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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
Shoker has blood pools? do you have a video of it? I'm curious what it looks like
I can't speak for other people for sure but I think part of it might be the terrain textures.
SoC's match the grass quite well, but in CoC (and in regular CoP) they don't match and you can see exactly where the grass ends and the ground begins.
I edited some of the colors of the level textures and the grass matches way better when I do and it makes the game look way better.
Also idk if you guys noticed but the vehicle graveyard ground texture is the worst offender, the ground color is green like the beta SoC maps when the vegetation was more vibrant, for that one I changed the color of the vegetation in build_details to match the ground color and again, looks way better.
What's up with the AI reaction times up close? Every time I'm near an enemy they don't see me for like 5-10 seconds even if i shoot (they seem to look at where i shot from but still don't see me)
After staring at them for like 5 seconds they finally notice me but it makes firefights against mercs and anyone with better equipment over before they start unless I'm stuck out in the open
Just curious, have you considered merging this with OWR 3 for better weapon models/animations?
Yep r2 renderer, changing these didn't do it. The only thing I could think of is that I disabled DoF. Do those shaders maybe require it to be enabled for some reason?
If i disable DoF my load times (sitting at black screen before load) go from 20 seconds to nothing, so maybe turning it off turned off those others as well?
Can you implement stuff like putting your weapon away when you use a medkit/bandage, breathing sounds for suits and maybe mask overlays?