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I'm excited for this game, I like the look, mechanics and style of it.
What is the metagame going to be like?
Another suggestion: Make thrown weapons do more/less damage and fly further/closer based on how large they are.
So throwing a pistol will slightly stun the target with barely any damage, but tossing a heavy machine gun in a demons face will do significant damage.
Totally optional idea, just throwing it out there.
This is really cool, I feel happy they're still trying this. This time they've definitely got a solid system going in regards to quality and compatibility of the mods.
I'm a bit confused at the new "currency" thing. I'm also confused how will be Gamemode type mods be implemented into skyrim or fallout, but overall this is a very positive initiative.
Given that fallout nor skyrim never intended for this type of modding framework in their core designs, this is certainly the best possible way to approach it, albeit a bit safe, rigid and sterile overall.
In any case, a good step in the right direction, in my opinion.
I like the remaster, she looks better than ever.
I've been playing this mod nonstop in the last couple weeks. Its so much fun!
I just downloaded the file from that tinyupload link and it still works fine.
There is a .pk3 file that is the actual mod. Try redownloading.
I've never heard of this mod but I'm curious for cool new things, whats remarkable about this pack? How do you recommend enjoying it?
You didn't load up Brutal Doom before this mod. (required)
Learn to autoload:
Suggestion: Make all thrown items (grenades, C4 and beacon) have Speed 35, I find its more enjoyable and useful.
"You ever seen those flying skulls man? Damn thats some creepy ****."
How can you ever get tired of that? I find it hilarious every time. : D
I just wanted to celebrate a bit by saying that I really love the balance of the weapons. The way they are categorized, how powerful they are, how much ammo they use and how much ammo I can carry, it is all spot on. Perfect.
I only wish I could scavenge ammo from guns on the floor, especially on levels with low amounts of supplies. Brutal Doom had the function of "Unload Ammo". If that could be restored for this mod, it could provide a little bit of micromanagement that I could do as a player to survive levels with minimal ammo.
(Pickup guns that have ammo in them, hit the hotkey "unload ammo", recieve their ammo, then throw the gun away to pick up whatever main gun I prefered to have.)
Totally optional feature, but would be a great quality of life addition for sure.
Thank you, I appreciate the consideration! : )
I would actually be happy enough with a colored text only version, so if it seems too much work to do with images, please consider this simple option too.
"Regarding the combination with other custom MOD, you can start with this version of CALL OF DOOM if the MOD only changes monster."
Thank you for mentioning that, I didn't even consider it. I'm pretty excited, as it means I could mix CoD up with all sorts of monster mods and have even more possible ways to enjoy this mod. : O
Haha, alright fair enough. I guess I was looking places I was not supposed to.
Still its easy to fix. In the file W_PPSH, in 'actor "M4A1" : RGUWeapon', it just needs this line:
Thats all. No need to rename every piece of the weapon (which would be time consuming, I see, yes). I already did it for my copy of the mod, so its ok.
I spawned in the helicopter via beacon, but when it started shooting, the game began to lag noticeably. I think its using too many particle effects. Can you optimize the performance for the helicopter's weapon projectiles please? Less particles or something.
There are still few minor bugs in this package. When loading GZDoom it showed errors for:
ImpShield.txt - DeadImp1 does not exist. Change to DeadImp
Nazis.txt - there is a 'Goto Crouch', also does not exist. Change it to 'Stop'.
Imps.txt - ImpTorso and DeadImp have 'Goto See', should be 'Stop'.
I have fixed these errors. You can download the fixed R4 package here (and reupload it here for everyone, because this link will expire in 30 days):
Meanwhile, in the zzbrutalxcod_bcoding_b3V85c.wad, in the D_INFO at line 170, there is an "actor Reloading : Inventory", this already exists in BrutalDoom, so it makes a conflict. It can be safely commented out or removed from the mod.
All the above fixes together make the entire CoD and Brutal Doom load with no errors and load much faster!
I've played about 25 maps so far with this mod and its fantastic. I have to say that the new updates that came in 0.85 were spot on, as the damage balance, limited slots to carry weapons and the new content make a huge difference. Having a lot of fun playing this! :D
I did notice one minor bug: The name for the PPSH-41 says that its M4A1 via "Options -> HUD Options -> Display Nametag -> Both".
Oh my god this mod is AMAZING.
I finally tried the mod today with regular brutal doom and I'm having a really good time! The feel, guns, power, recoil, sounds and the special extra items and features are SUPER GOOD. Thank you so much for making it!
One thing I think could be added, is some sort of hotkey that shows a list of the full inventory I have, so I can quickly and easily see everything I have available to me.
Some sort of list that when you press and hold a button, it will display all ammo, all items and all weapons that I'm currently carrying. It would be very useful if I'm playing a large 32 map campaign and move around really fast, not able to keep track everything I pick up. This list hotkey would make it easy to quickly remember what I have when I need to know.
Aside from that, I'm enjoying this mod a LOT! Thank you man!
Funnily enough I was hoping this pack would offer the opposite. The original old lines felt more authentic and bold, while the newer recorded ones seem somewhat... sterilized and forced.
SUPER COOL! I love the description images that explain the mechanics, I find them helpful and enjoyable to look at.
Definitely starting my next playthrough with this mod. Thank you making and sharing it man! : D
Thank you, sounds good to me.
Thank you! Thats great to hear and I feel relieved now. Also really excited for the Project Brutality inclusion/combo/compatibility, really happy to hear this will be a new addition.
"-Almost all weapons are weakened by 50%.
Because there are many opinions that "monster of DOOM is not a clay doll".
By the way I like clay dolls better."
Just in case my comment in the actual article got missed, I want to repeat that please do not weaken the weapons themselves. I want to enjoy monsters as clay dolls that I can massacre easily too! Just add a new difficulty setting for the people who want tougher monsters like so:
Far easier this way than to manually change each gun.
Sure, here you go:
If you wish to further edit them, I did it this way:
1. Open the pk3 file with IZArc or similar.
2. Right-click on the "decorate" named files and use Open with Notepad.
3. Make changes that make most sense (reference the zdoom wiki when needed, its got all the info you need).
4. Save the file, exit and back in IZArc, it will ask to confirm the changes to the file, so say "yes".
I've run a couple 32-map campaigns with these and I really enjoy them. I did slightly buff their health and damage to fit my gameplay mods, but otherwise they're excellent.
Would it be possible to make an update that they would follow me to the next level after reaching the exit?
I'd really enjoy the persistent element if I could try to adventure with these buddies from MAP01 all the way to MAP30. (provided I keep them alive all that time)
I'm more a fan of weaker enemies as you are. I like squishy clay dolls more, so I would appreciate if the mod would remain as is. Keep weapons powerful as they are. More satisfying that way.
I think a better way is to make a new difficulty setting for those who want bigger difficulty that simply gives 2.0x health to monsters.
I downloaded and inside the zip I saw a folder named "patch for no weapons limit". Whats it for?
If I use the "Monkeys Doom RPG 0.31 (WITHOUT WEAPON LIMIT).pk3", then do I need the stuff in the folder?
**** yeah a Komatsu Dump Truck!
Thank you! Thats great news, I heard a lot of good things about the mod and was sad that it was outdated. Now I can actually try it! :D
Does this version work on gzdoom 2.2.0 or above?
I heard the mod only ran on versions below 2.0.0.