I don't think it jives with the new 8/5 v21 beta :/ Everyone still "sinks" but it overrides the neat-o new water effects
He uploaded a video previewing the new version a month ago, if that helps
I haven't checked back on this sub-mod since... V5? When Quaker was still working on it? After watching saegiru's youtube playthroughs god damn I'm glad he made me aware of this. Can't wait for v10!
Its funny how little tweaks can have such an impact.
That being said, will this "always" work across the board? As in, will this still work when V21 comes out? (I'm not familiar with how .lmp files work :p )
Has anybody else had a strange glitch with stamina not recharging past 1% in tactical mode?
The scientific term is "murderboner."
95,307 downloads as of today since June 2015, weird nobody noticed it was a virus.
Speaking of Hell on Earth with BD64 - on map 10 when you fight with friendly marines, 3 out of 4 the marines are black-uniformed special-weapons marines who are far taller than their normal friendlies and don't move/follow unless they spot an enemy.
Wasn't even aware that it was an option! *Checks option* holy **** it was already on Dark.
I appreciate the response though! I guess I'll just go back to using the Ultimate Doom Visor and using it's light settings.
I have a question followed by praise:
Can anyone recommend or tell me how to make my game as dark as the trailers? Turning down brightness doesn't seem to have that effect and just seems to hides a lot of visual essentials. Or is because I'm using GZDoom?
Praise - OH MY GOD are these changes perfect! I assumed Tactical would just give us reloads and a kick - but wow! Love the AR accuracy mechanic (AND you used the old rifle sprites from V13! That's my personal favorite!), the stamina system, **RECOIL**, UGH! Fantastic work as usual!
Original gameplay? Pretty sure you can play Hell on Earth with Brutal Doom 64 already
That's a god damned valid point!
This is pretty hilarious. Thank you for this.
What do you mean does not work with gzdoom? I've played and beaten it with gzdoom in the normal and unstable releases.
Is that all that's needed? I did the "replace" function in the SBARINFO in UDV_v1.85_A_BASE.pk3 only, and seemingly it only changed the number counter for the grenades and nothing else?
Thank you for the reply!
This is fantastic. Thank you.
"The default font has been changed to smallfont so that PWADs containing their own fontset will display on the HUD and in the menu."
That looks really, really good. How can I recreate this in a regular UDV mod? I tried deleting the "font" folder and got very bad results. :p
Disregard. Guess regular zombie men don't deplete your armor, only health?
Also, this version is ******* awesome. The fog and the ambient music is amazing!
I have a question (or a bug to report).
Is anybody else *not* losing armor with damage being taken? I'm running so much stuff at once I'd rather ask before I start trying to comb through everything to find out where the problem is.
I have a question and I apologize if its already been asked/answered but I didn't see anything like it in the FAQ -
Will we be able to play this with other other Doom 2 wad/levels? (Obviously we can't have the cool effects, so I'm mostly talking about the weapons and enemies.)
Amazing work as usual!
Mancubus flamethrower does wonders
"At the moment GZ3Doom VR is only for the Oculus Rift. But I too will soon be getting a Vive. So there is a good chance GZ3Doom will eventually work on the Vive. But you may need to have patience."
Bottom of the page.
Don't know about zan but in gzdoom if you use the command
"map [current map]"
in the console that might be what you're looking for?
(If you want to keep your weapons and change levels use "changemap [map name]" )
As usual you're the best!
I have a request/suggestion pertaining to the carbine. On full auto could you make the first shot accurate, and the rest follow the regular full-auto pattern? I would love to be able to rapidly fire accurate/semi for long distance without having to switch to another weapon or use the fire selector. I tend not to use the fire selector anymore, I find myself too often forgetting what I left the setting on as I cycle through a dozen other weapons.
In the midst of a horde I switch to my carbine, hold the trigger, oh yeah! I left it in semi. HahahaFFFFFUUUUUUUUUU~!
Excellent work regardless :D
Awesome! Thank you for bringing this to our attention!
Slight bug? When using the constant face reflection, it doesn't disappear with the rest of the visor when performing executions.
How have I not heard of this mod until now??
/tracks this mod/
I'd like to know more.
:D oh boy I sure hope!
Its weird, I think I really like having the face reflection always on. Really adds to the immersion, and seeing blood dripping from his eyes/face while at 11% hp is pretty god damn cool.
Christ at this point what *can't* you do with this visor? That being said - I mentioned this a long time ago, but do you think it'd be possible to separate armor and health/blood damage? For instance when you're on death's door, but you find some armor, and your visor is suddenly good as new. Well, your/mp HP is still at 11% so I should be on death's door. So what if all blood splatters were died directly to HP levels and armor physical damage tied to armor levels? That way at 11% health the visor is still bloody but with 100% armor the visor itself is intact.
I'm only asking/mentioning because you're now able to do things I didn't think were possible! Food for thought. Regardless - with every update this gets better and better!