large maps possible
the developer of the FTEQW engine, spike, made a modification to Hammer of Thyrion to support BSP2 maps. Since it's the only hexen 2 engine currently that supports BSP2 map sizes next to spike's own FTEQW, I'll be including it in the release of the demo
If you check out the mod that i used as a base, stats more directly effect your experience now. The nost obvious is strength noticeably changes your melee damage, and different stats are even tied into some of the weapon skills, such as giving the necro more lightning bolts for his spell and things like that.
I suggest you give the linked mod a try if your curious as to what you can expect, i tried to keep my new additions in line with the progression from it.
I had some problems with LA but it's nothing proper A-Life in the maps wouldn't have fixed. Excited.
I see you guys have detectors now, do you have new weapon animations as well?
Can we expect any changes like this to come to the cordon? I would love to see the cordon expanded with the bigger train tracks, tunnel, etc. from old builds.
Current cordon I've been in so much I am totally sick of it and it would breath new life into a rookie village start
Call of Chernobyl support maybe?
I get the same thing, I hope there's gonna be a hotfix soon
It does but i misnamed the sounds folder. Either rename it to sounds for the music to work or wait for moddb to update the file links
Would you be able to make an addon for AO3 to make NPCs drop guns with really low condition?
They appear everywhere, since they are dependent on the weather of the area
For some reason I don't have headbob in the latest version, and cam_inert does nothing. Was this intended? Is there any way to restore headbob back? I miss it.
The plasma cannon thing is a known and never fixed darkplaces bug unfortunately.
And what version of Quakespasm are you using? I've had multiple people tell me it doesn't work with the 64-bit Quakespasm at all, but I've never even been able to get the 64-bit Quakespasm to work so I only ever tested it on the 32-bit version.
Unfortunately I'm not a coder, and fixing that either requires it to be in a mod directory or be done with darkplaces, limiting compatibility.
If i ever do make a mod version/find someone to help code it I'd like to add a lot more extra features as well.
Trailer for the mod